Epic Roleplay: Starship Facilities

Ship Facilities
This is the full list of facilities from the Random Starships II random facility generation tables, it includes “reprints” of facilities previously seen, updates of older (pre-Epic Roleplay) components presented on d6ideas, and new facilities.

Some of these facilities may also be installed in planetary bases.

Finally, a note on facility size: The sizes given are in the context of Imperial starships. Shooting galleries for example consist of enourmously long collonades and butressed balconies and so are anything but compact – but aside from additional airlocks they do not require any additional mechanisms, dedicated machinery or support structures that would diminish available space within the ship, and so for purpose of facility size, shooting galleries are classed as compact.

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.

Ancient Library (normal facility)
Between missions, a character with the Knowledge Seeker talent may try to learn one of a number of Forbidden or Scholastic Lore skills specified as part of the facility without suffering the normal penalty.
A typical ship-board library covers Scholastic Lore (Astromancy), D6-2 Forbidden Lore (local) for worlds visited in the past, and D3 other skills.

Archeotech Lab (normal facility)
The diagnostic apparatuses and experimental workspaces of this sanctum to the Quest for Knowledge give a +1 modifier to the roll to (re-)assemble a tech-arcanum. Also, if the assembly fails, roll a D6, on a roll of 6, no fragment is lost in the failed attempt.

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.

Astropathic Choir (normal facility)
This gives a +1 modifier on tests to send or receive astropathic messages.

Auxilliary Drives (vast facility)
When a ship equipped with auxilliaty drives is damaged so that its speed modifier would be reduced to -1, it retains a speed modifier of 0, as long as the auxilliary drives are not also destroyed.
A vessel that already has a speed modifier of -1 when undamaged gains no benefits from auxilliary drives.

Back-up Warp Drive (normal facility)
The ship can make warp jumps of up to 50 light years, even when the main warp drives are non-functional.

Barracks (vast facility)
Barracks allow for the housing of a Force without having to support and supply it on the field. A single barracks facility is usually sufficient to house and sustain 1,500 points of troops.
The facility might be limited in the type of troops it can support.

Bilge Ghoul Compact (compact facility)
By ancient understanding, a retinue that embarks on a mission from the ship, may add an extra detachment consisting of D6 bilge ghoul stands.

Bilge Ghouls
Bilge ghouls roll one additional die in close combat within buildings and structures and they gain one additional die when two or more bilge ghoul stands assault the same target. In open terrain or bright illumination, they suffer a -2 modifier to close combat.

Type Move Saving
Throw
CAF Weapons Range Attack
Dice
Roll
to
Hit
Target’s
Save
Modifier
Bilge ghouls 10cm +1
Notes
Type: Infantry, Morale Value 5, pack hunters, dark places, lightblindness

Black Hold (normal facility)
Inside the hold, any psychic powers are negated on a roll of 3+. Chaos cards may not be played within the hold.
These are the sealed cells used to carry psychic human cargo towards their fate on Terra.

Cadet School (vast facility)
When creating a new character, before rolling the initial career, you may instead decide to create a character of a career specified as part of the facility.
On Imperial vessels, cadet schools most commonly are used to train Militants, followed by Techpriests, Navigators, or Rogue Traders.

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.

Cargo, Main Hold (vast facility)
This can house up to 12,000 points of troops, 24 years worth of supplies, or 12 points of resources.

Cargo, Secondary Hold (normal facility)
This can house up to 600 points of troops, 6 years worth of supplies, or 1 point of resources.

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.

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.

Crew Reclamation (normal facility)
When a character would die as a result of casualty recovery, they instead receive the Mindless and Bionic Enhancement talents upon being returned to the base. If they already possess these talents or ever lose either of them, they immediately die without a chance at a second reclamation.

Crimson Vault (vast facility)
Gain an additional +1 modifier on all casualty recovery rolls for troops.
Originally seen only as the central components of Vitalis class medical transports, crimson vaults are full scale liquid cargo holds equipped to keep blood fresh and viable. The Vitalis ships and their crimson vaults first came to prominence during the Exsanguination Wars and later during the Blood Plague crisis and the campaigns against the Foul Sisters, incidents where incomprehensible amounts of replacement blood were needed to keep the Imperial war machine functional or civilian populations productive and the transshipment of blood across void and warp became nothing less than a necessity. Though still rare, since then crimson vaults have appeared on some other ship classes than the Vitalis as well.

Cryocrypt (compact facility)
When creating a new character, before rolling the initial career, you may instead decide to create an Assassin. This option is only available once per facility.
The ship carries one of the cryo crypts of the Eversor temple. Within it rests one of their terrifying bio-killers, forced to dream icy dreams of cold hatred until called forth.
Optionally, you may also roll for other random occupants that can be encountered.

Daemonic Navigational Cogitator (compact facility)
The maximum distance of a warp jump without a navigator increases to 50 lightyears when using the Daemonic Navigational Cogitator, but all rolls for Warp events have to be made on the Major Distortions table.
If the Daemonic Navigational Cogitator ever becomes damaged, the imprisoned daemon manifests within the ship.

Daemonic Vessel (normal facility)
You may play chaos cards on the ship. Each chaos card played on the ship gives +1 to battle score.

Embassy (vast facility)
With a successful Negotiation test, a character gains the benefits of the Ambassador talent for the next mission.
An embassy compound belongs to one faction. It is protected by a single support card of infantry of the faction as an honour guard.
On Imperial vessels, the most common embassies belong to other Imperial organisations, but Squat, Eldar and even Bloodaxe Ork embassies are not unheard of.

Emergency Stores (compact facility)
This can house 1 year worth of supplies.

Enlarged Fuel Stores (normal facility)
This can hold up to 12 years worth of ship supplies.

Escape Pods (normal facility)
When characters have to roll for Casualty Recovery due to the ship being destroyed, wrecked, or damaged, they gain +1 to the roll.

Extended Ship’s Party (normal facility)
You may deploy troops from among the ship’s complement equivalent to 1 Imperial Guard tactical company, but without a free commissar, in addition up to 5 support cards worth up to 250 points for a small ship, 500 points for a mid-size ship, 750 points for a large ship, and 1,000 points for a grand ship may be attached to the company, these support cards are limited to assault platoons, tactical platoons, support platoons, land speeder squadrons, bike squadrons, sentinel squadrons, Rhino squadrons, and Imperial robots.
All ships possess armsmen as well as weapons’ stores to equip landing parties from among the crew, but some vessels pack a greater number and variety of combat equipment and even light vehicles making their landing parties much more formidable.

Extensive Armoury (normal facility)
At the beginning of a mission, a character without a weapon gains their choice of either a Basic Weapon or a Close Combat Weapon. The wargear is returned to the armoury once back at the base.

Family Tomb (normal/ vast)
If a character would lose their Obscene Wealth talent as a result of the annual roll, they may instead opt to keep the talent and lose one of their followers from the Loyal Retainers talent, either a base of infantry/ cavalry or one character. The former retainer turns from the character in disgust due to their grave robbing.
The Family Tomb is a normal size facility if located on a small or mid-size ship, and is of vast size on a large or grand ship.
Some Rogue Trader dynasties choose to maintain elaborate tomb complexes for the family aboard their ships. While this further strengthens the bond of a Rogue Trader with both their vessels and those who came before the, over the long generations of a dynasty it can severely curtail the available space aboard a starship as more and more chambers are taken over by the dead, who also tend to take some of the dynasty’s riches with them to the grave.

Feast Hall (normal facility)
With a successful Decadence test, you gain a +1 modifier on the first test made for ship operations during the following mission.
Imperial starships thrive on the discipline of their crews and the rigidly enforced separation of said crews by rank and station. Yet, some captains choose to break with this tradition, sitting – as their lord – at the head of the great tables shared by all of the vessel’s host, be they officers, armsmen, or ratings. Contrary to many an admiral’s fears, the kinship engendered this way may not undermine discipline but rather enhance it – albeit at a cost.

Fighting Pit (normal facility)
Roll Casualty Recovery. If you survive un-wounded, gain the Skilled Fighter talent.
Recreational fighting is practiced on many vessels, but few sport a dedicated arena and ancillary training facilities and stables.

Flag Bridge (normal facility)
Gain a +1 modifier on Command tests for space battles only.
A flag bridge is equipped with the additional communications, tactical hololiths, cogitators, and staff to oversee fleet combat operations.

Flak Turrets (normal facility)
Roll D6-2. Destroy that many Munitions deployed by the enemy, be it from ordnance decks, planetary silos, or in preventing a planetary landing. Destroyed Munitions have no effect.

Forges (normal facility)
When a character rolls on the Wargear table for an advance, they may make a Techcraft test, if successful, the equipment is of superior quality (i.e., a Superior Weapon or Superior Armour).

Ganglionic Bridge (normal facility)
Gain a +1 modifier on all skill tests dealing with ship operations. Whenever the ship gets damaged, the retinue has to roll for Casualty Recovery.
This bridge is a pulsating mass of alien organs and nerve clusters, eagerly embracing and attaching themselves to the bridge crew. The epitome of all that is wrong, unholy and abhorrent about the alien, unscrupulous and blasphemous captains may still see the usefulness in these growths, as they require literally no power, are fantastically resilient to damage and can give officers an instinctive, visceral understanding of what ails the organism of their starship at any one time.

Generational Drive (vast facility)
These huge long endurance drives can propel a ship over the gulf between star systems and subsectors at a speed of 0.5 lightyears per year of travel.
Truly ancient technology predating the discovery of warp travel, generational drives are extremely rare, mostly found in bulk carriers and survey vessels.

Genetor Labs (normal facility)
When creating a new character, instead of randomly determing a home world, you may choose eugenics world as the new character’s homeworld.
While the extensive facilities are most used by the Mechanicus Genetors and other Biologis for their own arcane purposes, they also allow for large scale screening of a vessel’s crew for genetic deviancy, thus ensuring its purity and maintaining it as a reservoir of peak human stock.

Geopiercer Prospecting Scanner (normal facility)
With a successful Commerce, Techcraft, or relevant Scholastic Lore test, the yield of an asteroid or cloud mining or similar resource extraction operation may be increased by 1.
This specialist sensor array is mostly found on specialist asteroid mining vessels, as it is finetuned to detect and analyze the mineral make-up of the floating rocks and pinpoint veins or cysts of precious ores.

Gravitic Anchor (normal facility)
The ship gains a +1 modifier on Navigate (Stellar) tests to avoid or escape hazards.
These huge and ancient grav generators are powerful enough to lock a starship in place relative to the local sources of gravitation.

Hexagrammatic Plate (compact facility)
In a space battle, negate any benefits of daemonic vessels or other chaos influence.

Holy Shrine (compact facility)
With a successful Scholastic Lore (Imperial Creed) test, you gain either Insanely Faithful or Hatred (Chaos, Eldar, Orks, Squats, or Tyranids) as an additional talent for the duration of the mission only.

Hungry Drives (vast facility)
When making a Navigate (Stellar) test to travel within a system, the ship has to expend 1 year worth of ship Supplies if Supplies are available. If a point was expended, the ship may move up to 2 plasma weeks within a week.

Hypnoindoctrinator (compact facility)
With a successful Morale test, at the beginning of a mission you gain either one Lore (often Forbidden Lore [local for the mission location]) or you replace an existing Hatred talent with Hatred of a specified group, the Lore or change of Hatred persist only for the duration of the mission.

Interference Cage (normal facility)
A vessel with an interference cage cannot be boarded using teleportation, negating any benefits an enemy would normally gain from a Teleportatorium.
Teleporters are fickle and arcane devices, ill understood in today’s time. Even less well understood in these days, the interference cage may well once have been intended as a supplemental system to a teleporter array, making the materialisation sequence safer and more predictable by routing the teleporter’s signal to a prepared arrival station, similar to a teleport homer but static and thus more powerful. On most vessels gifted with such a system, it is now used as a defense against unwanted intrusion via teleporting, by turning the arrival station into an elaborate trap and killing field.

Internal Dry Dock (vast facility)
This can fit one small or half a mid-size vessel. A ship wholly within internal dry docks can be worked on as if in a spacedock.
The defining feature of mobile docks and naval foundry vessels, these cavernous spaces are large enough to house entire frigates within, facilitating access and allowing major repairs and refits under favourable controlled conditions.

Interplanetary Drive-Cogitators (normal facility)
The ship gains a +1 modifier on Navigate (Stellar) tests for traveling within a star system.

Jammer Array (normal facility)
In a space battle, enemy Command tests suffer a -1 penalty.

Luxury Passenger Quarters (normal facility)
There will be D3 stands of foppish nobles on board at most times.

Lysander Targeting Craft (normal facility)
These can be launched from a planetary base or from a low orbit ship. Scout the enemy armies in one hex anywhere on the map, receiving a +1 on the roll.

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.

Mass Cryo Stacks (vast facility)
This can hold up to 24 points of Human resources.
A crude application of cryo-sleep technology, mass cryo stacks do not utilise indivudal tubes or coffins instead freezing and storing large numbers of specimens together in massive vaults. While this makes the stacks extremely energy efficient and speeds up processing, it also incurs a high incidence of side effects. These can range from lost limbs and other large scale tissue damage to loss of memory or higher brain functions and straight out fatalities.

Medicae Center (normal facility)
With a successful Medicae test, the time needed for another character to recover from a wound may be halved.

Minelayer Bay (vast facility)
This facility stores up to 3 points of orbital Munitions. The ship may try to deploy a minefield by rolling a D6 and expending that number of points of Munitions. On a roll of 1 or if there are insufficent Munitions available, the field is ineffective. Otherwise, it forms a temporary hazard at the current location of the ship. Any vessel that encounters this hazard has to test Navigate (Stellar) and is lost upon failure. After being encountered by half the number of Munitions expended in its creation, the field becomes ineffective.

Munitions Depot (compact facility)
Before a mission, the retinue can equip themselves with an overabundance of grenades, bombs, and explosives. Gain one extra D6 for one close combat during the mission. If the retinue is eliminated before this extra D6 has been used, Casualty Recovery is at -1.

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.

Ordnance Deck (vast facility)
This facility stores 1 point of orbital Munitions. In a space battle, the ship may expend 1 point of orbital Munitions from the ordnance deck to gain +1 to its battle score. If a point of Munitions is expended, a character with the Combat Pilot or Skilled Gunner may voluntarily roll for Casualty Recovery to add an additional +1 to the space battle score.
These are massive launch bays for fighters, bombers, and other combat smallcraft, along with expanded torpedo magazines and additional launch tubes.

Ore Clamps (normal facility)
This can hold up to 18 points of Material resources.
These huge clamps are used to externally attach ore-rich chunks cut from asteroids or similar semi-processed blocks of material.

Ore Processing Plant (vast facility)
The ship is a resource Production installation. It uses 1D6 Material resources (typically ores extracted from asteroid mining) as input to produce 1D6+2 Material resources as output. The annual capacity of the installation is 6 points of Material resources.

Planetary Assault Ship (normal facility)
When a ship with this facility conducts an opposed planetary landing, test Morale, if successful, reduce the effect on the landing of any planetary Munitions employed by the defender by half.

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. The annual capacity of the installation is 12 years of ship supplies.

Powerram (vast facility)
In a space battle, the ship may target one enemy vessel. Both ships test Navigate (Stellar). If the ramming vessel is succeeds and the targeted vessel fails, the targeted vessel is lost. This is in addition to any losses suffered due to the result of the battle. If the ramming vessel fails and the targeted vessel succeeds, the targeted vessel gains +1 to its battle score.

Praetorian Gun Brains (compact facility)
In a space battle, a character may make a Language (Binary) test. If successful, the ship gains +1 to its battle score.
Networked arrays of Praetorian battle servitors are hardwired into the most powerful of the starship’s weapons, turning the huge guns themselves into machine creatures mindlessly devoted to destroying the enemies of Mars.

Psychotropic Sustainer (normal facility)
In a space battle, if the enemy would gain a bonus for boarding, this is negated. Characters on board have to roll for Casualty Recovery as if they had used combat drugs.
When deploying for a mission, the retinue can equip themselves with combat drugs for the duration of the mission.
Psychotropic sustainers help controlling a vessel’s crew and their performance by admixing alchemical gasses to the air, enhancing alertness, numbing pain and discomfort, slowing metabolism as needed and commanded, though the continued exposure to the myriad of substances and the difficulties in controlling dosing can lead to an increased number of fatalities over time. In the dire circumstances of boarding combat, they can even flush the vessel with a thick fog of frenzon, turning the most timid crew into crazed berserkers screaming fo blood.

Redundant Systems (normal facility)
When the ship suffers damage and a facility is destroyed as a result, destroy this facility instead of determining a facility randomly.

Regimental Training Block (vast facility)
The ship acts as a standard Production installation for Imperial Guard infantry troops, requiring Human resources as input and producing 1,000 points of troops as a unit of output. The quarterly capacity of the installation is 5,000 points of troops.

Reinforced Secondary Weapons Batteries (vast facility)
When a ship equipped with reinforced secondary weapons batteries is damaged so that its battle modifier would be reduced to -1, it retains a battle modifier of 0, as long as the reinforced secondary weapons batteries are not also destroyed.
A vessel that already has a battle modifier of -1 when undamaged gains no benefits from reinforced secondary weapons batteries.

Salvage and Repair Systems (vast facility)
The ship may halve the repair times for other damaged vessels. It can retreive techarcanum fragments of destroyed facilities from wrecks. It can also retrieve entire intact facilities from wrecks, but this takes D6 weeks and a successful Command or Techcraft test with a -1 penalty.

Seat of Power (compact facility)
Gain 1D3-1 points of Power per year.
By dint of warrant, writ, or charter, law, custom, or tradition, significant power and authority beyond that of a captain’s is invested in those in control of the vessel.

Seedling Bays (vast facility)
As a longterm project, the ship may engage in terraforming an uninhabitable world into a habitable world. This takes D6 decades and requires D6 Power every year.
Also as a longterm project, the ship may engage in founding a colony on a habitable world. This takes D6 years and requires D6 Human, D6 Material, and D6 Produce resources as well as D6 Power every year.
Terraforming is a fickle art, ill understood in the age of the Imperium. A far cry from the legendary and monstrous terraformators and athmospheric generators of the Dark Age of Technology, the by comparison humble seedling bay is still a remarkable miracle in its own right, filling a vessel’s hold to the brim with live-sustaining microbes, bacteria and algae and the drop containers to deliver them from orbit, seeding a planet’s air, and earth, and oceans with the basics of human-compatible life that maybe – over millenia – even will grow into something more.

Sensorium Tower (normal facility)
Before the start of a space battle, you may test Techcraft to scan an enemy vessel. If successful, you learn the modifiers (manoeuver and battle) and all vast facilities of the scanned vessel.
A staple on survey and augury vessels, sensorium towers are massive structures housing additional sensor systems vastly increasing the available detection capabilities of starships but taking up so much space that a lot of combat worth has to be sacrificed.

Servitor Crew (compact facility)
The ship may ignore Warp Madness results on the Warp Currents and Major Distortions tables.
The ship may mount one additional normal facility.
While servitors are used on pretty much every voidship, ships with fully servitorised crews are far from common. Most often employed by the Adeptus Mechanicus on smaller research vessels which may have as little as a single magos as the only non-servitor being on board, some Rogue Traders with enough gelt and the right connections have also been known to replace all but an inner circle of their command crew with servitors.
On starships where a majority of the crew is made up of servitors, the amount of space and resources dedicated to quartering and providing for the masses of humanity that so much more commonly work the great vessels can be greatly reduced, while still more than adequately supplying the remainung humans.

Shieldbreaker Dispersion Lance (normal facility)
In a space battle, the enemy does not benefit from Shield Resonator, Castellan Shield Generator, or Shield Capacitators facilities.

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.

Shield Resonator (normal facility)
If there are two or more ships with shield resonators in a fleet, the fleet gains +1 to their battle score in space battles.
These ancient auxilliary systems to a vessels void shield arrays consist of incredibly sensitive internal energy feelers and frequency modulators woven together by banks of irreplacable cogitators. They soothe the angry spirits of the shield banks making them sing in a celestial harmony that allows the shield bubbles of multiple closely coordinated vessels to blend together in a protective chorus much stronger that they could ever hope to become on their own.

Shooting Galleries (compact facility)
At the beginning of a space battle, troops transported on the ship suffer D6×50 points of losses. If any troops remain, negate up to 1 point of positive modifiers the enemy would have gained from deploying boarding troops or from deploying munitions.
Defense turrets and their specialist weaponry and munitions are scarce, whereas human lives are plentiful and easily replaced. Banking on this simple calculus, these galleries and balconies, open to the void, are intended as fighting platforms from which ranks of armsmen and weapons teams can add their firepower to a ship’s defense, paying the price in blood their ship’s master was unwilling to spent in gelt on more sophisticated defenses.

Silent Drives (normal facility)
The ship gains a +1 modifier on Navigate (Stellar) tests to avoid battle.

Star Quencher (normal facility)
When rolling for the ship’s fate, treat a roll of 2 as a 3 instead.
This component allows a starship’s plasma drives to be completely shut down at a moment’s notice, safely venting their fiery life’s blood into space. While this leaves the ship a cold and dead husk, it prevents its drives from exploding and consuming the vessel entirely. Hope of rekindling the ship’s heart thus survives.

Teleportatorium (normal facility)
With a successful Techcraft test, the retinue may deploy to a mission location via teleportation. Follow the rules for teleporting Grey Knights.
In space battles, the Teleportatorium counts as a means to deploy boarding troops.

Transatmospheric Targeting Augury (normal facility)
When conducting orbital bombardment, your strikes only scatter once and Hit results do not scatter. If you roll a Misfire result, the facility is destroyed, leaving behind a single techarcanum fragment.

Unholy Temple (normal facility)
The heretic inscruptions, carvings, and murals on the walls count as a grimoire containg D3 random spells, accessible to any sorcerer who emarks on a mission from the ship.

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