
Closing a logistics gap and using the opportunity to throw some extra building blocks for ships into the mix.
More facilities for voidships:
Main Cargo Hold (vast facility)
This can house up to 12,000 points of troops, 24 years worth of supplies, or 12 points of resources.
Secondary Cargo Hold (normal facility)
This can house up to 600 points of troops, 6 years worth of supplies, or 1 point of resources.
Emergency Stores (compact facility)
This can house 1 year worth of supplies.
Cloud Mining Facilities (vast facility)
When at an appropriate locaction, i.e., in orbit around a gas giant, the ship acts as a Material Extraction installation. The capacity is determined by the planet in question, but is typically at least 1D6 and for exotic and valuable atmospheres may be as high a 2D6.
Plasma Refinery (vast facility)
The ship acts as a hyperefficient Production installation for ship supplies, requiring Material (typically the gasses from cloud mining) as input.
Shield Capacitators (normal facility)
The ship gains a +1 modifier on the roll for its fate if it is lost during battle. If it is crippled or damaged, the Shield Capacitators are one of the damaged facilities.
Nova Cannon (vast facility)
Make a Command skill test. If successful, the super-massive spinal mount hit a targeted enemy ship. Increase the number of enemy losses by 1 and you may choose one of the ships of the enemy fleet to become a loss.
Asteroid Mining Facilities (vast facility)
When at an appropriate locaction, i.e., an ore-rich asteroid field, the ship acts as a Material Extraction installation. The capacity is determined by the asteroids, but is typically 1D6.
Castellan Shield Generator (vast facility)
This massive shield generator can be used to protect not only the carrying ship but nearby vessels as well. At the end of battle, choose one lost ship, it is not lost. If you chose a ship and the Castellan itself was not a loss, it becomes one.
Capacitator Vault (normal facility)
Unleashing the energy stored in these massive power banks gives the ship a +1 modifier in battle, at the cost of burnt-out systems and potentially catastrophic damage from the resulting power surge. At the end of battle, roll for damage as if the ship had rolled a 5 (damaged) result, the destroyed facility is always the Capacitator Vault.
Agri-Domes (vast facility)
The ship produces 1 year’s worth of army supplies every year. In addition, the Agri-Domes count as a Produce Extraction installation with a capacity of 1 per year.
Macro Harpoons (normal facility)
The ship gains a +1 modifier in battle against Void Krakens and other giant space monsters (including Tyranid vessels), and a Void Kraken suffering a loss in battle against the ship makes its roll at -1.
