I came up with these a while ago, and they've worked so far. Any input would be appreciated.
Lord Munchkin Presents...
An Admiral’s Guide to Acquisition
I created this guide in order to recreate not only the scale of 40k but to communicate the theme of Rogue Trader. You aren’t adventurers, you’re the leader’s of an immense dynasty that has weathered the ages. You seek to sharpen your teeth on the universe’s hide, carving away vast wealth. To do this you need ships, and lots of them. Thus the acquisition of a fleet is amongst a Rogue Trader’s prime concerns.
1. Salvage Pool (SP): This represents the amount of material available for salvage. In order to use the SP, you must allocate the point’s toward a vessel. The SP cost for them are as follows; System Ship (1), Transport(2), Raider(3), Frigate(4), Light Cruiser(5), Cruiser(6), Battlecruiser(7), Grand Cruiser(8), and Battleship(9). Alternatively, SP can translate directly into PF.
2. Facilities: These are the tools the players use to salvage. They are as listed here; Legendary Shipyard, Greater Shipyard, Lesser Shipyard, Voidfarer Station, and Breaker Yard. The multiplier for each is 1-5 in reference to their order. Each facility can salvage a number of vessels equal to their multiplier.
3. Crew: These are the individuals working on the salvage. They are as listed here; Elite, Veteran, Competent, and Incompetent. The multiplier for each 1-4 in reference to their order.
4. Difficulty: This is how hard it is to accomplish your goal. These are your options; System Ship, Transport, Raider, Frigate, Light Cruiser, Cruiser, Battlecruiser, Grand Cruiser, and Battleship. The multiplier for each is 1-9 in reference to their order.
5. Result: Finally you work you multipliers together get a number that equals the number of months need for completion.
Sources of SP
1. Thematic Wrecks: Named wrecks always start with full SP for their class. These can be moved.
2. Ship Graveyards: Usually in the background, these massive fields of steel may be exploited by the clever Rogue Trader. Though they may have any number of vessels, the SP is decided by the GM. Ship Graveyards are permanent fixtures and may not be moved.
3. Fresh Kills: When a vessel is destroyed, roll against Hull Integrity. If it passes, the vessels survives with full SP. If it fails, it loses SP per degree of failure. The lose of all SP indicates the complete and utter destruction of the vessel.
Examples From Play
1. The Emperor's Bounty has a total of 5 SP points. It is repaired at a Greater Shipyard by a Elite AdMech crew. That means it takes 5x2x1=10M. The Lords of Mars favor you.
2. The Penitent Traveler has a total of 2 SP points. It is repaired at a Greater Shipyard by a Elite AdMech crew. That means it takes 2x2x1=4M. Mighty is the Machine.
3. The freshly slain Stygian Reaver has a total of 2 SP points left. It is repaired at a Greater Shipyard by a Elite AdMech crew. That means it takes 2x2x1=4M. The Machine is innocent of it’s fleshy sins.
4. The Righteous Path has a total of 8 SP points. It is repaired at a Greater Shipyard by a Elite AdMech crew. That means it takes 8x2x1=16/12=1Y/4M. Behold the Machine God’s might!
5. SG1 has a total of 8 SP. The RT decides to build 2 Frigates. This happens at a Voidfarer Station crewed by Veteran mutants. This means it takes 3x4x2=12/12=2Y for the first 2 Frigates. In the Expanse, a good mechanic is worth more than their weight in gold.
6. SG2 has a total of 4 SP. The RT decides to build 1 Frigate. This happens at a Breaker Yard crewed by Incompetent dregs. That means it takes 4x6x5=120/12=10Y. You pay these people?
7. SG3 has a total of 12 SP. The RT decides to build 3 Frigates. This happens at a Lesser Shipyard crewed by Competent professionals. That means it takes 4x3x3=36/12=3Y. Slow, but well worth it in the future.
8. The Light of Terra has 9 SP. It is repaired at a Legendary Shipyard by a Elite AdMech crew. That means it takes 9x1x1=9M. Whatever you did to land yourself such a deal must have been legendary indeed!