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Tiberius Station

Hull: Space Station
Class: Wayfarer-class
Dimensions: 5km in diameter, approx.
Mass: 22.1 Megatonnes approx.
Crew: 10000 rated crew, 80000-100000 inhabitants, approx.

Speed: Immobile
Manouverability: Immobile
Detection: +25
Armour: 18
Hull Integrity: 46
Space: 80 (used 71)
Turret Rating: 2
Ship Points: 60 (used 28)
Power: 65 (used 56)

Weapon Capacity: 3 Keel Weapons
Complacency: 71%
Order: +11 Command to Station-Master
Productivity: +13 Tech-Use
Piety: 2
Morale: -2




Oronzio HE 88 Class Plasma Genatorium: Generates 65 Power — uses 15 Space.
The STC Pattern of Plasma Genatorium for Orbital constructions, this class is primarily designed for the standard Imperial Space Station and its power requirements.

Voss Pattern Multiple Shield Array: uses 8 Power — uses 3 Space.
A multiple shield array for stations that regularly face incoming assaults, the Voss Pattern station shield was the precursor to the later ‘Glimmer’ pattern of Void Shields the planet produces. This component counts as two void shields.
  • Low Velocity Refraction: Stations are subject to more frequent barrages of space debris, especially within asteroid fields. As a result, their void shields are designed to stop lower velocity threats as well as high velocity weaponry. The station treats its Turret rating as one higher whenever the Void Shield is active. Any ships ramming the station suffer an additional 1d10 damage from these powerful energy fields.

Station-Master’s Bridge: uses 4 Power — uses 2 Space.
The bridge of a space station is equipped to supervise fast repairs of its hull, protecting its inhabitants.
  • Damage Control Station: As long as the bridge remains undamaged, all Tech-Use Tests to repair the station gain +10.

Deep Void Pattern Station Life Support: uses 4 Power — uses 4 Space.
On the outskirts of Imperial space, careful planning and thin walls of metal are all that separate a crewman from the cold clutches of the void. In order to avoid this, many stations implement extensive, claustrophobic preventatives, sealable bulkheads, few windows and emergency lockdowns.
  • Agoraphobic Living: The cramped interiors of these stations make life hard on the crew, constantly ducking through sealing vents and often trapped by emergency lockdowns in tight, dark rooms. Reduce Morale permanently by 4.
  • Careful Measures: The incredibly saftey conscious design of this station is reflected by its fire control systems and depressurisation failsafes. Reduce all population loss due to depressurisation by 4, and all population loss due to fire by 2.

Civitas Decks: uses 2 Power
Housing, from large sprawling familial complexes to crushing Hab-complexes crafted from discarded storage containers. These decks house the vast and myriad crew of a station. Always dotted with myriad churches and filled with Imperial Propaganda, these decks ensure the population remain faithful and productive.
  • People and Propaganda: This Deck increases Productivity and Piety by one.

Hydroponics Decks: uses 3 Power
Huge supplies of cryo-rations, vast swathes of arboretums, hydroponic plantation facilities and immense water recycling plants litter this deck. Providing vast amounts of food to the crew and inspiring a communal purpose, as without these essential decks, many stations could not survive.
  • Food and Water: This Deck increases Complacency and Order by one.
  • Self Sufficiency: So long as this Deck is powered, the station does not ever suffer penalties from extended periods in space.

M-441 Augery Beacons: uses 5 Power — uses 1 Space.
With greater capacitor storage, the M-441 Augery Beacons can be overpowered for more powerful scans of local space.
  • External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.
  • Station Beacons: Without a changing environment, these augers are much more sensitive to change. +10 to detecting ships on Silent Running.
  • Boosted Gain: The increased power draw provides a +5 to detection.

Civitas Conscription Outposts: uses 2 Power — uses 2 Space — uses 1 Ship Point.
To focus on comfortable living for the common crew, these locked armouries are activated during emergencies to provide weaponry to the masses. While producing large quantities of armed troops, poor training harms the danger posed by the common man.
  • Emergency Defences: With little structure and training, all command checks to resist boarding and hit and run actions are taken at a -15.
  • Weapons Control: The lack of defences and intimidating armsmen keeps the crew happy, this component improves Complacency by 1.

Lathe Pattern Grav-Ballista: uses 4 Power — uses 4 Space — uses 3 Ship Points — grants 1 Strength.
Adopted from the Grav-Culverin designs of Het, the Grav-Ballista fires a single customised shell at incredible velocities, not dissimilar to a scaled down Nova Cannon. While lacking the power to do much damage to the integrity of a vessel, the penetrative power of the shell makes it a force to be reckoned with, starting fires, holing decks, and causing other incredible internal damages on every strike.
  • Overcharged Launch Capacitors: If this weapon is fired every other turn, it automatically inflicts critical damage on a hit. The Grav-tunnel used to fling each shell being overcharged to a deadly extreme.

Naval Defence Garrison: uses 2 Power — uses 4 Space — uses 3 Ship Points.
Stocked with warriors trained for the sole purpose of defending the station in a crisis, the Garrison makes any attempt to board the vessel a dangerous undertaking.
  • Hardened Warriors: All command checks made during a boarding or hit and run action are at a +10.
  • Deadly Voidsmen: All pike crews on the station do an extra 1d10 damage during boarding combat.

Astra Militarum Terminal: uses 4 Power — uses 8 Space — uses 4 Ship Points.
Immense open ranges, simulated battlefields and vast supplies of training servitors fill the expansive halls of this Terminal, surrounded by room after room of Barracks, and huge armouries, stocked with weapons and vehicles. With space for a small army, this component provides a perfect mustering ground for an Explorer’s forces.
  • Vast Swathes of Men: This component counts as a Barracks, able to contain up to 50000 infantry. By converting bunking to garages, appropriate numbers of vehicles can be held in this space.
  • An army in Waiting: Should anyone make the mistake as to board this station, defending crews inflict 4d10 damage during combat, rather than 2d10 as per normal for boarding.

Fealty Trappings: uses 1 Space — uses 2 Ship Points.
Although the decorations of loyalty and huge statues of heroic victories do little to improve the life of the common crewman, they are a constant reminder as to the worthiness of the Stationmaster. Inspiring confidence within the crews to know that such an individual backs them.
Medicae Deck: — uses 2 Power — uses 1 Space — uses 1 Ship Point.
A life of exploration invariably leads to encounters with unexpected life. This unexpected life can lead to unexpected injuries as well as novel diseases. Every living quarters includes a basic infirmary, but those are not equipped for every variety of injury or disease. Similarly, an infirmary is not equipped to treat the number of badly injured survivors from a badly damaged ship or planet-wide epidemic. A Medicae Deck offers the facilities and staff to address both of these possibilities.
  • Diagnostics and Treatment: The Medicae Deck adds a +20 bonus to all Medicae Skill Tests performed within this Component. The number of patients that may be treated without penalty is increased to three times the character’s Intelligence Bonus.

Brig: uses 1 Power — uses 1 Space — uses 1 Ship Point.
Though almost any ship has a brig, some vessels have more elaborate facilities. Some brigs are filthy, open chambers where prisoners sit enchained in squalor, their jailers only visiting every few days to hose down the gutters and release the dead bodies into the void. Others are spotlessly efficient walled off oubliettes where the occupants live in maddening solitary confinement for years at a time.
  • Stern Discipline: Increase Morale permanently by 1. In addition, any Intimidate Tests made during Extended Actions gain a +5 bonus.
  • Prison Space: When working towards any objective in which the capture, storage, or transport of prisoners could be useful (such as the creation of a penal colony or holding prisoners of war during a military campaign) the Explorers earn an additional 25 Achievement Points towards completing that objective.

Temple-Shrine to the God Emperor: uses 1 Power — uses 1 Space — uses 1 Ship Points.
A section of this ship has been set aside to offer prayer and praises to the Master of Mankind.
  • Inspiration: Increase Morale permanently by 3.
  • Awe of the God Emperor: When working toward a Creed objective, the players earn an additional 100 Achievement Points toward completing that objective.

Station Defence Wing: uses 2 Power — uses 4 Space — uses 2 Ship Points — grants 2 Strength.
By providing dedicated training, the effectiveness of the Spacedock crews is increased massively, with expansions made to the huge ranks of open decking to allow for multitudes of craft to be brought in and out during a combat situation in order to protect the vessel.
  • Structural Compromise: Installing this reduces the Hull Integrity of the station by 4.
  • Expanded Defences: This is a component that can only be taken once, and is an upgrade applied to the Spacedock Pier’s Landing Bays aboard every station.

Small Craft Repair Deck: uses 2 Power — uses 2 Space — uses 1 Ship Points.
Every launch bay has the capability to perform routine maintenance and basic repairs upon the vessels for which it is used. However, combat vessels are regularly subjected to damage that far exceeds the scope of basic repairs and routine maintenance.
  • Spare Parts: After any starship combat in which fighters, assault boats, or bombers are lost, a character may immediately make a Difficult (–10) Tech Use Test. For every degree of success on the test, two of these craft are recovered.

Ship’s Stores: When Rogue Traders venture into areas beyond even the forsaken Expanse, especially on longduration exploration voyages, the lack of proper repair facilities can become a serious issue. As shipboard systems become damaged beyond repair or outright destroyed, only spare parts can help. If the ship has sufficient storage, a wise crew can stow backup Components for just such emergencies
  • Spare Parts: A Ship’s Stores Component may hold additional Components (acquired separately) up to their combined Space value, allowing the crew to use them as replacements if the Component is Destroyed. Replacing a Component is accomplished in the same manner as making Extended Repairs, except that success also replace any desired Components. In addition, when making Extended Repairs, repair two additional Hull Integrity.

Extended Supply Vaults: uses 1 Power — uses 4 Space — uses 2 Ship Point.
Extensive supply stowage allows the vessel to make longer journeys and better repair damage.
  • Extensive Stores: Double the time a ship may remain at void without suffering Crew Population or Morale loss. When making Extended Repairs, repair 1 additional Hull Integrity.
  • Plenty for All: Increase Morale permanently by 1.

Librarium Vault: uses 1 Power — uses 1 Space — uses 1 Ship Point.
An ancient collection of writings and manuscripts has been collected aboard this vessel.
  • Accumulated Data: Any Investigation Skill Tests made aboard this ship gains +10.

Munitorium: uses 5 Power — uses 5 Space — uses 3 Ship Point.
Although all ships have a well-armoured room to store their munitions, this facility contains massive stockpiles of weapons, from small arms to macro-cannon warheads.
  • Well Armed: When working toward a Military objective, the players earn an additional 25 Achievement Points toward completing that objective.
  • Ordinatus Extremus: All macrobatteries on this ship gain +1 to their listed damage.
  • Volatile: If this Component is damaged, it explodes. The ship takes 2d5 damage to Hull Integrity, and a Component of the GM’s choice is set on fire.



Complications

Space Station:

By its very nature a space station is completely immobile, including both realspace and warp travel, this means it does not require the same components, a space station requires the following Essential Components: Hull, Genatorium, Void Shield Array, Bridge, and Life Sustainer. In combat, a space station never moves or performs Manouver Actions. Otherwise, it should be treated as a starship during combat.

Huge Constructions:

Although a small station, the Wayfarer is still large enough of a formation to have certain advantages. The Wayfarer class of station is able to take Light Cruiser class components.

Spacedock Piers:

Any space station is designed to dock with space faring vessels, the hull space has already been removed from the vessel for these piers, but 5 power will be required for the component. The Wayfarer station can allow 1 Cruiser class ship to dock with it, or 3 Escort class vessels in its place. These vessels can be repaired, resupplied, stocked with new crew and loaded with cargo. Installing components and other more complex tasks however, require the Drydock component from the station components list. This component also counts as a Strength 2 Landing Bay.

Medicae/Trade Outpost

Owning Organization
Current location
Final Frontier (TTRPG) by CooledCross

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