Armournaut

Rooms, Decks & Facilities

a list of rooms for players and GM

Rooms, Decks & Facilities

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.


Manufacturing Rooms

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

Utility Rooms

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 1 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 5 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 5 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).

Recreation & Crew Support Rooms

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 5 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.

Specialized & Weapon Systems

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.

Scaling Rules: Decks & Facilities

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:


Room Damage

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.