Property:Supplemental Components
From AAFNRPWiki
Jump to navigationJump to search
H
*'''Armoured Prow:'''
+
A
*'''Astartes Bararcks:''' These small, spartan compartments contain a bunk, a locker, and a small shrine. All the comforts of home for the Battle Brother on the move. ''Stalwart'' gains +20 to all Command Tests involving boarding and Hit and Run actions.
*'''Munitorium:''' As a fighting ship of the Adeptus Astartes, ''Stalwart'' carries an inordinate amount of small arms and extra ammunition and fuel for her massive macrobatteries. This component adds and additional 25 Achievement Points toward any Military Objective the crew is working toward, and grants an additional +1 to damage for all macrobatteries. '''Volatile''': If the Munitorium is damaged, it explodes dealing 2d5 damage to the ship's Hull Integrity, and setting a random component afire.
*'''Temple-Shrine to the Emperor and Primarch:''' This richly appointed shrine is dedicated to both the Emperor and Rogal Dorn, Primarch of the Imperial Fists. The entire compartment is hundreds of metres long, and built to resemble the interior of the chapel of a fortress-monastery. It is here that the battle brothers who call ''Stalwart'' home come to soothe their souls and give their prayers. '''Glory of Dorn:''' The ship's morale is permanently increased by 3.
*'''Teleportarium:''' The Teleportarium allows ''Stalwart'' to make Hit and Run attacks with no Pilot (Spacecraft) Test, and grants +20 to all command tests regarding such an attack.
*'''Drop Pod Launch Bays (2):''' These honeycomb drop pod launchers line ''Stalwart's'' ventral surface, and allow her to deliver her Marines to battlezones quickly and efficiently. Drop Pod Bays grant an additional 50 Achievement Points toward any Military Objectives. Each Drop Pod Bay holds 20 drop pods.
*'''Small Craft Repair Deck:''' '''Spare Parts:''' After any starship combat in which Thunderhawks 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.
+
M
*'''Augmented Retro Thrusters:''' ''Foresight's'' countless manoeuvring thrusters have been upgraded by her enginseers to counteract the effects that her powerful augur arrays have on her handling.
*'''Cogitator Interlink:''' These quite heretical systems have made ''Foresight's'' core cogitator nearly sentient, and makes her operations easier and more efficient. Her crew gains +5 to their rating.
*'''Compartmentalised Cargo Hold:''' Numerous compartments spread throughout the ship's hull have been converted into holds to hold both the ship's stores and her vast collection of relics and antiques
*'''Crew Reclamation Bay:''' The Mechanicus have attitudes regarding the sacred human form that are anathema to most in the Imperium. They see the human body as just another machine, and like any machine, once broken it can always be used for parts. The Crew Reclamation Bay reduces all Crew Population losses by 3, and keep ''Foresight'' in Servitor crewmen.
*'''Librarium Vault:''' Along with her impressive star chart collection, ''Foresight'' carries with her a wealth of information in the form of painstakingly catalogued dataslates, scrolls, and manuscripts tended by Mechanicus acolytes and librarian servitors. Thanks to the Librarium, any Investigation Skill Tests made aboard ''Foresight'' enjoy a +10 bonus.
*'''Manufactorum (2):''' These small construction facilities are capable of synthesising additional parts required for ''Foresight'' to perform Extended Repairs. These parts are synthesised from raw materials generally obtained by mining a nearby asteroid. '''Manufacturing:''' If attempting extended repairs, each Manufactorum adds a +10 bonus to the weekly Tech-Use Test. If paying for repairs, each Manufactorum adds a +10 bonus to the Acquisition Test to restore Hull Integrity. '''Additional Templates:'' Manufactorums are equipped with a variety of templates for construction, so each Manufactorum adds an additional 10 Achievement Points for any Trade objectives. In addition, the Manufactorums may be able to manufacture small numbers of personal items. The GM is final arbiter of what can and cannot be manufactured, but generally it should not be more than a few dozen of a Common item.
*'''Observation Dome:''' To better ponder the mysteries of the universe, ''Foresight'' has a large diamond pane and armourglass observation dome that runs along her dorsal side nearly the length of the ship. As opposed to the starcharts found engraved on observation domes fitted to lesser ships, the panes of ''Foresight's'' dome are engraved with praises to the Omnissiah and incomprehensible mathematical and scientific formulas.
*'''Starchart Collection:''' During her milennia among the stars, ''Foresight'' has amassed reams of information regarding star systems, warp routes, and celestial anomalies on both sides of the Maw. Thanks to this wealth of information, ''Foresight's'' Navigator is able to chart the safest and most efficient routes through the empyrean, and all warp travel times are reduced by 1d5+5 days.
*'''Teleportarium:''' ''Foresight'' is thrice blessed by the Omnissah to possess as wondrous relic from the Dark Age of Technology as her Teleportarium. The Teleportarium allows ''Foresight'' to make Hit and Run attacks with no Pilot (Spacecraft) Test, and grants +20 to all command tests regarding such an attack. .
U
*'''Augmented Retro-Thrusters:''' These oversized thrusters look like they came off a cruiser-size ship. Over powered and strategically placed, they make the ship more manoeuvrable, especially in tight spaces and close-quarters.
*'''Advanced Cogitators:''' ''Shrike''-class ships contain a core cogitator and secondary cogitation systems so advanced they border on heresy. Her fire controls are especially finely tuned, and the ship enjoys a +5 bonus to all Ballistic Skill Tests to fire the ship's weapons.
*'''Cogitator Interlink:''' More heretical technology from her long-dead masters, the ship possess kilometres of special cabling and switchgear that allow the cogitators and the tech spirits of all automated systems to speak to one another more clearly and quickly. This increase in efficiency grants a +5 bonus to the ship's Crew Rating.
*'''Compartmentalized Cargo Holds:''' These small holds are spread about the ship's hull in an effort to reduce the negative effects that a main cargo hold has on a ship's handling. This component also adds 100 Achievement Points toward any Trade Objective.
*'''Empyrean Mantle:''' A sophisticated bit of gear from the dark age of technology, the Empyrean Mantle uses a series of energy baffles, auspex and augur absorbing paintwork, and other arcane tricks to make the ship essentially invisible when needs be. When travelling on Silent Running, all Tests made to detect ''Calamity'' have their difficulty increased by two degrees. This component also adds and additional 50 Achievement Points toward any Criminal Objectives.
*'''Extended Supply Vaults:''' Extensive supplies allow the ship to make longer journeys and better repair damage. Double the time the ship may remain at void without suffering crew population and morale loss. Extended repairs also restore an additional point of Hull Integrity. Due to the extra stores and spare parts, Crew Morale is increased by +1.
*'''Shadowblind Bays:''' Squirreled away in different parts of the ship are hidden holds of varying sizes that are void-shielded and static screened to make them virtually invisible to auspex systems. This component grants and additional 50 Achievement Points to any Trade Objective, and 75 Achievement Points Toward any Criminal Objective. Due to their placement and obfuscation systems, locating these holds requires an '''Arduous (-40) Scrutiny Test'''.
S
*'''Barracks:''' As a troop carrier, ''Redoubtable'' needs somewhere to stow her troops and their gear in relative comfort. Barracks grant an additional 100 Achievement Points toward any Military Objectives, and grant a +20 bonus to all Command Tests involving Boarding and Hit and Run actions.
*'''Munitorium:'''
*'''Storm Drop Pod Launch Bays (2):''' These honeycomb drop pod launchers line Redoubtable's ventral surface, and allow her to deliver her troops to battlezones quickly and efficiently. Drop Pod Bays grant an additional 50 Achievement Points toward any Military Objectives. Each Drop Pod Bay holds 20 drop pods.
+
*'''Cargo Hold and Lighter Bay:'''
*'''Tenebro Maze:''' The interior of large portions of the ship are a twisting maze of passageways, blind compartments, and triple-sealed pressure hatches. Invading boarding parties quickly become lost and separated, while the ship's defenders spring ambushes from behind hololithic bulkheads.
*'''Librarium Vault:''' Phineas Machariel was a great reader, and collected countless books, scrolls, and dataslates of both important Imperial fiction and non-fiction. Any Investigation Tests made aboard the Drakban gain a +10 bonus.
*'''Warp Sextant:'''
*'''Medicae Deck:'''
+
M
*'''Civitas Deck:''' These decks house the population of the station that serves the needs of the military, and all of the commercial and industrial facilities that serve both civilian and military populations.
*'''Medicae Deck:''' 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.
*'''Pilot Chambers:''' The station's Launch bays are equipped with ready rooms that allow the pilots to maintain constant readiness for the next mission, training sensoria systems allow them to constantly hone their skills, and Ministorum chapels allow them to ready their souls. '''Combat Ready:''' Pilot Chambers grant a +2 bonus to the Attack Craft Rating of all squadrons aboard a starship.
*'''Spacedock Piers:''' Up to six ships of Cruiser size or smaller can dock with the station at one time.
*'''Small Craft Repair Deck:''' The station's 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.
*'''Flak Turrets:''' Designed to dump as much ammunition into the space surrounding a vessel as possible, Flak Turrets dump a steady barrage of explosive shells that strike incoming craft by chance more than by design. Because of the massive ammunition expenditure and the flak-wall’s interference with ship sensors, these batteries are not always used. The ship’s commander must decide at the start of each strategic turn (as a Free Action) if the Flak Turrets are in use or inactive that turn. '''Scattershot:''' When in use, Flak Turrets increase the ship’s Turret Rating by +1. '''Wall of Fire and Steel:''' When the ship’s flak turrets are in use, it suffers a –10 penalty to Detection.
*'''Field Bracing:''' The station's hull and structural supports are ribbed with power field generators, which can greatly reinforce the its structural integrity as long as they are powered. '''Hull Support:''' As long as Power is supplied to his Component, the station's Hull Integrity is increased by twice the Power supplied, up to +6. Should this Component be Damaged or supplied with less Power, the hull loses this bonus value proportionally. This cannot bring the station's Hull Integrity below 0. The amount of power supplied to this Component may be increased with a '''Challenging (+0) Tech Use Test''' (this counts as a Free Action in starship combat) and may Unpower other Components at the GM’s discretion.
*'''Tenebro Maze:''' The interior of large portions of the station are a twisting maze of passageways, blind compartments, and triple-sealed pressure hatches. Invading boarding parties quickly become lost and separated, while the station's defenders spring ambushes from behind hololithic bulkheads. '''Hidden Sally-Ports:''' The station gains +10 to all Command Tests when defending against Boarding and Hit and Run Actions. '''Incomprehensible Layout:''' When a component on the station is selected to be affected from a critical hit, it is chosen by the Stationmaster, not the attacker.
*'''Munitorium:''' The station has numerous large magazine, weapons lockers, and weapons training facilities. '''Ordinatus Extremus:''' All macrobatteries on the station gain +1 to damage. '''Volatile:''' If this component is damaged it explodes. The station takes 2d5 damage directly to Hull Integrity, and a component of the GM's choice is set afire. The station's Munitoria are currently not stocked, and the bonuses granted by this component will not kick in until acquisition tests are made to stock the station.
*'''Cogitator Interlink:''' The station has a number of enhancers and logic engines that amplify its core cogitator and considerably enhance operations aboard. '''Sophisticated Cogitation Operation:''' The station's crew gains +5 bonus to Crew Rating.
*'''Hydroponics Deck:''' The station has numerous decks dedicated to the growing of food via hydroponic systems. This supplies not only fresh fruit and vegetables, but much of the stations' oxygen. '''Sustaining:''' The station suffers no penalties to Crew Population or Morale for remaining in space for extended periods.
S
*'''Compartmentalized Cargo Holds:''' Instead of one large cargo hold, ''Mayhem'' has a number of smaller holds placed strategically throughout her hull to spread out her load and help her handling. This component adds 100 Achievement Points toward any Trade Objective.
*'''Augmented Retro-thrusters:''' ''Mayhem'' is one of the more agile ships in the Machariel fleet, thanks largely in part to these supercharged thrusters.
*'''Shadowblind Bays:''' A holdover from her piracy days, ''Mayhem'' has squirreled away in different parts of the ship hidden holds of varying sizes that are void-shielded and static screened to make them virtually invisible to auspex systems. This component grants and additional 50 Achievement Points to any Trade Objective, and 75 Achievement Points Toward any Criminal Objective. Due to their placement and obfuscation systems, locating these holds requires an '''Arduous (-40) Scrutiny Test'''.
*'''Empyrean Mantle:''' A sophisticated bit of gear from the dark age of technology, the Empyrean Mantle uses a series of energy baffles, auspex and augur absorbing paintwork, and other arcane tricks to make the ship essentially invisible when needs be. When travelling on Silent Running, all Tests made to detect ''Calamity'' have their difficulty increased by two degrees. This component also adds and additional 50 Achievement Points toward any Criminal Objectives.
+
*'''Compartmentalized Cargo Holds:''' Instead of one large cargo hold, ''Calamity'' has a number of smaller holds placed strategically throughout her hull to spread out her load and help her handling. This component adds 100 Achievement Points toward any Trade Objective.
*'''Augmented Retro-thrusters:''' ''Calamity'' is one of the more agile ships in the Machariel fleet, thanks largely in part to these supercharged thrusters.
*'''Shadowblind Bays:''' A holdover from her piracy days, ''Calamity'' has squirreled away in different parts of the ship hidden holds of varying sizes that are void-shielded and static screened to make them virtually invisible to auspex systems. This component grants and additional 50 Achievement Points to any Trade Objective, and 75 Achievement Points Toward any Criminal Objective. Due to their placement and obfuscation systems, locating these holds requires an '''Arduous (-40) Scrutiny Test'''.
*'''Empyrean Mantle:''' A sophisticated bit of gear from the dark age of technology, the Empyrean Mantle uses a series of energy baffles, auspex and augur absorbing paintwork, and other arcane tricks to make the ship essentially invisible when needs be. When travelling on Silent Running, all Tests made to detect ''Calamity'' have their difficulty increased by two degrees. This component also adds and additional 50 Achievement Points toward any Criminal Objectives.
+
*'''Extended Supply Vaults:''' These vast holds contain the ship's stores, giving her longer legs and allowing her to stay at void for longer than is usual. This component doubles the time a ship can stay at void without suffering Crew Population or Morale loss, and all Extended Repairs grant an additional 1 point of Hull Integrity.
*'''Main Cargo Hold (2):''' ''Minstrel's'' main hold is typically packed to the bulkheads with every imaginable ship part as she shuttles to and from various Machariel holdings. When working toward a Trade Objective, this component grants an additional 125 Achievement Points.
*'''Manufactorum:''' In her role as a fleet support ship, ''Minstrel'' has a small manufactorum aboard to fabricate parts. These small construction facilities are capable of synthesising additional parts required to perform Extended Repairs for a damaged starship. These parts are synthesised from raw materials—generally obtained by mining a nearby asteroid. '''Manufacturing:''' If attempting extended repairs, each Manufactorum adds a +10 bonus to the weekly Tech-Use Test. If paying for repairs, each Manufactorum adds a +10 bonus to the Acquisition Test to restore Hull Integrity. '''Additional Templates:''' Manufactorums are equipped with a variety of templates for construction, so each Manufactorum adds an additional 10 Achievement Points for any Trade objectives. In addition, the Manufactorums may be able to manufacture small numbers of personal items. The GM is final arbiter of what can and cannot be manufactured, but generally it should not be more than a few dozen of a Common item.
*'''Salvage Systems:''' This Component allows a ship to attach itself to vessel which has been reduced to space hulk status. The clamps can strip apart the wreck; for every week spent in salvage the crew may make a '''Difficult (-10) Tech-Use Test''' to attempt to safely remove a named Component from the hulk (a Focused Augury Extended Action to scan the wreck is needed to determine Components). If successful, a single working Component can be removed and stored on the host vessel if there is Space for it (or externally secured to hull for towing); if it fails then that Component is lost. Successfully salvaged Components can be sold as part of a constructed Trade Endeavour or even refitted to the ship at a stardock as if it had been acquired normally. Salvage Clamps are gigantic and unwieldy affairs, however, and a vessel equipped with them suffers –5 Manoeuvrability.
*'''Small Craft Repair Deck:''' 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.
*'''Spacedock Piers:''' ''Minstrel'' has a series of extendable slips and docking rings that allow a number of smaller ships to dock with her. When not moving, the huge attachments covering the ship allow up to four smaller vessels to dock. The stationary ship acts as a space station for purposes of making full repairs or replenishing Morale, and grants a +10 to the Acquisition Test when making full repairs. Due to their size, station fittings prevent any weapons with the Broadside rule from being installed (although smaller weapons may still be installed in Port and Starboard weapon capacity slots). When working towards a Trade objective, the Explorers earn an additional +100 Achievement Points towards completing that objective.
*'''Main Cargo Hold (2):''' ''Lament's'' vast cargo holds have carried every kind of cargo imaginable during her long service. This component grants an additional 125 Achievement Points when working toward a Trade Objective.
*'''Luxury Passenger Quarters:''' Opulent private staterooms for the use of wealthy and powerful passengers. This components grants an additional 100 Achievement points toward any Trade, Creed, or Criminal Objectives, but it reduces crew morale by 3.
*'''Extended Supply Vaults:''' Extensive supplies allow ''Lament'' to make longer journeys and better repair damage. Double time the ship may remain at void without suffering crew population and morale loss. Extended repairs repair an additional point of Hull Integrity. Due to the extra stores and spare parts, Morale is increased by +1.
*'''Shadowblind Bays:''' While largely a legitimate businessman, Phineas Machariel knew the value of keeping "delicate" cargoes and passengers from the prying eyes of customs agents and representatives of the Imperial Navy Impress Service. Squirreled away in different parts of the ship are hidden holds of varying sizes that are void-shielded and static screened to make them virtually invisible to auspex systems. This component grants and additional 50 Achievement Points to any Trade Objective, and 75 Achievement Points Toward any Criminal Objective. Due to their placement and obfuscation systems, locating these holds requires an '''Arduous (-40) Scrutiny Test'''.
*'''Observation Dome:''' Lament features a vast observation dome made of diamond panes and armoured glass along her dorsal spine engraved with intricate representations of numerous star systems within the Koronus Expanse. This components grants an additional 50 Achievement points toward any Exploration Objectives and increases Crew Morale by one point.
*'''Starchart Collection:''' ''Lament'' has been to every corner of the Expanse and lived to tell the tale, and her collection of star charts and navigation notes is nearly unrivaled in the business. This component reduces the duration of all Warp travel by 1d5 days, to a minimum of one, and grants and additional 25 Achievement Points toward any Exploration Objective.
*'''Librarium Vault:''' Phineas Machariel was a great reader, and collected countless books, scrolls, and dataslates of both important Imperial fiction and non-fiction. Any Investigation Tests made aboard Lament gain a +10 bonus.
*'''Arboretum:''' Within the confines of the ship-spanning observation dome is a grand park with fruit trees and gardens. This component doubles time the ship may remain at void without suffering crew population and morale loss, and increases Crew Morale by two points. This stacks with the bonus from the Extended Supply Vaults.
*'''Main Cargo Hold:''' ''Mendicant'' is a transport's transport, and despite her aggressive lines is rather roomy inside. This component grants an additional 125 Achievement Points when working toward a Trade Objective.
*'''Shadowblind Bays:''' A holdover from her piracy days, Mendicant has squirreled away in different parts of the ship hidden holds of varying sizes that are void-shielded and static screened to make them virtually invisible to auspex systems. This component grants and additional 50 Achievement Points to any Trade Objective, and 75 Achievement Points Toward any Criminal Objective. Due to their placement and obfuscation systems, locating these holds requires an '''Arduous (-40) Scrutiny Test'''.
*'''Augmented Retro-thrusters:''' Somewhere along the line, Mendicant's manoeuvring thrusters were replaced with those from a frigate sized ship.
*'''Defensive Countermeasures:''' Mendicant is equipped with a sophisticated package of false auspex reflectors, thermal buoys, vox screamers, and other devices designed to help her escape customs vessels and blockading ships. '''Single Use:''' When deployed, the countermeasures apply a –20 penalty to all Ballistic Skill Tests made to attack the ship for the next 1d5+1 Strategic Turns. Torpedoes suffer a –30 penalty instead. Once used, the countermeasures must be refilled and refurbished with a successful Upkeep Test outside of combat (and at a technological system with void yards) before it can be used again.
*'''Energistic Conversion Matrix:''' ''Mendicant'' is equipped with an ancient and borderline heretical power system that allows her to divert power from other systems to her engines. The ECM can be activated by the captain as a free action, and can exchange 5 power for 1 speed. Mendicant currently has 10 points surplus power, which allows for 2 more points of speed. The captain can power down other components and divert their power to the engines if the situation is dire enough.
+
*'''Munitorium:''' ''Audacious'' is perhaps one of the most martial ships in the Machariel fleet, and as such carries an inordinate amount of small arms for her armsmen and extra ammunition and fuel for her massive macrobatteries. This component adds and additional 25 Achievement Points toward any Military Objective the crew is working toward, and grants an additional +1 to damage for all macrobatteries. '''Volatile:''' If the Munitorium is damaged, it explodes dealing 2d5 damage to the ship's Hull Integrity, and setting a random component afire.
*'''Reinforced Interior Bulkheads:''' ''Audacious'' has had her spine stiffened over the course of her career, and the reinforced keel and extra-thick pressure bulkheads that have been added in have given her +3 to Hull Integrity.
*'''Hydraphuran KL-247 Jamming System:''' This device creates a violent and constantly shifting energy field that interferes with the scanners of nearby ships. '''White noise:''' While this Component is active, this ship may not perform Silent Running, but any Focused Augury Tests made to scan it suffer a –20 penalty.
+
H
*'''Munitorium:''' Icon carries a larger than normal amount of ordnance, from small arms for the armsmen to extra, high-powered fuel for her plasma broadsides.
*'''Fire Suppression System:''' ''Icon'' is equipped with additional systems such as specialised extinguisher gases all designed to combat flames and keep them from spreading. '''Flame Extinguisher:''' If the Bridge is powered and undamaged, a character may activate this system to extinguish one Component on fire by making a '''Difficult (–10) Tech-Use Test''' (this counts as an Extended Action in starship combat). If successful the fire is extinguished. This Component may be used once per Strategic Turn.
*'''Flak Turrets:''' Designed to dump as much ammunition into the space surrounding a vessel as possible, Flak Turrets dump a steady barrage of explosive shells that strike incoming craft by chance more than by design. Because of the massive ammunition expenditure and the flak-wall’s interference with ship sensors, these batteries are not always used. The ship’s commander must decide at the start of each strategic turn (as a Free Action) if the Flak Turrets are in use or inactive that turn. '''Scattershot:''' When in use, Flak Turrets increase the ship’s Turret Rating by +1. '''Wall of Fire and Steel:''' When the ship’s flak turrets are in use, it suffers a –10 penalty to Detection.
*'''Manufactorum:''' These small construction facilities are capable of synthesising additional parts required to perform Extended Repairs for a damaged starship. These parts are synthesised from raw materials—generally obtained by mining a nearby asteroid. '''Manufacturing:''' If attempting extended repairs, each Manufactorum adds a +10 bonus to the weekly Tech-Use Test. If paying for repairs, each Manufactorum adds a +10 bonus to the Acquisition Test to restore Hull Integrity. '''Additional Templates:''' Manufactorums are equipped with a variety of templates for construction, so each Manufactorum adds an additional 10 Achievement Points for any Trade objectives. In addition, the Manufactorums may be able to manufacture small numbers of personal items. The GM is final arbiter of what can and cannot be manufactured, but generally it should not be more than a few dozen of a Common item.
*'''Small Craft Repair Deck:''' To support her fleet squadrons of attack craft, Icon has numerous repair bays that can not only provide routine maintenance, but completely rebuild a small craft from spare parts if needs be. 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.
*'''Pilot Chambers:''' Icon's launch bays are equipped with ready rooms that allow her pilots to maintain constant readiness for the next mission, training sensoria systems that allow them to constantly hone their skills, and Ministorum chapels that allow them to ready their souls. '''Combat Ready:''' Pilot Chambers grant a +2 bonus to the Attack Craft Rating of all squadrons aboard a starship.
J
*Cargo Hold and Lighter Bay
*Tenebro-Maze
*Librarium Vault
+
S
Unknown +