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3rd RTSU Component Contest Underway

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The RTSU (Rogue Trader Ship Utility) is at version 1-39.

The Utility has a CUSTOM tab where all the non-canon components and features can be added.  I want your non-canon (player-made) component ideas so I can add them to the Utility. If you want to get your component in please post its description and relevant information in this thread.

Three or more of the entries will be chosen for the contest. You may enter as many times as you want. Though I will unltimately be the arbiter of which components are chosen feedback from the community will sway me so be sure to include a link to any threads where you originally posted your component ideas. Attribution (credit to you) will be included in all future versions of the utility if your component(s) are chosen. Components that do not win can be re-entered in later contests. Usually only three are chosen so that they can be quickly added to the utility, not because there aren't a lot of good ideas :)

It is now Saturday, June 12th.  Saturday, July 10th will be the cutoff date for entries.  With your participation we can do this once a month!

Thank you and may the best scoundrel win!

Original RTSU Thread

1st Component Contest Thread

2nd Component Contest Thread

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Entertainment District

 

A sanctioned entertainment district provides every distraction weary crewmen could want. One part glittering gambling hall, one part brothel and all parts clever ways to part men from there hard earned thrones and give to them positive motivation to work hard and make more.

Space 1, Power 1, SP$ 1
Easy Come, Easy Go: Much of the money spent in the district returns to the Rogue Trader eventually, spending achievement points to increase moral only costs 15 achievement points. All other restrictions still apply.
Distraction from the Past: When ever there is a time to rest (3+ days of low activity, eg. An ‘alls fine’ warp jump) the Ship regains 25% of whatever moral was lost during the last scene.
 

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 Immaterium cargo bay (Xeno):

No one really know  which race created this very rare device. Some suppose it was created by eldars, but there is no proof of it. This door like strange device seems to create large empty rooms from nothing and open path to them. Almost impossible to find this storing rooms seem to occupy no space and weight nothing, making this device a must have for any smuggler...

Adeptus Mechanicus and the Holy Inquisition strictly forbid the use of such devious and dangerous device.

Space 0, Power 4, SP$ 2

So much space !: The almost unlimited hidden storing space allow to store mounts of trading (legal or not) goods. +200 achievement point for Trade or Criminal Endeavour.

It is dangerous to play with the Warp: The device seems to create interferences during Warp travel. +10 on the Warp travel encounter table.

Something is missing !: Sometimes, minor / small goods seem to disappear. Who or What steals those goods ? No-one know (neither want to know). No mechanical effect, but GM should exploit the fact that this device create some kind of pocket space in the Warp...

 

 

 

 

 

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Thunderstrike Macrocannon Broadside:
A rare weapon, not for it’s power but because its lack there of. It still does, however, still find use mounted on the large, low power Trade Galleons used in ‘safe’ areas of the Imperium.
[strength: 6, Damage 1d10+1, Crit Range 6, Range 4] [space 5, Power 2, SP$1] Cruiser Port and Starboard only.

 

Sunsear Laser Broadside
A broadside design that utilizes a plethora of laser weapons each individually much smaller then the Mars Macrocannon. It is similar to the designs used on many old traitor ships.
[strength: 6, Damage 1d10+2, Crit Range 4, Range 9] [space 6, Power 6, SP$1] Cruiser Port and Starboard only.

Ryza Pattern Plasma Broadside
Very few ships have the honor of being refited with row upon row of some of the very best plasma weaponry the Adepts of Mars have to offer. While similar to what’s on the dreaded Murder-class cruisers, these have been appropriately sanctified for use on Imperial vessels.
[strength: 6, Damage 1d10+4, Crit Range 4, Range 5] [space 6, Power 8, SP$2] Cruiser Port and Starboard only.
 

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Failsafe Explosive System
The technology used for this system is simple: a set of explosive charges built into critical ship structures and connected with triggers controlled via a servitor or the like on the bridge. Activation requires some sort of identification, e.g. with a Lord-Captain’s Baton. The system is said to be most commonly found in Tau starships, but similar systems are known to every space faring race.

Space 2, Power 2, SP$ 1

Boom!: At any time, the ship commander may decide to blow up any component of his ship, resulting in the destruction of anything within the component, no matter whether this is an enemy boarding party, his own crew or the cargo load which is not meant to be found by the visiting customs officer. Afterwards, the component counts as destroyed.
 

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Quicksilver said:

 

Thunderstrike Macrocannon Broadside:
A rare weapon, not for it’s power but because its lack there of. It still does, however, still find use mounted on the large, low power Trade Galleons used in ‘safe’ areas of the Imperium.
[strength: 6, Damage 1d10+1, Crit Range 6, Range 4] [space 5, Power 2, SP$1] Cruiser Port and Starboard only.

 

Sunsear Laser Broadside
A broadside design that utilizes a plethora of laser weapons each individually much smaller then the Mars Macrocannon. It is similar to the designs used on many old traitor ships.
[strength: 6, Damage 1d10+2, Crit Range 4, Range 9] [space 6, Power 6, SP$1] Cruiser Port and Starboard only.

Ryza Pattern Plasma Broadside
Very few ships have the honor of being refited with row upon row of some of the very best plasma weaponry the Adepts of Mars have to offer. While similar to what’s on the dreaded Murder-class cruisers, these have been appropriately sanctified for use on Imperial vessels.
[strength: 6, Damage 1d10+4, Crit Range 4, Range 5] [space 6, Power 8, SP$2] Cruiser Port and Starboard only.
 

 

 

The only thing that kept me from posting this more or less as you did here, Quicksilver, was wanting to change the names to something else.  Otherwise, this looks exactly like what I was working on.  lengua.gif

-=Brother Praetus=-

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Sunslayer Torpedo Launchers

1 Power, 2 Space, 1 Ship Point - Variable Strength*, 1d10+10 Damage, Crit 5, Range 6

* The gunner chooses the number of torpedoes he wants to fire, maximum number is the number of tubes the ship carries.

Prow Supplemental Component: Torpedo Tubes can only be mounted on ships with a free Prow Weapon slot. Purchase each Tube individually, maximum number of tubes is two for raiders, four for frigates and six for cruisers. Torpedo Tubes do not preclude installation of the Armoured Prow component.

Finite Ammo: The antimatter warheads mounted on the Sunslayer are so rare and dangerous, that only very few are allocated to a single ship. Maximum number of torpedoes is twice the number of tubes. Spent torpedoes are Very Rare and must be purchased individually.

Ultima Ratio: Each Sunslayer torpedo is the size of a small hab block and its antimatter reaction is so violent, that neither void shields nor hull armour offer any protection. Its size can also be a weakness, though - the target ship can make a Challenging (+0) Turret Rating * 10 test, as the defenders frantically try to shoot down the incoming weapon. Each degree of Success shoots down one Torpedo. The Sunslayer's Power is feared by all spacefarers - add +10 to all Intimidate Tests made on the ship.

War Spirit: Should a torpedo miss its intended target, place a marker on that point of the tactical map. During the next turn, the torpedo will try to reengage its target. Treat this as a shooting attack from the marked position, using the torpedo's own BS of 30.

 

I know that DarkReign have already converted the BFG torpedo Rules for Rogue Trader, but I'd like to offer this as a more streamlined alternative for players who prefer a simulationist combat system.

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Combat Servitors: Many Rogue Traders see the value in a body of heavily armed, highly resiliant soldiers that will never mutiny, and choose to invest in a company of combat servitors. These mighty warriors, while clumsy and slow and responsible for slightly higher rates of friendly fire than conventional troops, are nevertheless a powerful asset when taking the fight to the enemy on the ground or in the void.

  Power: 1 Space: 1 SP: 1

  Walking Weapons: When working towards a Military objective, the players earn an additional 25 Achievement Points toward completing that objective.

  Big Guns: The ship gains +10 to all Command Tests involving boarding actions.

 

Surveillance Servitors: Servitors are a common sight on any imperial starship. This makes servitors equipped with concealed pict-recorders and vox-recorders capable of being excellent spies, their very ubiquituity ensuring their effectiveness. Such servitors help keep the ship master well-informed of the happenings on his ship, be they work-crews far from the ears of loyal officers or passengers believing themselves to have found some privacy.

  Power: 1 Space: 1 SP: 2

  Well Informed: Players gain a +10 bonus to any Barter, Blather, Deceive, or Inquiry Tests when interacting with characters aboard the starship.

  Eyes and Ears: Upon successfully using the Inquiry skill to Hunt for Sedition, double the Morale boost as the crew learn the folly of plotting mutiny against such an omnipresent master.

 

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Kalec Fash said:

Combat Servitors: Many Rogue Traders see the value in a body of heavily armed, highly resilient soldiers that will never mutiny, and choose to invest in a company of combat servitors. These mighty warriors, while clumsy and slow and responsible for slightly higher rates of friendly fire than conventional troops, are nevertheless a powerful asset when taking the fight to the enemy on the ground or in the void.

  Power: 1 Space: 1 SP: 1

  Walking Weapons: When working towards a Military objective, the players earn an additional 25 Achievement Points toward completing that objective.

  Big Guns: The ship gains +10 to all Command Tests involving boarding actions.

 

Surveillance Servitors: Servitors are a common sight on any imperial starship. This makes servitors equipped with concealed pict-recorders and vox-recorders capable of being excellent spies, their very ubiquituity ensuring their effectiveness. Such servitors help keep the ship master well-informed of the happenings on his ship, be they work-crews far from the ears of loyal officers or passengers believing themselves to have found some privacy.

  Power: 1 Space: 1 SP: 2

  Well Informed: Players gain a +10 bonus to any Barter, Blather, Commerce, Deceive, or Inquiry Tests when interacting with characters aboard the starship.

  Eyes and Ears: Upon successfully using the Inquiry skill to Hunt for Sedition, double the Morale boost as the crew learn the folly of plotting mutiny against their rightful master.

 

Minor edits via quoting because I cannot figure out how to edit (or delete) my post.

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 Don't worry about it- it's a "quirk" of the forum software- you can only edit your posts in a thread for 5 minutes or so, and only if you don't post in another in the meantime (and possibly only so long as no-one else replies to the thread). Same goes for deletion.

I think the creator of a thread can edit the OP whenever, but I'm not sure about that.

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Hi!

Segmentum Bridge: These type of bridge is due to it´s "high tech" status and expense, esp. a dispens from the Navis Nobilitae for it´s "Warp augur array", normally only found on important battleships, flagships or wealthy RT vessels. It´s name comes from the fact that the bridge has diverse cogitators inbuild, which make them natural command vessels. It´s massive cogitators, bridge-wide hololithic combat displays, ergonomic, but highly impressive designs, additional armor, selfsustaining life-support, holo-network, specialised, interlinked augurs, administratum logistic cogitators show what the Imperium is capable of. While not archeotech, only few shipyards have the capabilities to install bridges which combine the technological spearheads of todays IoM and the remnants of the height of the Imperium. The Warp augur array is the crown jewel. Based on an old STC design (some rumors say Eldar runecaster), this device allows non-Navigators to calculate warp jumps up to 60 Lys like navigators would. No wonder, that a dispens by the Navis Nobilitae is needed to install this array and it only covers emergencies, when on-board navigators are disabled. The dispens in incorporated in the cost.

Targeting cogitators: The "high-tech" fire-solution cogitators give a +10 on all Ballistics Skill Tests for shipboard weapons.

Armoured: Works like in "armoured bridge"

Holo-Navigation: All Pilot and Navigation rolls made by the bridge-crew get +5.

Warmaster´s Hand: The military cogitators, databanks, hololithic displays and dedicated augurs give a +20 on all tactica rolls made by bridge personal. In addition, it gives a +10 on military/war related lore rolls.

Administratum´s purview: In both military and civilian life, logisitcs, the flow of materials, ressources and stockpiles can be extremly important. A Rogue Trader can benefit as much from the special logistics cogitators as a warmaster would. +70 on all commerce objectives, +70 on military objectives.

Warmaster´s Throne: Not only a technogical marvel with all the tech installed, but a majestic sight in itself with only the best materials used, the command throne gives a +10 on all command rolls and a +5 on rolls made to impress others, if you sit on it.

Warp augur array: In the direst emergency, a non-navigator can use this special device to plot a warp jump like a navigator would. Follows the rules for navigators.

Space: 8  Energy. 5   SP: 4

 

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Grenz Intership Comm System: This system of two-way voxes and pict-casters allows for a greater level of communication between multiple sections of a starship. The system is based on the bridge, ensuring that the master of the ship is in control of it at all times. From the bridge, the captain can activate and disable the voxes and pict-casters at will, as well as address as much or as little of the crew as he likes. The power draw on the system is quite significant, as is the requisite upkeep, but the the greater efficency and control provided by improved communication across the ship is well worth the cost.

  Nothing Lost in Translation: The improved communication abilities of the Grenz system improve the ability of the crew to do their duty to their rightful master. giving +5 to all tests using the skill level of the crew.

  News Travels Fast: The greater communication of the ship equipped with the Grenz allows the crew to communicate with each other even when off-duty, ensuring that anything heard by someone is heard by everyone. All Morale changes are doubled.

  Integrated: The Grenz system is built into the starship. It is centered on the bridge, where all of the main controls are, while the voxes and pict-casters are spread throughout the ship. The system will not function in any component that is Underpowered, Damaged, or Destroyed. If the bridge is Underpowered, Damaged, or Destroyed, the entire system becomes unusable until the bridge is fixed. The captain, or anyone with access to the controls can disable the system as well. Should the system be disabled for whatever reason, the effects of Nothing Lost in Translation and News Travels Fast are lost.

Power: 3 for Transports/Raiders/Frigates, 5 for Light Cruisers/Cruisers. Space: 0. SP: 3

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Turreted Macrocannons

Hulls: Raiders, Frigates

1 Power 2 Space 2 SP

Captains of a more martial inclination often add additional macrocannon turrets to the prows of their ships to improve their field of fire.

Turreted Macrocannons upgrade a macrocannon armament mounted in the Prow weapon slot of a raider or frigate hull. Treat the upgraded macrocannon as if it was mounted in a Dorsal slot instead.

There is only war: When working toward a Military objective, the players receive an additional 50 Achievement points toward completing that objective.

Unbalanced: Starships are precisely balanced, something this modification affects, meaning they suffer -3 to manouverability.

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Hi!

Camouflage Field (Xenos): This Eldar device seems to be a forerunner or a parallel development to the cloaks their dark brethen uses. With the field raised, you can simulate any optic ship form of comparable size to your ship. e.g. make a "Retribution" battleship look like a harmless bulk transport. In addition, it sends false signatures and readings to trick sensors. All sensors get a  -10 to -30 malus (GM´s choice how much) to pierce the illusion. This is opposite the mimic engine, which is sureproof against sensors, but not against optics. It does not work against Tyranids (well, it works against their sensors, but the "Nids" attack anything) and the Necrons. Geller fields can be raised with the camouflage field online, but no Void shields or similar protection fields.

Energy: 2  SP:2  Shippoints: 1

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