TEXT: A PLAYER’S AID TO BUILDING 
  AND FIGHTING STARSHIPS
  
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  Lead Developer
  Ross Watson
  Written & Designed by
  Sam Stewart
  Editing
  Leigh-Anne Reger
  Graphic Design
  Kevin Childress
  Cover Art
  Matt Bradbury
  Interior Art
  Clint Langley and Matt Bradbury
  Art Direction
  Zoe Robinson
  Production Manager
  Gabe Laulunen
  Managing RPG Developer
  Michael Hurley
  Publisher
  Christian T. Petersen
  GAMES WORKSHOP
  Licensing Manager
  Owen Rees
  Licensing & Acquired Rights Manager
  Erik Mogensen
  Intellectual Property Manager
  Alan Merrett
  Head of Legal & Licensing
  Andy Jones
  CREDITS
  FANTASY
  FLIGHT
  GAMES
  Fantasy Flight Games
  1975 West County Road B2
  Roseville, MN 55113
  USA
  Copyright © Game Workshop Limited 2009. Games Workshop, Warhammer 40,000, Warhammer 40,000 Role Play, Rogue Trader, 
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  The Noble Art 
  of Shipbuilding
  “The Guard tanks crush foes beneath their treads, the mighty Titans 
  lay waste to worlds, but our voidships establish our ascendency over 
  the very stars.”
  –Aspyce Chorda, against the pirate reavers of Iniquity
  In ROGUE TRADER, the party’s starship is more than a mere 
  means of transportation. It is intended to be an additional 
  member of the party, with a design that is unique to its 
  Rogue Trader and his crew. More than that, a starship also 
  has its own quirks, idiosyncrasies, and personality traits. 
  Sometimes these make sense, like the cruiser that bristles 
  with martial pride and eagerly engages its foes. However, 
  sometimes the strangest combinations—a skittish warship 
  or a wrothful transport with a death cult in Hold 24—
  can make for the most interesting background stories and 
  roleplaying opportunities. 
  This supplement is intended to aid the players and GM in 
  the starship creation process, by breaking it down into a step-
  by-step process. Charts detail the available choices at every 
  step, and page references are included to refer back to the 
  core rulebook. 
  However, creating the ship is really only the ﬁ rst step. Once 
  all the nuts and bolts are in place, the GM should sit down with 
  his players and the entire group should determine their ship’s 
  history. The easiest place to start devising its history is the 
  result the group rolled on Table 8–2: Past Histories. Obviously, 
  if a ship was wrested from a space hulk, or contains strange and 
  exotic xenos technology, it will factor greatly into the ship’s 
  story. However, other aspects of the starship’s construction can 
  be just as important. For example, a starship’s Machine Spirit 
  Oddity can prove an excellent story point. What adventures 
  resulted in a frigate having a nose for trouble, and what travails 
  did the stoic light cruiser have to endure? Beyond that, even 
  a starship’s Components can provide story hooks, especially 
  if those Components are xenostech or archeotech in origin. 
  What dark deals did the ship’s former captain make to outﬁ t 
  his vessel with a ghost ﬁ eld, and could it be a source of trouble 
  if the Inquisition suddenly takes an interest?
  A good background story helps bring a ship and its crew 
  to life, and also provides the GM with any number of plot 
  hooks and building blocks for further adventures. 
  On the last page, this supplement has a “cheat sheet” for 
  starship combat, for quick references in the heat of battle.
  Note: A copy of the ROGUE TRADER Core Rulebook is 
  required to use this supplement. 
  
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  Starship 
  Construction 
  Summary
  T
  o begin constructing a ROGUE TRADER starship, follow 
  these steps:
  STEP 1: DETERMINE SHIP 
  POINTS
  Determine how many ship points are provided by the 
  starship’s Warrant of Trade. 
  STEP 2: SELECT STARSHIP 
  HULL
  Select one starship hull from the selections on pages 194–
  196 in the ROGUE TRADER Core Rulebook:
  When selecting the hull, make sure it costs less Ship Points 
  than the Explorers have available. To properly outﬁ t their 
  vessel, the Explorers will likely need at least ﬁ ve or more 
  extra Ship Points after they have selected their Hull. Once 
  the hull has been selected, take note of how much Space the 
  hull provides for the starship’s Components. 
  STEP 3: DEVELOPING 
  PERSONALITY
  Roll once on Table 8–1: Machine Spirit Oddities (ROGUE 
  TRADER page 197) and once on Table 8–2: Past Histories 
  (ROGUE TRADER page 198). 
  Be sure to record each on the starship character sheet, and 
  make note of the affects they will have during the starship’s 
  construction, as well as the affects they will have on the 
  end result. 
  Table 1–1: Ship Hulls
  Hull
  Class
  Space 
  Provided SP
  Jericho-class pilgrim 
  vessel
  Transport
  45
  20
  Vagabond-class 
  merchant trader
  Transport
  40
  20
  Hazeroth-class 
  privateer
  Raider
  35
  Havoc-class merchant 
  raider
  Raider
  40
  35
  Sword-class frigate
  Frigate
  40
  40
  Tempest-class strike 
  frigate
  Frigate
  42
  40
  Dauntless-class light 
  cruiser
  Light Cruiser 60
  55
  Lunar-class cruiser
  Cruiser
  75
  60
  Table 1–2: Machine Spirit Oddities and 
  Past Histories
  Roll
  Machine Spirit 
  Oddities
  Past Histories
  1
  A Nose for 
  Trouble
  Reliquary of Mars
  2
  Blasphemous 
  Tendencies
  Haunted
  3
  Martial Hubris
  Emissary of the Imperator
  4
  Rebellious
  Wolf in Sheep’s Clothing
  5
  Stoic
  Turbulent Past
  6
  Skittish
  Death Cult
  7
  Wrothful
  Wrested from a Space Hulk
  8
  Resolute
  Temperamental Warp Engine
  9
  Adventurous
  Finances in Arrears
  10
  Ancient and Wise Xenophilous
  
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  STEP 4: SELECTING 
  ESSENTIAL COMPONENTS
  Choose one and only one Component from each of the 
  categories. 
  Make note of how much power is provided by the Plasma 
  Drive. Then, note how much power the other Components 
  use, how much space all the Components use, and how many 
  Ship Points were spent on the Components.
  Table 1-3: Essential Components
  Essential Components
  Appropriate Hull Types
  Power
  Space
  SP
  Drives
  Jovian Pattern Class 1 Drive
  Transports
  35 Generated
  8
  -
  Lathe Pattern Class 1 Drive
  Transports
  40 Generated
  12
  +1
  Jovian Pattern Class 2 Drive
  Raiders, Frigates
  45 Generated
  10
  -
  Jovian Pattern Class 3 Drive
  Light Cruisers
  60 Generated
  12
  -
  Jovian Pattern Class 4 Drive
  Cruisers
  75 Generated
  14
  -
  Warp Engines
  Strelov 1 Warp Engine
  Transports, Raiders, Frigates
  10
  10
  -
  Strelov 2 Warp Engine
  Light Cruisers, Cruisers
  12
  12
  -
  Gellar Field
  Geller Field
  All Ships
  1
  0
  -
  Warpsbane Hull
  All Ships
  1
  0
  +2
  Void Shields
  Single Void Shield Array
  All Ships
  5
  1
  -
  Multiple Void Shield Array
  Cruisers
  7
  2
  -
  Ship’s Bridge
  Combat Bridge
  Transports, Raiders, Frigates
  1
  1
  -
  Light Cruisers, Cruisers
  2
  2
  -
  Command Bridge
  Raiders, Frigates
  2
  1
  +1
  Light Cruisers, Cruisers
  3
  2
  +1
  Commerce Bridge
  Transports
  1
  1
  -
  Armoured Command Bridge
  Raiders, Frigates
  2
  2
  -
  Light Cruisers, Cruisers
  3
  2
  -
  Ship Master’s Bridge
  Cruisers
  4
  3
  -
  Life Sustainers
  M–1.r Life Sustainer
  Transports, Raiders, Frigates
  3
  1
  -
  M–1.r Life Sustainer
  Light Cruisers, Cruisers
  4
  2
  -
  Vitae Pattern Life Sustainer
  Transports, Raiders, Frigates
  4
  2
  -
  Vitae Pattern Life Sustainer
  Light Cruisers, Cruisers
  5
  3
  -
  Crew Quarters
  Pressed-crew Quarters
  Transports, Raiders, Frigates
  1
  2
  -
  Pressed-crew Quarters
  Light Cruisers, Cruisers
  2
  3
  -
  Voidsmen Quarters
  Transports, Raiders, Frigates
  1
  3
  -
  Voidsmen Quarters
  Light Cruisers, Cruisers
  2
  4
  -
  Auger Arrays
  M–100 Auger Array
  All Ships
  3
  0
  -
  M–201.b Auger Array
  All Ships
  5
  0
  -
  R–50 Auspex Multi-band
  All Ships
  4
  0
  -
  Deep Void Auger Array
  All Ships
  7
  0
  +1
  POWER AND SPACE
  When adding Components to a starship, the Explorers 
  must be aware of their starship’s available power and 
  space. Both are ﬁ xed stats (power is provided by the 
  Plasma Drive Component, while space is provided by 
  the Hull Component). Most Components require a 
  certain amount of both to operate. The total required 
  power and required space of all Components should 
  not exceed the available amounts (see the penalties for 
  doing so in ROGUE TRADER page 191).
  
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  STEP 5: SELECTING 
  SUPPLEMENTAL 
  COMPONENTS
  Choose any number of Supplemental Components to ﬁ nish 
  constructing the starship. Each Supplemental Component 
  costs a certain amount of Ship Points, and players should 
  make sure they do not spend more Ship Points than they 
  have available. 
  Once Components are selected, tally their required power 
  and space, add that to the required power and space of the 
  Essential Components, and make sure the total is less than 
  or equal to the starship’s available power and space. Lastly, 
  redeem any remaining Ship Points for Proﬁ t Factor.
  Table 1-4: Supplemental Components
  Supplemental Components
  Appropriate Hull Types
  Power
  Space
  SP
  Macrobatteries
  Thunderstrike Macrocannons
  All Ships
  2
  2
  1
  Mars Pattern Macrocannons
  All Ships
  4
  2
  1
  Mars Pattern Macrocannon Broadside
  Light Cruisers, Cruisers
  4
  5
  1
  Sunsear Laser Battery
  All Ships
  6
  4
  1
  Ryza Pattern Plasma Battery
  All Ships
  8
  4
  2
  Lances
  Starbreaker Lance Weapon
  All Ships
  6
  4
  2
  Titanforge Lance Weapon
  All Ships
  9
  4
  2
  Titanforge Lance Battery
  All Ships
  13
  6
  2
  Cargo and Passenger Quarters
  Cargo Hold and Lighter Bay
  Raiders, Frigates, Light Cruisers, Cruisers
  1
  2
  1
  Compartmentalized Cargo Hold
  Raiders, Frigates, Light Cruisers, Cruisers
  2
  5
  1
  Main Cargo Hold
  Transports
  2
  4
  1
  Luxury Passenger Quarters
  All Ships
  2
  1
  1
  Barracks 
  All Ships
  2
  4
  2
  Augments and Enhancements
  Augmented Retro-thrusters
  Raiders, Frigates
  3
  0
  2
  Augmented Retro-thrusters
  Transports, Light Cruisers
  4
  0
  2
  Augmented Retro-thrusters
  Cruisers
  5
  0
  2
  Reinforced Interior Bulkheads
  Transports, Raiders, Frigates
  0
  2
  2
  Reinforced Interior Bulkheads
  Light Cruisers, Cruisers
  0
  3
  2
  Armour Plating*
  Transports, Raiders, Frigates
  0
  1
  2
  Light Cruisers, Cruisers
  0
  2
  2
  Armoured Prow*
  Cruisers
  0
  4
  2
  Tenebro-Maze*
  Transports, Raiders, Frigates
  1
  2
  2
  Light Cruisers, Cruisers
  2
  3
  2
  Additional Facilities
  Extended Supply Vaults
  All Ships
  1
  4
  2
  Crew Reclamation Facility
  All Ships
  1
  1
  1
  Munitorium
  Transports, Raiders, Frigates
  2
  3
  2
  Munitorium
  Light Cruisers, Cruisers
  3
  4
  2
  Temple-shrine to the God Emperor
  All Ships
  1
  1
  1
  Librarium Vault
  All Ships
  1
  1
  1
  Trophy Room
  All Ships
  1
  1
  1
  Observation Dome
  All Ships
  0
  1
  1
  Murder-Servitors
  All Ships
  1
  1
  2
  *This component may not be selected more than once per vessel.
  
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  Starship 
  Combat 
  Summary
  S
  tarship combat is conducted over a series of rounds, 
  with each starship taking one turn during that round. 
  In space combat, the rounds are referred to as Strategic 
  Rounds, and the turns are referred to as Strategic Turns. 
  COMBAT SEQUENCE
  All starships in the combat roll Initiative, rolling 1d10 
  • 
  and adding their ship’s Detection Bonus. 
  The starship with the highest Initiative result goes ﬁ rst, 
  • 
  then the next highest Initiative order, and so forth. 
  During a starship’s turn, the crew must make one 
  • 
  Manoeuvre Action and one Shooting Action. Any 
  Explorers not participating in either action may make 
  one Extended Action.
  Play then passes to the next starship in the combat. Once 
  • 
  all ships have taken a Strategic Turn, the next Strategic 
  Round of Space Combat begins. 
  MANOEUVRING
  A starship’s basic Manoeuvre Action is when it moves forward 
  a number of Void Units equal to its Speed Value. It then may 
  turn up to 90 degrees if the ship is a transport, raider, or 
  frigate, or 45 degrees if the ship is a light cruiser or larger. 
  The ship may modify this Manoeuvre Action by performing 
  one of the following Manoeuvres, each of which requires a 
  Pilot (Space Craft) + Manoeuvrability Test:
  Adjust Bearing:
  • 
   Test to allow the ship to turn sooner.
  Adjust Speed:
  • 
   Test to allow the ship to speed up or 
  slow down.
  Adjust Speed and Bearing: 
  • 
  Test to speed up or slow 
  down while turning sooner.
  Come to New Heading:
  • 
   Test to turn twice.
  Disengage:
  • 
   Test against other starships’ Detection ability 
  to ﬂ ee from battle. 
  Evasive Manoeuvres:
  • 
   Test to make the starship harder 
  to hit.
  SHOOTING
  During a starship’s Shooting Action, one crewmember may 
  direct the ﬁ ring of all of the starship’s Weapon Components. 
  To ﬁ re the weapon, the crewmember tests Ballistic Skill.
  Each Weapon Component can ﬁ re in a direction indicated 
  by its ﬁ ring arc (see ROGUE TRADER page 219).  
  Prow:
  • 
   Fore on ships smaller than light cruisers. Fore, 
  port, and starboard on ships light cruiser size and larger.
  Dorsal:
  • 
   Fore, port and starboard. 
  Port: 
  • 
  Port side only.
  Starboard:
  • 
   Starboard side only.
  Keel:
  • 
   All directions.
   Each Weapon Component may be ﬁ red at a target at half 
  the weapon’s range or less at a +10 bonus, at a target no 
  further than the weapon’s range at no bonus or penalty, or at 
  a target up to twice the weapon’s range at a –10 penalty.
  Macrobatteries score one additional hit for every degree 
  of success on the hit roll. Lances score one additional hit for 
  every three degrees of success on the hit roll. 
  Reduce the number of hits a starship suffers each turn 
  by the number of void shields. Then, roll damage for the 
  remaining hits. Add all macrobattery hits together and 
  subtract the starship’s armour from the result. The remaining 
  value is how much damage the starship suffers to its hull 
  integrity. The damage rolled for lances is applied directly to 
  the starship’s hull integrity without subtracting armour. 
  EXTENDED ACTIONS
  Any crewmember who did not make a Manoeuvre Action or 
  Shooting Action can take an Extended Action at any point 
  during their ship’s turn: 
  Active Augury: 
  • 
  Scans for hidden enemies.
  Aid the Machine Spirit:
  • 
   Temporarily boosts the vessel’s 
  attributes.
  Disinformation:
  • 
   Calculated lies encourage the crew to 
  ﬁ ght harder.
  Emergency Repairs: 
  • 
  Quickly repair damaged parts of 
  the ship.
  Flank Speed: 
  • 
  Overpowers the ship’s engines, sometimes 
  with dangerous consequences.
  Focused Augury: 
  • 
  Scan a particular vessel to learn its 
  secrets.
  Hail the Enemy:
  • 
   Contact an enemy vessel to intimidate, 
  mock, or make deals.
  Hit and Run: 
  • 
  Send raiding parties to an enemy vessel 
  to cripple it. 
  Hold Fast!: 
  • 
  Inspire the crew to reduce their lost 
  Morale.
  Jam Communications:
  • 
   Stop an enemy ship from using 
  long range communications.
  Lock on Target:
  • 
   Use scanners to improve the accuracy 
  of weapons.
  Prepare to Repel Boarders!: 
  • 
  Rally the crew to ﬁ ght 
  against impending enemy boarding actions.
  Put your Backs into It!:
  • 
   Inspire (or terrify) the crew to 
  work harder. 
  Triage:
  • 
   Reduce the number of dead crew from combat. 
  
SOURCE: textdata/thevault/Warhammer/40k/Game books/Rogue Trader/Sheets and Supplements/Rogue Trader - Drydock.pdf