Ship Type
Class HullEssential Equipment
Plasma Drive Warp Engine Gellar Field Void Shields Ships Bridge Life Sustainers Crew Quarters Augar Arrays CrewEssential Totals
Weapons
Mount Location Dorsal Port Starboard Weapon_Limit Weapon_Limit Weapon_Limit Weapon_Limit Weapon_LimitEssentials + Weapons
Supplemental Equipment
Item 1 Item 2 Item 3 Item 4Item 5 Item 6 Item 7 Item 8 Item 9 Item 10 Item 11 Item 12 Item 13 Item 14 Item 15
Total Ship Costs
Equipment Special Features
Essential Equipment
Goliath-Class Factory Ship Lathe Pattern 2a Drive (Transport)
Miloslav G-616.b Warp Engine (Transpor, Raider, Frigate) Gellar Field
Warpsbane Hull Emergency Field
None Repulsor Shield
Exploration Bridge (Transport, Raider, Frigate)
Clemency-Pattern Life Sustainer (Transport, Raider, Frigate) Clan-Kin Quarters (Transport, Raider, Frigate)
R-50 Auspex Multi-Band Crack Crew
Weapons
Mars Pattern Macrocannon Mars Pattern Macrocannon Mars Pattern Macrocannon
This slot exceeds the ships weapon capacity This slot exceeds the ships weapon capacity This slot exceeds the ships weapon capacity This slot exceeds the ships weapon capacity This slot exceeds the ships weapon capacity
Supplemental Equipment
Main Cargo Hold Main Cargo Hold
NONE NONE NONE NONE NONE NONE
NONE NONE NONE NONE NONE NONE NONE
Name Sp Cost Power Space Speed Transport
Goliath-Class Factory Ship -25 10 48 3
Lathe Pattern 2a Drive (Transport) #N/A #N/A #N/A #N/A Miloslav G-616.b Warp Engine (Transpor, Raider, Frigate)#N/A #N/A #N/A #N/A
Gellar Field 0 -1 0
Warpsbane Hull -2 -1 0
Emergency Field 0 -2 0
None
Repulsor Shield 0 -6 -1
Exploration Bridge (Transport, Raider, Frigate) #N/A #N/A #N/A #N/A Clemency-Pattern Life Sustainer (Transport, Raider, Frigate)#N/A #N/A #N/A #N/A Clan-Kin Quarters (Transport, Raider, Frigate) #N/A #N/A #N/A #N/A
R-50 Auspex Multi-Band 0 -4 0
Crack Crew -5
#N/A #N/A 14 4
Name Sp Cost Power Space
Mars Pattern Macrocannon -1 -4 -2 Mars Pattern Macrocannon -1 -4 -2
Mars Pattern Macrocannon -4 -2
This slot exceeds the ships weapon capacity This slot exceeds the ships weapon capacity This slot exceeds the ships weapon capacity This slot exceeds the ships weapon capacity This slot exceeds the ships weapon capacity
Sp Cost Power Space Speed #N/A #N/A 8 4
Name Sp Cost Power Space Speed
Main Cargo Hold -1 -2 -4
Main Cargo Hold -1 -2 -4 0
NONE NONE
NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE NONE
Sp Cost Power Space Speed #N/A #N/A 0 4 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511
ManuverabilityDetection Hull Integrity Armour Max MoraleTurret Rating
-10 4 50 14 100 1
#N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A
#N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A #N/A
5 -2
-2 2 50 14 101 1
Strength Damage Crit Rating Range
3 1d10+2 5 6 3 1d10+2 5 6 3 1d10+2 5 6
ManuverabilityDetection Hull Integrity Armour Max MoraleTurret Rating
-2 2 50 14 101 1
ManuverabilityDetection Hull Integrity Armour Max MoraleTurret Rating
ManuverabilityDetection Hull Integrity Armour Max MoraleTurret Rating -2 2 50 14 101 1 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511
Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
0 1 0 1
#N/A #N/A #N/A #N/A
#N/A #N/A #N/A #N/A
#N/A #N/A #N/A #N/A
#N/A #N/A #N/A #N/A
#N/A #N/A #N/A #N/A
0 1 0 1
-1
-1
Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
0 0 0 0
Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots 0 0 0 0 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511
Starboard Weapon Slots Total Weapon Slots 3 1 #N/A #N/A #N/A #N/A #N/A 1 -1
Starboard Weapon Slots 0
Starboard Weapon Slots 0 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511
Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511 Err:511
Ship Class Weapon AreasWeapon_Limit Transport Prow Raider Dorsal Frigate Keel LightCruiser Port Cruiser Starboard Battlecruiser GrandCruiser
Ships
Transports Sp Cost Power
Jericho-Class Pilgrim Vessel -20 Vagabond-Class Merchant Trader -20
Loki-Class Q Ship -21
Orion-Class Star Clipper -25
Carrack-Class Transport -25
Goliath-Class Factory Ship -25 10 Universe-Class Mass Conveyor -45 10
Raiders Sp Cost Power
Haeroth-Class Privateer -30
Havoc-Class Merchant Raider -35
Cobra-Class Destroyer -30
Meritech Shrike-Class Raider -34 Iconoclast-Class Destroyer -29
Viper-Class Scout Sloop -27
Frigates Sp Cost Power
Sword-Class Frigate -40
Tempest-Class Strike Frigate -40
Firestrom-Class Frigate -41
Falchion-Class Frigate -42
Claymore-Class Corvette -38
Turbulent-Class Heavy Frigate -42 2
Light Cruisers Sp Cost Power
Dauntless-Class Light Cruiser -55 Secutor-Class Monitor-Cruiser -58 Lathe-Class Monitor-Cruiser -55 Endeavour-Class Light Cruiser -57 Defiant-Class Light Cruiser -58
Cruisers Sp Cost Power
Lunar-Class Cruiser -60
Tyrant-Class Cruiser -61
Conquest-Class Star Galleon -52
Ambition-Class Cruiser -57
Dictator-Class Cruiser -63
Battlecruisers Sp Cost Power
Overlord-Class Battlecruiser -64 Mars-Class Battlecruiser -71
Chalice-Class Battlecruiser -63 4 Armageddon-Class Battlecruiser -63
Grand Cruisers Sp Cost Power
Avenger-Class Grand Cruiser -70 Repulsive-Class Grand Cruiser -69 Exorcist-Class Grand Cruiser -71
Essential Components
Plasma Drives Sp Cost Power
None
Jovian Pattern Class 1 Drive (Transport) 0 35 Lathe Pattern Class 1 Drive (Transport) -1 40 Jovian Pattern Class 2 Drive (Raider, Frigate) 0 45 Jovian Pattern Class 3 Drive (Light Cruiser) 0 60 Jovian Pattern Class 4 Drive (Cruiser) 0 75 Jovian-Pattern "Warcruiser" Drive (Light Cruiser) -2 65 Jovian-Pattern "Warcruiser" Drive (Cruiser) -2 85 Lathe Pattern 2a Drive (Transport) -2 40 Lathe Pattern 2b Drive (Raider, Frigate) -2 47 Jovian-Pattern Class 8.1 Drive (Frigate) -1 44 Jovian-Pattern Class 8.2 Drive (Light Cruiser) -1 59
Jovian-Pattern Class 8.3 Drive (Cruiser) -1 74 Jovian-Pattern Class 8.4 Drive (Grand Cruiser) -1 93 Saturine-Pattern Class 4A "Ultra" Drive (Battlecruiser) 0 90 Saturine-Pattern Class 5 Drive (Grand Cruiser) 0 95 Mezoa-Pattern Theta-7 Drive (Transport) -1 44
Warp Engines Sp Cost Power
None
Strelov 1 Warp Engines (Transport, Raider, Frigate) 0 -10 Strelov 2 Warp Engines (Light Cruiser, Cruiser) 0 -12 Markov 1 Warp Engine (Transport, Raider, Frigate) -1 -12 Markov 2 Warp Engine (Light Cruiser) -1 -13 Miloslav H-616.b Warp Engine (Light Cruiser, Cruiser) 0 -10 Miloslav G-616.b Warp Engine (Transpor, Raider, Frigate) 0 -8
Gellar Fields Sp Cost Power
None
Gellar Field 0 -1
Warpsbane Hull -2 -1
Emergency Field 0 -2
Belecane-Pattern 90.r Gellar Field 0 -1
Void Shields Sp Cost Power
None
Single Void Shield Array 0 -5
Multiple Void Shield Array (Cruiser) 0 -7
Repulsor Shield 0 -6
Repulsor Shield Array (Cruiser) 0 -8 Triple Void Shield Array (Grand Cruiser) 0 -9 Voss "Glimmer"-Pattern Void Shield Array 0 -3 Voss "Glimmer"-Pattern Multiple Void Shield Array (Cruiser) 0 -5
Ships Bridge Sp Cost Power
None
Combat Bridge (Transport, Raider, Frigate) 0 -1 Combat Bridge (Light Cruiser, Cruiser) 0 -2 Command Bridge (Raider, Frigate) -1 2 Command Bridge (Light Cruiser, Cruiser) -1 -3 Commerce Bridge (Transport) 0 -1 Armored Command Bridge (Raider, Frigate) 0 -2 Armored Command Bridge (Light Cruiser, Cruiser) 0 -3 Ship Master's Bridge (Cruiser) 0 -4 Exploration Bridge (Transport, Raider, Frigate) -1 -4 Exploration Bridge (Light Cruiser, Cruiser) -1 -4
Fleet Flag Bridge (Battlecruiser, Grand Cruiser) -1 -4 Flight Command Bridge (Light Cruiser, Cruiser) 0 -2
Invasion Bridge (Cruiser) 0 -4
Life Sustainers Sp Cost Power
None
M-1.r Life Sustainer (Transport, Raider, Frigate) 0 -3 M-1.r Life Sustainer (Light Cruiser, Cruiser) 0 -4 Vitae Pattern Life Sustainer (Transport, Raider, Frigate) 0 -4 Vitae Pattern Life Sustainer (Light Cruiser, Cruiser) 0 -5 Clemency-Pattern Life Sustainer (Transport, Raider, Frigate) 0 -4 Clemency-Pattern Life Sustainer (Light Cruiser, Cruiser) 0 -5
Crew Quarters Sp Cost Power
None
Pressed-Crew Quarters (Transport, Raider, Frigate) 0 -1 Pressed-Crew Quarters (Light Cruiser, Cruiser) 0 -2 Voidsmen Quarters (Transport, Raider, Frigate) 0 -1 Voidsmen Quarters (Light Cruiser, Cruiser) 0 -2 Clan-Kin Quarters (Transport, Raider, Frigate) -1 -1 Clan-Kin Quarters (Light Cruiser, Cruiser) -1 -2 Cold Quarters (Transport, Raider, Frigate) -1 -3 Cold Quarters (Light Cruiser, Cruiser) 1 -4 Bilge-Rate Quarters (Transport, Raider, Frigate) 0 -1 Bilge-Rate Quarters (Light Cruiser, Cruiser) 0 -2
Augur Arrays Sp Cost Power
None
M-100 Augur Array 0 -3
M-201.b Augur Array 0 -5
R-50 Auspex Multi-Band 0 -4
Deep Void Augur Array -1 -7
BG-15 Assault Scanners 0 -5
X-470 Ultimo Array 0 -6
Crew Sp Cost Power
None Incompotent Crew 5 Standard Crew 0 Crack Crew -5 Veteran Crew -15
Supplemental Components
Cargo Holds and Passenger Quarters Sp Cost Power Cargo Hold and Lighter Bay -1 -1 Compartmentalized Cargo Hold -1 -2
Main Cargo Hold -1 -2
Modified Main Cargo Hold Landing Bay -2 -3
Luxury Passenger Quarters -1 -2
Barracks -2 -2
Shadowblind Bays -2 -3
Xenos Habitat -1 -2
Brig -1 -1
Ship's Stores (Light Cruisers, Cruisers) -2 -1 Ship's Stores (Transports, Grand Cruisers) -2 -1
Augments and Enhancments Sp Cost Power
Augmented Retro-thrusters (Raider, Frigate) -2 -3 Augmented Retro-thrusters (Transport, Light Cruiser) -2 -4 Augmented Retro-thrusters (Cruiser) -2 -5 Reinforced Interior Bulkheads (Transport, Raider, Frigate) -2 0 Reinforced Interior Bulkheads (Light Cruiser, Cruiser) -2 0 Armour Plating (Transport, Raider, Frigate) -2 0 Armour Plating (Light Cruiser, Cruiser) -2 0
Armoured Prow (Cruiser) -2 0
Tenebro-Maze (Transport, Raider, Frigate) -2 -1 Tenebro-Maze (Light Cruiser, Cruiser) -2 -2 Auxiliary Plasma Banks (Transport, Raider, Frigate) -1 8 Auxiliary Plasma Banks (Light Cruiser, Cruiser) -1 10
Drop Pod Launch Bays -2 -1
Empyrean Mantle (Transport, Raider, Frigate) -2 -3 Empyrean Mantle (Light Cruiser, Cruiser) -2 -5 Reinforced Prow (Transport, Raider, Frigate) -1 0 Reinforced Prow (Light Cruiser, Cruiser) -1 0
Defensive Countermeasures -2 -1
Flak Turrets -1 -1
Field Bracing -2 special
Fire Suppression System (Transport. Raider, Frigate) -2 -1 Fire Suppression System (Light Cruiser, Cruiser) -2 -2 Fire Suppression System (Grand Cruiser) -2 -3
Lux Net -2 10
Minelayer Bay (Transport, Light Cruiser, Cruiser) -1 -1 Power Ram (Light Cruiser, Cruiser) -2 -2
Additional Facilities Sp Cost Power
Extended Supply Vaults -2 -1
Crew Reclamation Facility -1 -1
Munitorium (Transport, Raider, Frigate) -2 -2 Munitorium (Light Cruiser, Cruiser) -2 -3 Temple-shrine to the God Emperor -1 -1
Librarium Vault -1 -1
Trophy Room -1 -1
Observation Dome -1 0
Murder Servitors -2 -1
Arboretum (Transport, Raider, Frigate) -1 -2 Arboretum (Light Cruiser, Cruiser) -1 -2
Asteroid Mining Facility -3 -6
Astropathic Choir-Chambers -1 -1
Broadband Hymn-Casters -1 -3
Cloudmining Facility -1 -3
Hydraphuran Jamming System -1 -4
Manufactorum -2 -2
Medicae Deck -1 -2
Melodium -1 -1
Plasma Scoop (Raider, Frigate) -3 -2 Plasma Scoop (Light Cruiser, Cruiser) -3 -3
Pilots Chamber -1 -1
Salvage Systems -3 -5
Small Craft Repair Deck -1 -2
Spacedock Piers (Transports with 50+ Space, Grand Cruiser) -4 -7
Weapons
Macrobatteries Sp Cost Power
Thunderstrike Macrocannon -1 -2
Mars Pattern Macrocannon -1 -4
Mars Pattern Macrocannon Broadside (Light Cruiser, Cruiser) -1 -4
Sunsear Laser Battery -1 -6
Ryza Pattern Plasma Battery -2 -8
Jovian Missile Battery -1 -3
Lathe Grav-culberin Broadside (Light Cruiser, Cruiser) -1 -5
Mezoa Macrocannon -1 -4
Pyros Melta-Cannon -2 -4
Sunsear Las-broadside (Light Cruiser, Cruiser) -1 -9 Bombardment Cannon (Light Cruiser, Cruiser) -3 -5
Disruption Macrocannon -2 -4
Disruption Macrocannon Broadside (Light Cruiser, Cruiser) -2 -6 Hecutor-Pattern Plasma Battery (Light Cruiser, Cruiser) -2 -8 Hecutor-Pattern Plasma Broadside (Battlecruiser, Grand Cruiser) -2 -12 Stygies-Pattern Macrocannon -1 -4
Lances Sp Cost Power
Starbreaker Lance -2 6
Titanforge Lance -2 -9
Titanforge Battery -2 -13
Sunhammer Lance -2 -9
Sunhammer Battery -2 -13
Godsbane Battery (Battlecruiser, Grand Cruiser) -3 -13
Las-burner -2 -7
Mezoa Lance -3 -9
Mezoa Battery (Light Cruiser, Cruiser) -3 -13 Voidsunder Battery (Light Cruiser, Cruiser) -3 -15
Nova Cannons Sp Cost Power
Mars-Pattern Nova Cannon (Cruiser) -3 -3 Ryza-Pattern Nova Cannon (Cruiser) -4 -5
Torpedo Tubes Sp Cost Power
Fortis-Pattern Torpedo Tube (Light Cruiser, Cruiser) -3 -2 Gryphonne-Pattern Torpedo Tube (Every ship but Transports) -1 -2 Mars-Pattern Torpedo Tube (Light Cruiser, Cruiser) -2 -2
Voss-Pattern Torpedo Tube -1 -1
Landing bays Sp Cost Power
Jovian-Pattern Escort Bay (Light Cruiser, Cruiser) -1 -1 Jovian-Pattern Landing Bay (Cruiser) -2 -1 Lathe-Pattern Landing Bay (Cruiser) -2 -1
Small Ship Weapon Lists Large Ship Weapn Lists
SmallProw Prow
----MACROCANNONS----
----MACROCANNONS----Thunderstrike Macrocannon Thunderstrike Macrocannon Mars Pattern Macrocannon Mars Pattern Macrocannon Sunsear Laser Battery Sunsear Laser Battery
Ryza Pattern Plasma Battery Ryza Pattern Plasma Battery Jovian Missile Battery Jovian Missile Battery
Mezoa Macrocannon Mezoa Macrocannon Pyros Melta-Cannon Pyros Melta-Cannon
Disruption Macrocannon Bombardment Cannon (Light Cruiser, Cruiser) Stygies-Pattern Macrocannon Disruption Macrocannon
----LANCES---- Hecutor-Pattern Plasma Battery (Light Cruiser, Cruiser) Starbreaker Lance Stygies-Pattern Macrocannon
----LANCES----Titanforge Battery Starbreaker Lance Sunhammer Lance Titanforge Lance Sunhammer Battery Titanforge Battery
Las-burner Sunhammer Lance
Mezoa Lance Sunhammer Battery
----TORPEDO TUBES---- Godsbane Lance (Battlecruiser, Grand Cruiser) Gryphonne-Pattern Torpedo Tube (Every ship but Transports)Godsbane Battery (Battlecruiser, Grand Cruiser) Voss-Pattern Torpedo Tube Las-burner
Mezoa Lance
SmallDorsal Mezoa Battery (Light Cruiser, Cruiser)
----MACROCANNONS---- Voidsunder Battery (Light Cruiser, Cruiser) Thunderstrike Macrocannon ----NOVA
CANNONS----Mars Pattern Macrocannon Mars-Pattern Nova Cannon (Cruiser) Sunsear Laser Battery Ryza-Pattern Nova Cannon (Cruiser) Ryza Pattern Plasma Battery ----TORPEDO
TUBES----Jovian Missile Battery Fortis-Pattern Torpedo Tube (Light Cruiser, Cruiser)
Mezoa Macrocannon Gryphonne-Pattern Torpedo Tube (Every ship but Transports) Pyros Melta-Cannon Mars-Pattern Torpedo Tube (Light Cruiser, Cruiser)
Disruption Macrocannon Voss-Pattern Torpedo Tube Stygies-Pattern Macrocannon
Las-burner Dorsal
----MACROCANNONS----SmallKeel Thunderstrike Macrocannon
----MACROCANNONS---- Mars Pattern Macrocannon
Thunderstrike Macrocannon Sunsear Laser Battery
Mars Pattern Macrocannon Ryza Pattern Plasma Battery Sunsear Laser Battery Jovian Missile Battery
Ryza Pattern Plasma Battery Mezoa Macrocannon Jovian Missile Battery Pyros Melta-Cannon
Mezoa Macrocannon Bombardment Cannon (Light Cruiser, Cruiser) Pyros Melta-Cannon Disruption Macrocannon
Disruption Macrocannon Hecutor-Pattern Plasma Battery (Light Cruiser, Cruiser) Stygies-Pattern Macrocannon Stygies-Pattern Macrocannon
Las-burner
----LANCES---TORPEDO TUBES---- Starbreaker Lance
Gryphonne-Pattern Torpedo Tube (Every ship but Transports)Titanforge Lance Voss-Pattern Torpedo Tube Titanforge Battery
Sunhammer Lance
SmallPort Sunhammer Battery
----MACROCANNONS---- Las-burner
Thunderstrike Macrocannon Mezoa Lance
Mars Pattern Macrocannon Voidsunder Battery (Light Cruiser, Cruiser) Sunsear Laser Battery
Ryza Pattern Plasma Battery Keel
Jovian Missile Battery
----MACROCANNONS----Mezoa Macrocannon Thunderstrike Macrocannon Pyros Melta-Cannon Mars Pattern Macrocannon Disruption Macrocannon Sunsear Laser Battery
Stygies-Pattern Macrocannon Ryza Pattern Plasma Battery Jovian Missile Battery
SmallStarboard Mezoa Macrocannon
----MACROCANNONS---- Pyros Melta-Cannon
Thunderstrike Macrocannon Bombardment Cannon (Light Cruiser, Cruiser) Mars Pattern Macrocannon Disruption Macrocannon
Sunsear Laser Battery Hecutor-Pattern Plasma Battery (Light Cruiser, Cruiser) Ryza Pattern Plasma Battery Stygies-Pattern Macrocannon
Jovian Missile Battery
----LANCES----Mezoa Macrocannon Starbreaker Lance Pyros Melta-Cannon Titanforge Lance Disruption Macrocannon Titanforge Battery Stygies-Pattern Macrocannon Sunhammer Lance
Sunhammer Battery Las-burner
Mezoa Lance
----TORPEDO
TUBES----Fortis-Pattern Torpedo Tube (Light Cruiser, Cruiser)
Gryphonne-Pattern Torpedo Tube (Every ship but Transports) Mars-Pattern Torpedo Tube (Light Cruiser, Cruiser)
Voss-Pattern Torpedo Tube
Port
----MACROCANNONS----Thunderstrike Macrocannon Mars Pattern Macrocannon
Mars Pattern Macrocannon Broadside (Light Cruiser, Cruiser) Sunsear Laser Battery
Ryza Pattern Plasma Battery Jovian Missile Battery
Lathe Grav-culberin Broadside (Light Cruiser, Cruiser) Mezoa Macrocannon
Pyros Melta-Cannon
Sunsear Las-broadside (Light Cruiser, Cruiser) Bombardment Cannon (Light Cruiser, Cruiser) Disruption Macrocannon
Disruption Macrocannon Broadside (Light Cruiser, Cruiser) Hecutor-Pattern Plasma Battery (Light Cruiser, Cruiser)
Hecutor-Pattern Plasma Broadside (Battlecruiser, Grand Cruiser) Stygies-Pattern Macrocannon ----LANCES----Starbreaker Lance Titanforge Lance Titanforge Battery Sunhammer Lance Sunhammer Battery Las-burner Mezoa Lance ----LANDING
BAYS----Jovian-Pattern Escort Bay (Light Cruiser, Cruiser) Jovian-Pattern Landing Bay (Cruiser)
Starboard
----MACROCANNONS----Thunderstrike Macrocannon Mars Pattern Macrocannon
Mars Pattern Macrocannon Broadside (Light Cruiser, Cruiser) Sunsear Laser Battery
Ryza Pattern Plasma Battery Jovian Missile Battery
Lathe Grav-culberin Broadside (Light Cruiser, Cruiser) Mezoa Macrocannon
Pyros Melta-Cannon
Sunsear Las-broadside (Light Cruiser, Cruiser) Bombardment Cannon (Light Cruiser, Cruiser) Disruption Macrocannon
Disruption Macrocannon Broadside (Light Cruiser, Cruiser) Hecutor-Pattern Plasma Battery (Light Cruiser, Cruiser)
Hecutor-Pattern Plasma Broadside (Battlecruiser, Grand Cruiser) Stygies-Pattern Macrocannon ----LANCES----Starbreaker Lance Titanforge Lance Titanforge Battery Sunhammer Lance Sunhammer Battery Las-burner Mezoa Lance ----LANDING
BAYS----Jovian-Pattern Escort Bay (Light Cruiser, Cruiser) Jovian-Pattern Landing Bay (Cruiser)
This slot exceeds the ships weapon capacity
Space Speed Manuverability Detection Hull IntegrityArmour Morale
49 3 -10 5 50 12 100 44 4 -5 10 40 13 100 49 4 -5 10 40 13 100 44 10 25 10 35 12 100 42 4 -5 10 45 15 100 48 3 -10 4 50 14 100 110 2 -20 5 65 12 100
Space Speed Manuverability Detection Hull IntegrityArmour Morale
35 10 23 12 32 14 100 40 9 25 10 30 16 100 35 10 30 10 30 15 100 35 10 25 20 30 16 100 32 10 25 10 28 14 100 29 11 30 25 25 14 100
Space Speed Manuverability Detection Hull IntegrityArmour Morale
40 8 20 15 35 18 100 42 8 18 12 36 19 100 40 7 20 15 38 18 100 39 8 17 14 36 18 100 38 8 18 12 30 17 100 42 7 18 15 40 20 100
Space Speed Manuverability Detection Hull IntegrityArmour Morale
60 7 15 20 60 19 100
58 5 12 15 65 20 100
60 5 12 15 63 20 100
63 6 12 15 60 20 100
Space Speed Manuverability Detection Hull IntegrityArmour Morale 75 5 10 10 70 20 100 77 5 10 10 70 20 100 64 4 5 10 64 16 100 75 5 12 15 66 17 100 77 5 8 18 70 20 100
Space Speed Manuverability Detection Hull IntegrityArmour Morale
78 5 10 10 70 20 100
77 5 10 10 70 20 100
75 6 10 10 70 19 100
73 5 10 10 70 20 100
Space Speed Manuverability Detection Hull IntegrityArmour Morale
90 5 5 10 90 21 100
90 5 8 10 85 19 100
92 4 4 9 85 20 100
Space Speed Manuverability Detection Hull IntegrityArmour Morale -8 -12 -10 -12 -14 -14 -17 -14 1 3 -14 1 3 -11 -13
-15 -20 -14 -18
-18 2 5
Space Speed Manuverability Detection Hull IntegrityArmour Morale -10 -12 -12 -13 -12 -10
Space Speed Manuverability Detection Hull IntegrityArmour Morale 0
0 0 0
Space Speed Manuverability Detection Hull IntegrityArmour Morale -1 -2 -1 -1 -3 -1 -1
Space Speed Manuverability Detection Hull IntegrityArmour Morale -1 -2 -1 -2 -1 -2 -2 -3 -1 -2
-4 -2 -3
Space Speed Manuverability Detection Hull IntegrityArmour Morale -1 -2 -2 -3 -4 1 -5 1
Space Speed Manuverability Detection Hull IntegrityArmour Morale
-2 -2 -3 -2 -3 -4 -4 -5 -4 -5 -2 -3 -3 -3
Space Speed Manuverability Detection Hull IntegrityArmour Morale 0 0 5 0 5 -2 0 10 0 0 10
Space Speed Manuverability Detection Hull IntegrityArmour Morale -2 -3 -5 -4 -4 -5 -5 -1 -3 -4 -4 -1 -2 -1 1 -5 -10
Space Speed Manuverability Detection Hull IntegrityArmour Morale
0 5 0 5 0 5 -2 3 -3 3 -1 -2 1 -2 -2 1 -4 -2 -3 -5 -6 -3 0 0 -2 -3 -1 -1 -10 -1 special -1 -2 -3 -2 -4 0
Space Speed Manuverability Detection Hull IntegrityArmour Morale
-4 1
-1 -3 -4
-1 -1 -1 1 1 -2 2 -3 2 -10 -1 0 -4 0 -1 -1 -1 1 -3 -4 -1 -3 -5 -2 -14
Space Strength Damage Crit Rating Range
-2 3 1d10+1 6 4 -2 3 1d10+2 5 6 -5 6 1d10+2 5 6 -4 4 1d10+2 4 9 -4 4 1d10+4 4 5 -1 5 1d10+1 6 6 -5 6 1d10+3 6 5 -4 4 1d10+3 5 5 -3 3 1d10+4 4 4 -6 6 1d10+2 4 9 -5 3 1d10+6 2 4 -2 3 1d10+1 0 5 -5 6 1d10+1 0 5 -3 3 1d10+2 4 11 -5 5 1d10+2 4 11 -3 3 1d10+2 5 5
Space Strength Damage Crit Rating Range
4 1 1d10+2 3 5 -4 1 1d10+4 3 6 -6 2 1d10+4 3 6 -4 1 1d10+3 3 9 -6 2 1d10+3 3 9 -4 1 1d10+2 3 12
-6 2 1d10+2 3 12
-3 2 1d5+1 3 3
-4 1 1d10+5 4 4
-6 2 1d10+5 4 4
-8 1 1d10+4 3 6
Space Strength Damage Crit Rating Range
-7 2d5+4 6-40
-7 2d5+5 6-36
Space Strength Damage Crit Rating Range
-8 6
-6 4
-8 6
-5 2
Space Strength Damage Crit Rating Range
-4 1
-6 2
-5 2
Large Ship Weapn Lists Ship Equipment by Class Lists TransportEquip
----MACROCANNONS---- EMPTY
Thunderstrike Macrocannon Main Cargo Hold
Mars Pattern Macrocannon Modified Main Cargo Hold Landing Bay Luxury Passenger Quarters
Ryza Pattern Plasma Battery Barracks
Shadowblind Bays Xenos Habitat Brig
Bombardment Cannon (Light Cruiser, Cruiser) Ship's Stores (Transports, Grand Cruisers)
Disruption Macrocannon Augmented Retro-thrusters (Transport, Light Cruiser) Hecutor-Pattern Plasma Battery (Light Cruiser, Cruiser) Reinforced Interior Bulkheads (Transport, Raider, Frigate) Stygies-Pattern Macrocannon Armour Plating (Transport, Raider, Frigate)
Auxiliary Plasma Banks (Transport, Raider, Frigate) Drop Pod Launch Bays
Empyrean Mantle (Transport, Raider, Frigate) Reinforced Prow (Transport, Raider, Frigate) Defensive Countermeasures
Godsbane Lance (Battlecruiser, Grand Cruiser) Flak Turrets Godsbane Battery (Battlecruiser, Grand Cruiser) Field Bracing
Fire Suppression System (Transport. Raider, Frigate) Lux Net
Mezoa Battery (Light Cruiser, Cruiser) Minelayer Bay (Transport, Light Cruiser, Cruiser) Voidsunder Battery (Light Cruiser, Cruiser) Extended Supply Vaults
----NOVA CANNONS---- Crew Reclamation Facility
Mars-Pattern Nova Cannon (Cruiser) Munitorium (Transport, Raider, Frigate) Ryza-Pattern Nova Cannon (Cruiser) Temple-shrine to the God Emperor
----TORPEDO TUBES---- Librarium Vault
Fortis-Pattern Torpedo Tube (Light Cruiser, Cruiser) Trophy Room Gryphonne-Pattern Torpedo Tube (Every ship but Transports)Observation Dome Mars-Pattern Torpedo Tube (Light Cruiser, Cruiser) Murder Servitors
Voss-Pattern Torpedo Tube Arboretum (Transport, Raider, Frigate) Asteroid Mining Facility
Astropathic Choir-Chambers
----MACROCANNONS---- Broadband Hymn-Casters
Thunderstrike Macrocannon Cloudmining Facility
Mars Pattern Macrocannon Hydraphuran Jamming System Medicae Deck
Ryza Pattern Plasma Battery Melodium Pilots Chamber Salvage Systems
Spacedock Piers (Transports with 50+ Space, Grand Cruiser) Bombardment Cannon (Light Cruiser, Cruiser)
Disruption Macrocannon RaiderEquip
Hecutor-Pattern Plasma Battery (Light Cruiser, Cruiser) EMPTY
Stygies-Pattern Macrocannon Cargo Hold and Lighter Bay Compartmentalized Cargo Hold Luxury Passenger Quarters Barracks
Shadowblind Bays Xenos Habitat Brig
Augmented Retro-thrusters (Raider, Frigate)
Reinforced Interior Bulkheads (Transport, Raider, Frigate) Voidsunder Battery (Light Cruiser, Cruiser) Armour Plating (Transport, Raider, Frigate)
Tenebro-Maze (Transport, Raider, Frigate)
Auxiliary Plasma Banks (Transport, Raider, Frigate)
----MACROCANNONS---- Drop Pod Launch Bays
Thunderstrike Macrocannon Empyrean Mantle (Transport, Raider, Frigate) Mars Pattern Macrocannon Reinforced Prow (Transport, Raider, Frigate)
Defensive Countermeasures Ryza Pattern Plasma Battery Flak Turrets
Fire Suppression System (Transport. Raider, Frigate) Lux Net
Bombardment Cannon (Light Cruiser, Cruiser) Extended Supply Vaults Disruption Macrocannon Crew Reclamation Facility
Hecutor-Pattern Plasma Battery (Light Cruiser, Cruiser) Munitorium (Transport, Raider, Frigate) Stygies-Pattern Macrocannon Temple-shrine to the God Emperor
Librarium Vault Trophy Room Observation Dome Murder Servitors
Arboretum (Transport, Raider, Frigate) Asteroid Mining Facility
Astropathic Choir-Chambers Broadband Hymn-Casters
----TORPEDO TUBES---- Hydraphuran Jamming System
Fortis-Pattern Torpedo Tube (Light Cruiser, Cruiser) Medicae Deck Gryphonne-Pattern Torpedo Tube (Every ship but Transports)Melodium
Mars-Pattern Torpedo Tube (Light Cruiser, Cruiser) Plasma Scoop (Raider, Frigate) Voss-Pattern Torpedo Tube Pilots Chamber
FrigateEquip
----MACROCANNONS---- EMPTY
Thunderstrike Macrocannon Cargo Hold and Lighter Bay Mars Pattern Macrocannon Compartmentalized Cargo Hold Mars Pattern Macrocannon Broadside (Light Cruiser, Cruiser)Luxury Passenger Quarters
Barracks
Ryza Pattern Plasma Battery Shadowblind Bays Xenos Habitat Lathe Grav-culberin Broadside (Light Cruiser, Cruiser) Brig
Augmented Retro-thrusters (Raider, Frigate)
Reinforced Interior Bulkheads (Transport, Raider, Frigate) Sunsear Las-broadside (Light Cruiser, Cruiser) Armour Plating (Transport, Raider, Frigate)
Bombardment Cannon (Light Cruiser, Cruiser) Tenebro-Maze (Transport, Raider, Frigate)
Disruption Macrocannon Auxiliary Plasma Banks (Transport, Raider, Frigate) Disruption Macrocannon Broadside (Light Cruiser, Cruiser)Drop Pod Launch Bays
Hecutor-Pattern Plasma Battery (Light Cruiser, Cruiser) Empyrean Mantle (Transport, Raider, Frigate) Hecutor-Pattern Plasma Broadside (Battlecruiser, Grand Cruiser)Reinforced Prow (Transport, Raider, Frigate) Stygies-Pattern Macrocannon Defensive Countermeasures
Flak Turrets Field Bracing
Fire Suppression System (Transport. Raider, Frigate) Lux Net
Extended Supply Vaults Crew Reclamation Facility
Munitorium (Transport, Raider, Frigate) Temple-shrine to the God Emperor
----LANDING BAYS---- Librarium Vault
Jovian-Pattern Escort Bay (Light Cruiser, Cruiser) Trophy Room Jovian-Pattern Landing Bay (Cruiser) Observation Dome Lathe-Pattern Landing Bay (Cruiser) Murder Servitors
Arboretum (Transport, Raider, Frigate) Asteroid Mining Facility
----MACROCANNONS---- Astropathic Choir-Chambers
Thunderstrike Macrocannon Broadband Hymn-Casters Mars Pattern Macrocannon Hydraphuran Jamming System Mars Pattern Macrocannon Broadside (Light Cruiser, Cruiser)Medicae Deck
Melodium
Ryza Pattern Plasma Battery Plasma Scoop (Raider, Frigate) Pilots Chamber
Lathe Grav-culberin Broadside (Light Cruiser, Cruiser)
LightCruiserEquip
EMPTY
Sunsear Las-broadside (Light Cruiser, Cruiser) Cargo Hold and Lighter Bay Bombardment Cannon (Light Cruiser, Cruiser) Compartmentalized Cargo Hold Disruption Macrocannon Luxury Passenger Quarters Disruption Macrocannon Broadside (Light Cruiser, Cruiser)Barracks
Hecutor-Pattern Plasma Battery (Light Cruiser, Cruiser) Shadowblind Bays Hecutor-Pattern Plasma Broadside (Battlecruiser, Grand Cruiser)Xenos Habitat Stygies-Pattern Macrocannon Brig
Ship's Stores (Light Cruisers, Cruisers)
Augmented Retro-thrusters (Transport, Light Cruiser) Reinforced Interior Bulkheads (Light Cruiser, Cruiser) Armour Plating (Light Cruiser, Cruiser)
Tenebro-Maze (Light Cruiser, Cruiser)
Auxiliary Plasma Banks (Light Cruiser, Cruiser) Drop Pod Launch Bays
Empyrean Mantle (Light Cruiser, Cruiser)
----LANDING BAYS---- Reinforced Prow (Light Cruiser, Cruiser) Jovian-Pattern Escort Bay (Light Cruiser, Cruiser) Defensive Countermeasures
Jovian-Pattern Landing Bay (Cruiser) Flak Turrets Lathe-Pattern Landing Bay (Cruiser) Field Bracing
Fire Suppression System (Light Cruiser, Cruiser) Lux Net
Minelayer Bay (Transport, Light Cruiser, Cruiser) Power Ram (Light Cruiser, Cruiser)
Extended Supply Vaults Crew Reclamation Facility
Munitorium (Light Cruiser, Cruiser) Temple-shrine to the God Emperor Librarium Vault
Trophy Room Observation Dome Murder Servitors
Arboretum (Light Cruiser, Cruiser) Asteroid Mining Facility
Astropathic Choir-Chambers Broadband Hymn-Casters Hydraphuran Jamming System Manufactorum
Melodium
Plasma Scoop (Light Cruiser, Cruiser) Pilots Chamber
Salvage Systems
Small Craft Repair Deck
CruiserEquip
EMPTY
Cargo Hold and Lighter Bay Compartmentalized Cargo Hold Luxury Passenger Quarters Barracks
Shadowblind Bays Xenos Habitat Brig
Ship's Stores (Light Cruisers, Cruisers) Augmented Retro-thrusters (Cruiser)
Reinforced Interior Bulkheads (Light Cruiser, Cruiser) Armour Plating (Light Cruiser, Cruiser)
Armoured Prow (Cruiser)
Tenebro-Maze (Light Cruiser, Cruiser)
Auxiliary Plasma Banks (Light Cruiser, Cruiser) Drop Pod Launch Bays
Empyrean Mantle (Light Cruiser, Cruiser) Reinforced Prow (Light Cruiser, Cruiser) Defensive Countermeasures
Flak Turrets Field Bracing
Fire Suppression System (Light Cruiser, Cruiser) Lux Net
Minelayer Bay (Transport, Light Cruiser, Cruiser) Power Ram (Light Cruiser, Cruiser)
Extended Supply Vaults Crew Reclamation Facility
Munitorium (Light Cruiser, Cruiser) Temple-shrine to the God Emperor Librarium Vault
Trophy Room Observation Dome Murder Servitors
Arboretum (Light Cruiser, Cruiser) Asteroid Mining Facility
Astropathic Choir-Chambers Broadband Hymn-Casters Hydraphuran Jamming System Manufactorum
Medicae Deck Melodium
Plasma Scoop (Light Cruiser, Cruiser) Pilots Chamber
Salvage Systems
Small Craft Repair Deck
BattlecruiserEquip
EMPTY
Cargo Hold and Lighter Bay Compartmentalized Cargo Hold Luxury Passenger Quarters Barracks
Shadowblind Bays Xenos Habitat Brig
Ship's Stores (Light Cruisers, Cruisers) Augmented Retro-thrusters (Cruiser)
Reinforced Interior Bulkheads (Light Cruiser, Cruiser) Armour Plating (Light Cruiser, Cruiser)
Armoured Prow (Cruiser)
Tenebro-Maze (Light Cruiser, Cruiser)
Auxiliary Plasma Banks (Light Cruiser, Cruiser) Drop Pod Launch Bays
Empyrean Mantle (Light Cruiser, Cruiser) Reinforced Prow (Light Cruiser, Cruiser) Defensive Countermeasures
Flak Turrets Field Bracing
Fire Suppression System (Light Cruiser, Cruiser) Lux Net
Minelayer Bay (Transport, Light Cruiser, Cruiser) Power Ram (Light Cruiser, Cruiser)
Extended Supply Vaults Crew Reclamation Facility
Munitorium (Light Cruiser, Cruiser) Temple-shrine to the God Emperor Librarium Vault
Trophy Room Observation Dome Murder Servitors
Arboretum (Light Cruiser, Cruiser) Asteroid Mining Facility
Astropathic Choir-Chambers Broadband Hymn-Casters Hydraphuran Jamming System Manufactorum
Medicae Deck Melodium
Plasma Scoop (Light Cruiser, Cruiser) Pilots Chamber
Salvage Systems
GrandCruiserEquip
EMPTY
Cargo Hold and Lighter Bay Compartmentalized Cargo Hold Luxury Passenger Quarters Barracks
Shadowblind Bays Xenos Habitat Brig
Ship's Stores (Transports, Grand Cruisers) Augmented Retro-thrusters (Cruiser)
Reinforced Interior Bulkheads (Light Cruiser, Cruiser) Armour Plating (Light Cruiser, Cruiser)
Armoured Prow (Cruiser)
Tenebro-Maze (Light Cruiser, Cruiser)
Auxiliary Plasma Banks (Light Cruiser, Cruiser) Drop Pod Launch Bays
Empyrean Mantle (Light Cruiser, Cruiser) Reinforced Prow (Light Cruiser, Cruiser) Defensive Countermeasures
Flak Turrets Field Bracing
Fire Suppression System (Grand Cruiser)
Minelayer Bay (Transport, Light Cruiser, Cruiser) Power Ram (Light Cruiser, Cruiser)
Extended Supply Vaults Crew Reclamation Facility
Munitorium (Light Cruiser, Cruiser) Temple-shrine to the God Emperor Librarium Vault
Trophy Room Observation Dome Murder Servitors
Arboretum (Light Cruiser, Cruiser) Asteroid Mining Facility
Astropathic Choir-Chambers Broadband Hymn-Casters Hydraphuran Jamming System Manufactorum
Medicae Deck Melodium Pilots Chamber Salvage Systems
Small Craft Repair Deck
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots 1 1 0 0 1 1 1 1 0 0 1 1 1 0 0 1 0 1 1 0 1 0 2 0 0 1 0 1 0 1 1 0 1 0 1
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
1 1 1 0 0 1 1 1 0 0 1 1 1 0 0 2 1 1 0 0 1 0 2 0 0 1 0 1 0 0
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
2 0 2 0 0 1 0 2 0 0 1 1 1 0 0 1 1 2 0 0 1 0 2 0 0 1 0 2 0 0
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
1 1 0 0 1
2 1 1 0 1
1 1 1 0 1
2 2 0 0 1
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots 2 1 0 0 2 2 1 0 0 2 1 0 0 0 2 2 1 0 0 2 3 1 0 0 2
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
2 1 1 0 2
2 1 0 0 2
2 1 1 0 2
2 1 1 0 2
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
3 0 0 0 3
3 1 1 0 2
3 0 0 0 3
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
Turret Rating Prow Weapon SlotsDorsal Weapon SlotsKeel Weapon SlotsPort Weapon Slots
Augmented Retro-thrusters (Transport, Light Cruiser) Reinforced Interior Bulkheads (Transport, Raider, Frigate)
Auxiliary Plasma Banks (Transport, Raider, Frigate)
Fire Suppression System (Transport. Raider, Frigate) Minelayer Bay (Transport, Light Cruiser, Cruiser)
Spacedock Piers (Transports with 50+ Space, Grand Cruiser)
Reinforced Interior Bulkheads (Transport, Raider, Frigate)
Fire Suppression System (Transport. Raider, Frigate)
Reinforced Interior Bulkheads (Transport, Raider, Frigate)
Auxiliary Plasma Banks (Transport, Raider, Frigate)
Augmented Retro-thrusters (Transport, Light Cruiser) Reinforced Interior Bulkheads (Light Cruiser, Cruiser)
Fire Suppression System (Light Cruiser, Cruiser) Minelayer Bay (Transport, Light Cruiser, Cruiser)
Reinforced Interior Bulkheads (Light Cruiser, Cruiser)
Fire Suppression System (Light Cruiser, Cruiser) Minelayer Bay (Transport, Light Cruiser, Cruiser)
Reinforced Interior Bulkheads (Light Cruiser, Cruiser)
Fire Suppression System (Light Cruiser, Cruiser) Minelayer Bay (Transport, Light Cruiser, Cruiser)
Reinforced Interior Bulkheads (Light Cruiser, Cruiser)
Minelayer Bay (Transport, Light Cruiser, Cruiser)
Starboard Weapon Slots 1 0 0 0 0 1 1
Starboard Weapon Slots 0 0 0 0 0 0
Starboard Weapon Slots 0 0 0 0 0 0
Starboard Weapon Slots 1 1 1 1 1
Starboard Weapon Slots 2 2 2 2 2
Starboard Weapon Slots 2 2 2 2
Starboard Weapon Slots 3 2 3
Starboard Weapon Slots
Starboard Weapon Slots
Starboard Weapon Slots
Starboard Weapon Slots
Starboard Weapon Slots
Starboard Weapon Slots
Special
Special
Special
Special
Cargo Hauler: Comes equiped with ONE Main Cargo Hold, Make sure you add it in the equipment its costs need to be calculated Cargo Hauler: Comes equiped with ONE Main Cargo Hold, Make sure you add it in the equipment its costs need to be calculated Cargo Hauler: Comes equiped with ONE Main Cargo Hold, Make sure you add it in the equipment its costs need to be calculated Cargo Hauler: Comes equiped with ONE Main Cargo Hold, Make sure you add it in the equipment its costs need to be calculated Cargo Hauler: Comes equiped with ONE Main Cargo Hold, Make sure you add it in the equipment its costs need to be calculated
Cargo Hauler: Comes equiped with TWO Main Cargo Holds, Make sure you add it in the equipment its costs need to be calculated. Plasma Refinery: Check the book for details, Powered by the Stars: +10 power as long as you use the refinery once a year
Cargo Hauler: Comes equiped with FOUR Main Cargo Holds, Make sure you add it in the equipment its costs need to be calculated Oversized Monstrosity: Speed can never go over 2 disregard anything that improves speed. Secondary Power Genetorium: +10 power
Advanced Cogitator Linkage: +5 on ballistics tests to fire ship weaponary
Easy to Repair: When making long term repairs, repair and additional +2 hull integrity when succesful
Torpedo Specialist: Prow weapon slot is pre equipped with a Voss-Pattern Torpedo Tube, this component cant be removed and has half the normal ammunition, Make sure you add this to your weapons as its costs must be calculated Fiery Temperment: +2 power, Antiquated Communications: All command test -5
Outfitted for war: This ship may use "Cruiser" class Void Shield Components
Torpedo Specialist: One prow weapon slot is pre equipped with a Voss-Pattern Torpedo Tube, Make sure you add this to your weapons as its costs must be calculated
Special
Special
Special
Special
Standard Transport Drive
Standard Drive with increased power at space cost Standard Escort Drive
Standard Light Cruiser Drive Standard Cruiser Drive
Light Cruiser drive designed to meet the power draw of lance armaments Cruiser drive designed to meet the power draw of lance armaments
Galleon: Comes equiped with TWO Main Cargo Holds, Make sure you add it in the equipment its costs need to be calculated Hybrid Vessel: Can be equipped with both cruiser and transport components however if both transport and cruiser module are available it must use the cruiser variant Carrier: Pre equipped with two Jovian-Pattern Landing Bays in a port and starboard slot These cannot be removed. Make sure you add this to your weapons as the costs must be calculated
Battlecruiser: Can use "Cruiser" components
Battlecruiser: Can use "Cruiser" components Carrier: Pre equipped with two Jovian-Pattern Landing Bays in a port and starboard slot. Make sure you add them they must but calculated Inherent Warship: Pre equipped with on Mars-Pattern Nova Cannon in the prow slot as well as the Armoured Prow upgrade. Make sure you add them they must but calculated Battlecruiser: Can use "Cruiser" components Additional Plasma Conduits: +4 power, any critical hit 25% chance it suffers and additional Fire! Critical Hit as well
Battlecruiser: Can use "Cruiser" components Cramped: Can only carry three months worth of supplies compared to the normal six
Grand Cruiser: Can use "Cruiser" components
Grand Cruiser: Can use "Cruiser" components Cursed: All nav tests in warp -10
Grand Cruiser: Can use "Cruiser" components Carrier: Pre equipped with two Jovian-Class Landing Bays in a port and starboard slot. Make sure you add them as they must be calculated
Oversized Engines: +3 manoeuverability +1 speed Oversized Engines: +3 manoeuverability +1 speed
Reliable Construction: If damaged , deppresurized, or critically hit (including 4 or 6 results on the critical chart) roll 1d10 result 4 or higher the effect is ignored Reliable Construction: If damaged , deppresurized, or critically hit (including 4 or 6 results on the critical chart) roll 1d10 result 4 or higher the effect is ignored
Standard Engine for large ships Standard Engine for large ships Special
Standard Warp Engine Standard Warp Engine
Special
Standard Gellar Field
Special
Single Void Shield Array of 2 Shields
Array of 3 Shields
Special
Reliable Construction: If damaged , deppresurized, or critically hit (including 4 or 6 results on the critical chart) roll 1d10 result 4 or higher the effect is ignored Reliable Construction: If damaged , deppresurized, or critically hit (including 4 or 6 results on the critical chart) roll 1d10 result 4 or higher the effect is ignored
Oversized Engines: +5 manoeuverability +2 speed, Fragile Engines: Thrusters damaged or Engine crippled critical hits severity is always 10
Overcharged: base travel time reduced by 1d5 weeks can be further modified by results of the navigation test Overcharged: base travel time reduced by 1d10 days can be further modified by results of the navigation test
Haste of the Damned: Warp duration reduced by half, roll on the warp travel encounters table every three days rather than five Haste of the Damned: Warp duration reduced by half, roll on the warp travel encounters table every three days rather than five
Shield of Faith: +10 on all navigation tests in the warp, GM rolls twice on the warp travel encounters navigator choses which result occurs
Auto Engagment Routines: unexpected warp entrance 1d10 on 3 or higher any equiped gellar fields activate automatically preventing any warp intrustions that may have taken place Tainted Field: +10 on all navigation tests in the warp, -20 to the result of any rolls made on the warp travel encounter table
Charged Partical Repulsor: No penalties to manoevure actions when navigating nebulas, ice rings, plasma clouds, or other celestial phenomena composed of primarily small particles Charged Partical Repulsor: No penalties to manoevure actions when navigating nebulas, ice rings, plasma clouds, or other celestial phenomena composed of primarily small particles Flickering Void Shields: When the shield cancels a hit 1d10 roll of 3 or lower shield does not cancel hit
Flickering Void Shields: When the shield cancels a hit 1d10 roll of 3 or lower shield does not cancel hit
Damage Control Station: Undamaged state, Tech-Use tests to repair gain +10 Damage Control Station: Undamaged state, Tech-Use tests to repair gain +11
Enhanced Cogitator Relay: Undamaged State command tests gain +5, ballistics tests to fire weapons +5, component suffers critical hit becomes unpowered 1d10 roll of 3 or higher Enhanced Cogitator Relay: Undamaged State command tests gain +5, ballistics tests to fire weapons +5, component suffers critical hit becomes unpowered 1d10 roll of 3 or higher Organised: 50 Achievment points completing trade objective
Reinforced Armor: On a critical hit 1d10 roll of 4 or higher component is unharmed Reinforced Armor: On a critical hit 1d10 roll of 4 or higher component is unharmed
Master Plotting Table: +5 on all pilot and navigation tests while on bridge, Improved Fire Direction: +10 on all tests to fire ship weapons
Long Range Scanning: +5 Detection when using active augury, Navigation Records: 50 endeavor points when working towards an expoloration objective Long Range Scanning: +5 Detection when using active augury, Navigation Records: 50 endeavor points when working towards an expoloration objective
Special
Standard Life Sustainer Standard Life Sustainer
Special
Standard living quarters Standard living quarters
Special
Standard sensor array
Standard array with increased detection at cost of power
Super sensors developed by the Adeptus Mechanicus for their own ships and Imperial Navy scout vessels
Special
Crew Skills = 20 (-10 to standard) Crew Skills = 30
Crew Skills = 40 (+10 to standard) Crew Skills = 50 (+20 to standard)
Fleet Command: Undamaged status all command tests by officers +10 also any Pilot or Nav tests by this vessal or allies within 30 VU are +5
Flight Command: +5 on all tests involving attack craft, tests to ready new squadrons auto pass. Flight Control: +25 achievement points on all trade objectives involving ground to orbit or small craft operations Improved Bombardment Directions: +10 and ballistics against planetary targets. Ground forces in contact with bridge count as equiped with a multicompass
Stale Air: All sources of morale loss increased by 1 Stale Air: All sources of morale loss increased by 2
Lifeline: +1 permenant morale. Population and Morale loss to depressurization reduced by 4 (minimum 0) Lifeline: +1 permenant morale. Population and Morale loss to depressurization reduced by 4 (minimum 0)
Cramped: -2 morale permenantly Cramped: -2 morale permenantly
For Hearth and Home: +5 command tests to defend against boarding and hit and run. All sources of morale loss reduced by 1 (minimum 1) For Hearth and Home: +5 command tests to defend against boarding and hit and run. All sources of morale loss reduced by 1 (minimum 1) Manpower Reserves: Once per session captain can reduce on source of Crew Population Loss to zero
Manpower Reserves: Once per session captain can reduce on source of Crew Population Loss to zero
Living in Squalor: -3 to morale permanently but population loss to depressurisation reduced by 2 (minimum 0) Living in Squalor: -3 to morale permanently but population loss to depressurisation reduced by 2 (minimum 0)
Stellar Detection: +5 Manuver to avoid celestial phenomena, Long Distance Scan: +50 Achievement Points when completeing exploration objectives Incoming: +5 on ballistics skill against planetary targets, Mark your target: +50 achievment points completing military objectives
Special
Special
Minefield Ahead: Contains mines enough for 3 deployments an upkeep test at a suitable port is required to re-equip. A routine(+20) tech use test can deploy mines in a 4 VU wide, deep, high area behind the ship. Fields cannot overlap
Special
Hidden Spaces: 50 achievment points when working towards a Trade or Criminal objective Storage Area: 100 achievment points when working towards a Trade objective
Stowed and Secured: 125 achievment points when working towards a Trade objective
Jury Rigger: -2 VU to launched squadrons movment in the turn they launch, Ordinary(+10) Piloting + Manoeuvrability test to land failure by four or more degrees the craft crashes. One craft for every degree in the case of squadrons. Component is damaged. Outside of combat no tests but take 30 minutes for a squadron to land. Only one modified cargo hold on a ship. Paying Customers: 100 achievment points when working towards a Trade, Criminal, or Creed objective
Soldiers: 100 achievment points when working towards a Military Objective, Reinforcements: When transporting troops +20 on command tests involving boarding and hit and run actions Mirror Bays: 50 achievment points when working towards Trade objectives, 75 for criminal objectives. Locating the bays when active is a arduous (-40) scrutiny test
Comfortable Atmosphere: Charm and Inquiry tests made with xenos aboard the vessal +10, 50 achievment points for all objectives involving non hastile dealings with xenos races
Stern Disicpline: Intimidate tests during extended actions gain +5, Prison Space: 25 achievment points when working towards objectives where capture, storage, or transport of prisoners would be useful Spare Parts: Stores spare ship components up to the combined space value, extended repair test to replace components in addition extended repairs repair an extra 2 Hull Integrity
Spare Parts: Stores spare ship components up to the combined space value, extended repair test to replace components in addition extended repairs repair an extra 2 Hull Integrity
Imposing: +4 armour only to the fore arc, 1d10 additional damage when ramming
Hidden Sally-ports: +10 to all command tests defending against boarding and hit and run actions, Incomprehensible Layout: When a component is hit by a critical it is chosen by the ships controller not the attacker Hidden Sally-ports: +10 to all command tests defending against boarding and hit and run actions, Incomprehensible Layout: When a component is hit by a critical it is chosen by the ships controller not the attacker Volatile Power: if this component is damaged 1d5 hull integrity damage and the plasma drive is set on fire
Volatile Power: if this component is damaged 1d5 hull integrity damage and the plasma drive is set on fire
Steel Rain: 50 achievment points to military objectives, Drop Pod Deployment: Players may use drop pods, holds 20 pods can launch 10 every 30 minutes (1 stratigic turn). Pods must be recovered from the surface to be reused. Shadow in the Void: When silent running all tests to detect this vessal have the difficulty increased by 2 degrees, 50 achievment points when completing Criminal objectives
Shadow in the Void: When silent running all tests to detect this vessal have the difficulty increased by 2 degrees, 50 achievment points when completing Criminal objectives Adamantine Plates: +2 armor to the front arc, 1d5 additional damage when ramming. Cannot be stacked with armoured prow
Adamantine Plates: +2 armor to the front arc, 1d5 additional damage when ramming. Cannot be stacked with armoured prow
Single Use: when deployed -20 on all ballistics tests to attack the ship for 1d5+1 strategic turns, torpedoes suffer -30. Once used countermeasures must be refurbished with a succesful upkeep test in a technological system with void yards before it can be used again Toggle: The plus 1 to turret rating and -10 to detection only apply when the turrets are in use. Commander must decide at the start of each turn if the turrets are in use
Hull Support: Power supplied to this component will increase hull strength by double the supplied power to a maximum of 6 hull at the cost of 3 power. A tech use test may be used to alter the power supplied and may unpower other components at the GMs descretion Flame Extinguisher: If the bridge is undamage and powered a character may activate this system to extinguish one component with a difficult (-10) tech use test this may be done once per strategic turn
Flame Extinguisher: If the bridge is undamage and powered a character may activate this system to extinguish one component with a difficult (-10) tech use test this may be done once per strategic turn Flame Extinguisher: If the bridge is undamage and powered a character may activate this system to extinguish one component with a difficult (-10) tech use test this may be done once per strategic turn
Lux Net: +10 power is only supplied if the net is deployed which can only be done if the vessel is stationary if the ship moves while the net is deployed the net is destroyed. Takes 2 hours to deploy and 10 to retract. Net is also exposed when deployed. Adds +1 to the degrees of succes to extended repair tests while deployed. Power Field: Causes an additional 1d10 damage when ramming. Can be stacked with armoured or reinforced prow upgrades
Extensive Stores: Double the time the ship may remain in space without suffering Morale and Population loss, +1 hull integrity for succesful repair actions Recycling: Reduce all Population loses by 3 (minimum 1), increase all morale losses by 1
Volitile: If damaged ship takes 2d5 hull integrity damage and component of GMs choice is set on fire, Well Armed: 25 achievment points to military objectives, Ordinatus Extremus: +1 to the listed damage of all macrobatteries on the ship Volitile: If damaged ship takes 2d5 hull integrity damage and component of GMs choice is set on fire, Well Armed: 25 achievment points to military objectives, Ordinatus Extremus: +1 to the listed damage of all macrobatteries on the ship Awe of the God Emperor: 100 achievment points to Creed objectives
Engraved Star Charts: 50 achievment points to Exploration objectives
Mobile Spaceport: When not moving ship cover is retracted allowing up to 4 smaller vessels to dock. Stationary ship acts as a space station for purposes of making repairs or replenishing morale. +10 when making aquisition test making full repairs. Any weapon with a "Broadside" designation cannot be fit due to the size of the fittings. +100 achievment points when completing trade objectives
Special
Special
Accumulated Data: +10 to all investigation skill tests made aboard the ship
Past Experiance: 50 achievment points to Exploration, Trade, or Criminal objectives
Death Dealers: +20 to command test when conducting hit and run actions, Precise: Critical hits inflicted by a hit and run action that they participate in can be chosen by the character select any result between 1 and 6 rather than rolling Replenishing Supplies: Double the time the ship can remain in space without Population or Morale loss
Replenishing Supplies: Double the time the ship can remain in space without Population or Morale loss
Mining Rig: 200 achievment points when completing objectives for a trade endeavour based on asteroid mining operations
Psy-Locus: +10 to focus power test when preforming astro-telepathy, any astropath psychic powers used while in this component during combat gain 5 VU in range Deafening: -10 tech use test to use vox or other communicators while within 30 VU of this vessel, Terrifying: +10 on intimidate tests against all ships within 30 VU
Gelt in the clouds: Challenging(+0) scrutiny+detection test to find a comet then 1d10+5 days mining. Fresh water restores 1d5 morale as well as extending supplies by 1 month. Alternativley +50 achievment points to an ongoing endeavour. White Noise: While active cannot preform silent running, all ships atttempting focussed augury tests to scan the ship suffer -20
Manufacturing: +10 on extended repair tests, if paying for repairs +10 on aquisition test to restore hull. +10 achievment points for trade objectives
Diagnostics and Treatment: +20 to all medicae tests while in this component, number of patients that can be treated without penalty increased to 3 times the characters intelligence Songs in the Void: +10 on all social skill tests
Fuel Gathering: Challenging(+0) Pilot+Manoeuvrability test 1d5 damage for every degree of failure. Success grants one months operations without need to refuel and +5 achievment points on any objective that requires moving or transporting something. Cannot be fit on Grand Cruisers or larger Fuel Gathering: Challenging(+0) Pilot+Manoeuvrability test 1d5 damage for every degree of failure. Success grants one months operations without need to refuel and +5 achievment points on any objective that requires moving or transporting something. Cannot be fit on Grand Cruisers or larger Combat Ready: +2 to the attack craft rating of all squadrons onboard
Salvage Operations: Difficult(-10) tech use test to remove a named component from a hulk (focused augury scan needed to determine available components) succesful you gain the component either in storage or towed behind your ship, unsuccesful the component is destroyed Spare Parts: Difficult (-10) tech use test after any combat where small ships are lost. For every degree of success 2 ships are recovered
Broadside: Can only be mounted in a port or starboard weapon slot
Vapourization: When this weapon rolls a 1 or 2 on the critical hiht chart it affects two components instead of one Labour Intensive: This weapon may only fire every other turn
Broadside: Can only be mounted in a port or starboard weapon slot Self Propelled Warhead: Before firing gunner may chose to increase the range of the weapon by 2 VU the damage of each shot is reduced to 1d10+1 Inferno: Whenever this weapon inflicts a critical hit is is automatically a Fire! Critical
Broadside: Can only be mounted in a port or starboard weapon slot
Destructive: on a crit add 1 to the result rolled, Death from Above: Can only be mounted in a Prow, Dorsal, or Keel weapon slot. When in orbit +20 to intimidate anyone on the planet. 50 Achievement points when working towards a military objetive against the planet. When used in a planetary bombardment double the affected area, an additional 20 damage to large units, and an additional 10 damage to individuals and vehicles Short the Flow: For every 5 damage that exceeds the target ships void shield one random component on the target ship becomes unpowered. This weapons damage is not affected by armor. Ionic Blast: This weapon never causes a critical hit and does not deal damage to hull integrity. can only be fired in salvos with other disruption macrocannons
Short the Flow: For every 5 damage that exceeds the target ships void shield one random component on the target ship becomes unpowered. This weapons damage is not affected by armor. Ionic Blast: This weapon never causes a critical hit and does not deal damage to hull integrity. can only be fired in salvos with other disruption macrocannons Broadside: This component must be in a port or starboard weapon slot Vapourization: When this weapon rolls a 1 or 2 on the critical hiht chart it affects two components instead of one, Broadside: Can only be mounted in a port or starboard weapon slot
Penatrator Round: Calculating damage from a salvo including shots from a Stygies-Pattern macro cannon reduce enemy armor by 3. reduction only applies to this salvos damage
Special
Special
Special
Beam Dispersion: Firing at targets over 20 VU away the damage is reduced to 1d11
Small Weapon: May be installed in a Dorsal or Keel weapon slot in ships Frigate sized or smaller Versatile: +5 to the opposed command test to resolve boarding
Heavy Weapon: Must be in a Prow weapon slot unless the ship is a Grand Cruiser or larger. In which case it can also be mounted in a Dorsal slot. In a Prow slot may only fire into the forwar arch.
Core Architecture: This component is always revealed by a succesful Active Augury scan
Core Architecture: This component is always revealed by a succesful Active Augury scan Overheating Systems: Every 5 degrees of failure to fire the cannon the firing vessel suffers a critical hit. If a specific component is affected it is always the nova cannon.
Enhanced Magnetic Coil: +2 VU speed to the torpedoes during the turn they are launch. return to normal speed after that. Volatile: If this component is Damaged or Destroyed (not unpowered or depressurized) while loaded 10% chance it explodes destroying the component and causeing 2d5 Hull Integrity damage Volatile: If this component is Damaged or Destroyed (not unpowered or depressurized) while loaded 10% chance it explodes destroying the component and causeing 2d5 Hull Integrity damage
Volatile: If this component is Damaged or Destroyed (not unpowered or depressurized) while loaded 10% chance it explodes destroying the component and causeing 2d5 Hull Integrity damage Volatile: If this component is Damaged or Destroyed (not unpowered or depressurized) while loaded 10% chance it explodes destroying the component and causeing 2d5 Hull Integrity damage
Plasma Refinery: Check the book for details, Powered by the Stars: +10 power as long as you use the refinery once a year
Oversized Monstrosity: Speed can never go over 2 disregard anything that improves speed. Secondary Power Genetorium: +10 power
Prow weapon slot is pre equipped with a Voss-Pattern Torpedo Tube, this component cant be removed and has half the normal ammunition, Make sure you add this to your weapons as its costs must be calculated
Make sure you add this to your weapons as its costs must be calculated
Hybrid Vessel: Can be equipped with both cruiser and transport components however if both transport and cruiser module are available it must use the cruiser variant Make sure you add this to your weapons as the costs must be calculated
Pre equipped with two Jovian-Pattern Landing Bays in a port and starboard slot. Make sure you add them they must but calculated Inherent Warship: Pre equipped with on Mars-Pattern Nova Cannon in the prow slot as well as the Armoured Prow upgrade. Make sure you add them they must but calculated +4 power, any critical hit 25% chance it suffers and additional Fire! Critical Hit as well
Make sure you add them as they must be calculated
If damaged , deppresurized, or critically hit (including 4 or 6 results on the critical chart) roll 1d10 result 4 or higher the effect is ignored If damaged , deppresurized, or critically hit (including 4 or 6 results on the critical chart) roll 1d10 result 4 or higher the effect is ignored
If damaged , deppresurized, or critically hit (including 4 or 6 results on the critical chart) roll 1d10 result 4 or higher the effect is ignored If damaged , deppresurized, or critically hit (including 4 or 6 results on the critical chart) roll 1d10 result 4 or higher the effect is ignored
unexpected warp entrance 1d10 on 3 or higher any equiped gellar fields activate automatically preventing any warp intrustions that may have taken place
No penalties to manoevure actions when navigating nebulas, ice rings, plasma clouds, or other celestial phenomena composed of primarily small particles No penalties to manoevure actions when navigating nebulas, ice rings, plasma clouds, or other celestial phenomena composed of primarily small particles
Undamaged State command tests gain +5, ballistics tests to fire weapons +5, component suffers critical hit becomes unpowered 1d10 roll of 3 or higher Undamaged State command tests gain +5, ballistics tests to fire weapons +5, component suffers critical hit becomes unpowered 1d10 roll of 3 or higher
50 endeavor points when working towards an expoloration objective 50 endeavor points when working towards an expoloration objective
+25 achievement points on all trade objectives involving ground to orbit or small craft operations +10 and ballistics against planetary targets. Ground forces in contact with bridge count as equiped with a multicompass
+50 Achievement Points when completeing exploration objectives