Rooms are specialized installations that can be built into ASVs, HAVs, and Bases. Unlike standard equipment, rooms provide persistent capabilities, resource generation, and manufacturing options. Rooms require power (from a Reactor) and life support to function.
These rooms allow characters to process resources and manufacture items using the Manufacturing System rules. All manufacturing rooms require a passed Skill Test and consume the listed manufacturing time. Output is multiplied by success levels.
| Room | EQP | Cost (CS) | Function | Manufacturing Details |
|---|---|---|---|---|
| Refinery (Minerals) | 4 | 8,500 | Processes minerals, increasing quality by 1. | Time: 1 day Test: Diligence Input: 10t minerals (any quality) Base Output: 10t minerals (quality +1). Multiply by success levels. |
| Refinery (Organics) | 4 | 8,500 | Processes organics, increasing quality by 1. | Time: 1 day Test: Diligence Input: 10t organics (any quality) Base Output: 10t organics (quality +1). Multiply by success levels. |
| Compound Synthesiser | 2 | 15,000 | Converts organics and minerals into Compounds. | Time: 1 day Test: Knowledge Input: 2t organics + 1t minerals Base Output: 1t Compounds. Multiply by success levels. Quality equals lowest input quality. Each success level may instead increase quality of 1t output by 1 (max Q3). |
| Component Fabricator | 3 | 20,000 | Converts organics and minerals into Components. | Time: 1 day Test: Interfacing Input: 2t organics + 2t minerals Base Output: 1t Components. Multiply by success levels. Quality equals lowest input quality. Each success level may instead increase quality of 1t output by 1 (max Q3). |
| Material Machining | 3 | 30,000 | Converts organics and minerals into Materials. | Time: 1 day Test: Engineering Input: 1t organics + 2t minerals Base Output: 1t Materials. Multiply by success levels. Quality equals lowest input quality. Each success level may instead increase quality of 1t output by 1 (max Q3). |
| Mass Production Line | Varies | 50,000 base | Increases output of one processing room. | Time: NA Effect: Each EQP spent on this room (beyond the first) allows the linked room to process one additional batch simultaneously. Maximum linked room EQP × 2. |
| Factory | 7 | 30,000 | Manufactures vehicle segments for PV, AFV, MOA, and ASC. | Time: 3 days Test: Engineering Base Output: 1 vehicle segment. Multiply by success levels. |
| • PV Segment | Input: (Tonnage) Q1 Materials + 1t Q1 Minerals + 1t Q1 Components | |||
| • AFV Segment | Input: (Tonnage) Q2 Materials + 3t Q2 Minerals + 1t Q1 Components | |||
| • MOA Segment | Input: (Tonnage) Q3 Materials + 1t Q3 Minerals + 1t Q3 Components | |||
| • ASC Segment | Input: (Tonnage) Q3 Materials + 1t Q3 Minerals + 3t Q3 Components | |||
| Dry Dock | 15 | 250,000 | Manufactures segments for ASV, HAV, and Bases. | Time: 25 days Test: Organisation Base Output: 1 vehicle segment. Multiply by success levels. |
| • ASV Segment | Input: (Tonnage) Q2 Materials + 100t Q2 Minerals + 10t Q2 Components | |||
| • HAV Segment | Input: (Tonnage) Q2 Materials + 1000t Q2 Minerals + 20t Q2 Components | |||
| • Base Segment | Input: (Tonnage) Q2 Materials + 1000t Q2 Minerals + 1000t Q2 Components | |||
| Assembly Bay | 5 | 70,000 | Assembles complete vehicles from segments and installs equipment. | Time: Varies by vehicle Test: Engineering Base Output: 1 vehicle assembled per success. |
| • PV Assembly | Time: 1 day: 1 segment → 1 PV | |||
| • AFV Assembly | Time: 3 days: 2-6 segments → 1 AFV | |||
| • MOA Assembly | Time: 5 days: 2-6 segments → 1 MOA | |||
| • ASC Assembly | Time: 7 days: 2-4 segments → 1 ASC | |||
| • Equipment Install | Time: 1 day per 5 EQP: Install equipment into any vehicle | |||
| Salvage Bay | 2 | 2,000 | Breaks down damaged or destroyed vehicles into reusable segments | Time: Varies by vehicle. Halve time in Salvage Bay. Test: Engineering Base Output: Recover 1 segment per success from a vehicle (max based on vehicle). |
| • Rebuild PV Segment | Time: 1 day: → 1 PV segment | |||
| • Rebuild AFV Segment | Time: 3 days: → 1 AFV segment | |||
| • Rebuild MOA Segment | Time: 5 days: → 1 MOA segment | |||
| • Rebuild ASC Segment | Time: 8 days: → 1 ASC segment | |||
| • Rebuild ASV Segment | Time: 30 days: → 1 ASV segment | |||
| • Rebuild HAV Segment | Time: 50 days: → 1 HAV segment | |||
| • Rebuild Base Segment | Time: 100 days: → 1 Base segment | |||
| Recycling Center | 2 | 10,000 | Breaks down equipment into raw resources. | Time: 3 days Test: Diligence Input: Any equipment (tonnage-based) Base Output: Convert 10t per success into Q1 Organics or Minerals. Each rolled 6 may be spent to: (a) produce 1t Q1 Compounds, Materials, or Components, OR (b) increase quality of 1t output by 1. |
| Personal Equipment Printer | 3 | 15,000 | Manufactures personal gear. | Time: 3 days Test: Engineering or Organisation Base Output: 100 pieces of equipment per success. See recipes below. |
| • Survival Gear | Input: 2t Q2 Organics + 1t Q3 Materials + 1t Q1 Components | |||
| • Tools | Input: 2t Q3 Minerals + 1t Q2 Components + 1t Q3 Materials | |||
| • Detection | Input: 1t Q3 Components + 1t Q3 Compounds + 1t Q2 Minerals | |||
| • Computers | Input: 2t Q3 Components + 1t Q3 Compounds + 1t Q1 Minerals | |||
| • Communications | Input: 1t Q3 Components + 2t Q3 Compounds + 1t Q2 Minerals | |||
| • Medical & Life Support | Input: 2t Q3 Organics + 1t Q3 Compounds + 1t Q2 Components | |||
| Armour Printer | 7 | 20,000 | Manufactures protective gear. | Time: 3 days Test: Engineering or Organisation Base Output: 20 pieces of equipment per success. See recipes below. |
| • Armour & Shields | Input: 2t Q3 Minerals + 1t Q3 Materials + 1t Q2 Organics | |||
| • Exosuits | Input: 2t Q3 Components + 1t Q2 Materials + 2t Q3 Compounds | |||
| • Power Armour | Input: 3t Q3 Minerals + 2t Q3 Components + 1t Q2 Compounds | |||
| • Apparel | Input: 2t Q2 Organics + 1t Q1 Materials + 1t Q1 Compounds | |||
| • Armour Mods | Input: 1t Q3 Materials + 1t Q2 Components + 1t Q3 Compounds | |||
| Small Arms Printer | 10 | 50,000 | Manufactures weapons and ammo. | Time: 3 days Test: Engineering or Organisation Base Output: 200 pieces of equipment per success. See recipes below. |
| • Kinetic Melee | Input: 1t Q2 Minerals + 1t Q1 Materials + 1t Q3 Components | |||
| • Explosive Melee | Input: 1t Q3 Minerals + 1t Q2 Compounds + 1t Q1 Components | |||
| • Energy Melee | Input: 1t Q1 Minerals + 1t Q3 Compounds + 1t Q2 Components | |||
| • Kinetic Ranged | Input: 1t Q2 Minerals + 1t Q1 Components + 1t Q3 Materials | |||
| • Explosive Ranged | Input: 1t Q3 Minerals + 1t Q1 Compounds + 1t Q2 Components | |||
| • Energy Ranged | Input: 1t Q2 Minerals + 1t Q3 Compounds + 1t Q1 Components | |||
| • Other Kinetic | Input: 1t Q1 Minerals + 1t Q2 Materials + 1t Q3 Components | |||
| • Other Explosive | Input: 1t Q3 Minerals + 1t Q2 Compounds + 1t Q1 Components | |||
| • Other Energy | Input: 1t Q2 Minerals + 1t Q1 Compounds + 1t Q3 Components | |||
| • Weapon Mods | Input: 1t Q3 Components + 1t Q2 Minerals + 1t Q3 Compounds | |||
| • Ammo | Input: 1t Q2 Minerals + 1t Q2 Compounds + 1t Q1 Components | |||
| Vehicle Equipment Printer | 8 | 50,000 | Manufactures vehicle Equipment | Time: 3 days Test: Engineering or Organisation Base Output: 10 pieces of equipment per success. See recipes below. |
| • Control Surfaces | Input: 1t Q3 Materials + 1t Q3 Components + 1t Q2 Compounds | |||
| • Mobility Configs | Input: 2t Q3 Components + 1t Q2 Materials + 1t Q2 Compounds | |||
| • Propulsion | Input: 2t Q3 Compounds + 1t Q3 Minerals + 1t Q2 Components | |||
| • Power Supply | Input: 1t Q3 Compounds + 2t Q2 Minerals + 1t Q3 Components | |||
| • Reconnaissance | Input: 1t Q3 Components + 1t Q3 Compounds + 2t Q2 Materials | |||
| • Hull Mods | Input: 2t Q3 Materials + 1t Q3 Minerals + 1t Q1 Components | |||
| • Communication & Command | Input: 1t Q3 Components + 2t Q3 Compounds + 1t Q2 Materials | |||
| • Computation | Input: 2t Q3 Components + 1t Q3 Compounds + 1t Q1 Materials | |||
| • Electronic Warfare | Input: 1t Q3 Components + 2t Q3 Compounds + 1t Q2 Minerals | |||
| • Countermeasures | Input: 1t Q3 Components + 1t Q3 Compounds + 2t Q2 Materials | |||
| • Survival (Vehicle) | Input: 2t Q3 Organics + 1t Q2 Materials + 1t Q2 Compounds | |||
| • Maintenance | Input: 1t Q3 Materials + 1t Q2 Components + 2t Q2 Compounds | |||
| • Munitions | Input: 1t Q3 Minerals + 1t Q2 Compounds + 2t Q1 Components | |||
| • Supply | Input: 2t Q2 Organics + 1t Q2 Materials + 1t Q1 Compounds | |||
| • Targeting | Input: 1t Q3 Components + 2t Q1 Compounds + 1t Q2 Materials | |||
| Armament Fabrication | 15 | 200,000 | Manufactures vehicle weapons. | Time: 5 days Test: Engineering or Organisation Base Output: 1 piece of equipment per (Size) successes. See recipes below. |
| • Kinetic Melee (V) | Input: 2t Q3 Minerals + 1t Q2 Materials + 1t Q2 Components. Size 2: 1 per 2 successes | |||
| • Explosive Melee (V) | Input: 1t Q3 Minerals + 2t Q3 Compounds + 1t Q2 Components. Size 2: 1 per 2 successes | |||
| • Energy Melee (V) | Input: 1t Q2 Minerals + 2t Q3 Compounds + 1t Q3 Components. Size 2: 1 per 2 successes | |||
| • Kinetic Ranged (V) | Input: 2t Q3 Minerals + 1t Q3 Components + 1t Q2 Materials. Size 2: 1 per 2 successes | |||
| • Explosive Ranged (V) | Input: 1t Q2 Minerals + 2t Q3 Compounds + 1t Q3 Components. Size 2: 1 per 2 successes | |||
| • Energy Ranged (V) | Input: 1t Q1 Minerals + 2t Q3 Compounds + 1t Q3 Components. Size 3: 1 per 3 successes | |||
| • Other Kinetic (V) | Input: 2t Q3 Minerals + 1t Q3 Materials + 1t Q2 Components. Size 2: 1 per 2 successes | |||
| • Other Explosive (V) | Input: 1t Q2 Minerals + 2t Q3 Compounds + 1t Q2 Components. Size 2: 1 per 2 successes | |||
| • Other Energy (V) | Input: 1t Q1 Minerals + 2t Q3 Compounds + 1t Q3 Components. Size 3: 1 per 3 successes | |||
| • Heavy Weapons Systems | Input: 2t Q3 Minerals + 1t Q3 Components + 1t Q3 Compounds. 1 per 4 successes |
These rooms provide essential ship functions, crew support, and tactical capabilities.
| Room | EQP | Cost (CS) | Function |
|---|---|---|---|
| Reactor | 0 | 0 | Powers the entire vessel. If destroyed or disabled, ship becomes inhospitable in (tonnage ÷ 10) hours. Ships with reactors off cannot make tests but gain +4 DN to be detected. |
| Helm | 0 | 0 | Command and control centre. Piloting checks are made from here. Can communicate with any room. Reduces EQP cost of all non-room equipment by 3. Requires at least 1 crew to function. |
| Propulsion Control | 0 | 0 | Allows ASV/HAV to move at base speed in space and land in gravity. Does not confer atmospheric flight beyond landing. With Reactor, enables interplanetary and interstellar travel. |
| Life Support | 2 | 8,000 | Regulates heat, atmosphere, and pressure. Without it, vessel is uninhabitable. Unprotected individuals suffer freezing, burning, and suffocating after 24 hours. |
| Gravity Ring | 3 | 15,000 | Provides artificial gravity to linked rooms. Doubles effective EQP of rooms it powers (for capacity purposes). Prevents gravity sickness. Internal bleeding cannot be staunched in zero-g. If destroyed, all linked rooms are also destroyed. |
| Navigation | 3 | 15,000 | Enables faster interstellar travel. Transit time halved. Grants +half Rank to Knowledge and Detect tests for finding Corridor space routes. Organisation-value allied vessels may use this vessel's rolls for Corridor transit. |
| Communications | 9 | 15,000 | Allows system-wide communication (speed of light). Can create a network accessible from theatre range. |
| Cyber Warfare Suite | 4 | 20,000 | Allows vessel to take Pervade action on targets up to theatre range. |
| Fire Control System | 3 | 8,500 | Extinguish fire in a ship segment as a brief action. Fires spread at half normal rate. |
| Battery Bank | 3 | 2,500 | Provides 3 hours of emergency power per bank if reactor is disabled. |
| Docking Ring | 2 | 4,000 | Required for docking with other vessels. While docked: share power, rooms, and life support. Vessels remain targeted individually, but if one is destroyed, the connected segment suffers d6 rooms destroyed. Docked vessels use lowest Defence and Speed. Manual jettison as full action. |
| Hangar | 4 | 10,000 | Houses 100t of vehicles. Can launch 50t per combat round. Experiences vacuum during launch. Can serve as makeshift cargo bay. |
| Vehicle Bay | 2 | 6,500 | Houses 50t of assembled, ready-to-use vehicles. Without this, vehicles can only be repaired to half AP. |
| Cargo Bay | 1 | 500 | Stores up to 50t of material. Vehicles stored here are assumed dismantled. If destroyed, contents are lost. |
| Crew Quarters | 2 | 1,000 | Provides 15 beds (can sleep 30 in rotations). Without sufficient quarters, crew need +2 hours sleep for rests to count. |
| Sanitation | 1 | 1,500 | Keeps (Organisation + Aid + Detect) rooms clean. Clean rooms: +1 bonus die to Resolve tests. Unclean rooms: +1 DS. Produces 1t Q1 Organics per month on a successful Diligence test. |
| Med Bay | 2 | 12,000 | 10 recovery beds, 5 morgue beds, basic medical equipment. Conditions treated here do not expend medical equipment. |
| Surgical Theatre | 8 | 30,000 | Enables invasive procedures. When treating a Physical condition, reduce severity of d3 physical conditions. |
| Lab | 5 | 50,000 | +2 bonus to Engineering, Aid, Knowledge, and Survival tests. Can create substances. Provides 1 Augment Point. |
| Engramics Lab | 20 | 1,000,000 | Allows refund of skills, attributes, and talents for XP. XP can be spent. May swap abilities. |
| AI Core | 3 | 75,000 | Link to any room. Linked rooms require no crew (but must be powered). AI can reroll dice equal to its Reason score in actions it assists. Cannot act independently. |
| Server Room | 6 | 10,000 | Creates internal network accessible to anyone on vessel. Stores and transfers large data. |
| Strategic Command | 2 | 18,000 | While here, may assist any check on vessel and use actions given by other PCs. |
| Briefing Room | 0 | 2,000 | Grants +1 Chronicle Point for 24 hours if crew passes an Organisation test. |
| Security | 2 | 7,000 | Central surveillance. Cameras, sensors, mics in all rooms. Monitor rooms equal to skill value. May assist Stealth, Melee, Small Arms, and Aid tests with Interfacing. |
| Armoury | 1 | 9,500 | Provides 10 suits power armour, small arms for 30 crew, zero-g manoeuvre gear for 30 crew. |
| Brig | 2 | 8,000 | Holds 15 captives securely. Captives have +2 DN to Insight, Resolve, and Demand tests. Gain +1 bonus die to Demand, Charm, Deceive per month target spends in brig. |
| Pressure Suit Antechamber | 1 | 1,500 | Provides 10 EVA suits. Has independent life support (3 days power). Immune to radiological hazards. |
| Hazardous Materials Storage | 2 | 7,000 | Safely stores 5t of hazardous biological, chemical, or radiological material. Includes decontamination gear and robotic transport drones. |
| Morgue | 1 | 3,000 | 30 morgue beds. For each body not in a morgue bed, crew suffer +1 DS to Resolve tests. |
| Elevator / Auto Rail | 1 | 7,000 | Movement between ship segments becomes 1 brief action (instead of 1 manoeuvre). |
These rooms improve crew morale, health, and performance.
| Room | EQP | Cost (CS) | Function |
|---|---|---|---|
| Gym | 1 | 1,000 | Crew gain +1 to die result on Grit-based checks. DS to temporise mental conditions is 2 lower when attempted here. |
| Lounge | 1 | 1,000 | Crew gain +1 to die result on Persuasion tests against targets who have spent 24+ hours on vessel. When temporising a mental condition, may apply to additional targets equal to Persuasion value. |
| Kitchen | 2 | 4,000 | +1 bonus die to all Diligence-based skill tests for crew while on ship. |
| Cafeteria | 3 | 5,000 | Provisions for 30 people for 1 month (more can be stored in cargo). +1 bonus die to all Endurance skill tests for crew while on ship. |
| Simroom | 5 | 200,000 | Halves recovery time for Mental conditions. Crew who spend 3 hours here for recreation gain +1 Resolve. |
| Pen | 1 | 1,000 | Holds, feeds, and waters 1t of creatures. Essential for transporting creatures. Can serve as makeshift brig, but after Grit value days, prisoners must pass an Endurance test or gain Afflicted status. |
| Observatory | 7 | 50,000 | Allows Detect and Knowledge tests within a star system. Reveals geological, astrological, and biological phenomena. Provides visual and sensory data. |
| Hydroponics | 2 | 5,500 | Option 1: Feeds up to 30 people, reduces maintenance by 1,000 CS/month. Option 2: Produces 1t Q1 Organics per month × success levels on a monthly Diligence test. Must choose one function. |
| Room | EQP | Cost (CS) | Function |
|---|---|---|---|
| Nuclear Arsenal | 20 | 50,000,000 | Houses 3 tactical nukes or 1 strategic nuke. Use as full action. Tactical: Flashpoint blast radius. Strategic: Flashpoint + AO radius. Everything destroyed. Using on populated worlds always brings repercussions. |
| Laser Ionisation Saturation Array (LISA) | 20 | 500,000 | Planetary bombardment weapon. Designate hex. Acts as beam weapon moving Technique value spaces per round. Beam persists Gunnery rounds. Affected hexes and characters irradiated, suffer 50 energy damage (ignores AV, cannot be soaked). 24-hour recharge. |
| Jaunt Bed | 10 | 50,000 | 10 beds inducing hibernation. No food/water needed. No condition effects, cannot bleed out or die while powered. Effects end immediately upon waking. Ages slower. Essential for multi-year transits. |
| Installation Type | Scaling |
|---|---|
| Room (in ASV) | Standard capacity/output as listed. |
| Deck (in HAV) | Counts as 2 instances of the room. Double capacity, output, or effect. Does not cost additional EQP. |
| Facility (in Base) | Counts as 3 instances of the room. Triple capacity, output, or effect. Does not cost additional EQP. |
Examples:
When a room is damaged:
Occupants suffer the Crushed condition.
The room ceases to function until repaired.
Additional hazards (vacuum, fire, radiation) may apply at GM discretion based on room type and damage source.