Designs of Imperial habitation

Surface habitat 

-From a simple colony to a thriving hive district of a megacity this design of habitation is most common across the worlds of Imperium.
-Requires gravity and non-lethal atmosphere. Requires water source.
-Life sustainer component is not mandatory for population survival.

Speed: NA
Manoeuvrability
: NA
Detection
: -10
Hull Integrity: Equals space used by installed components
Armour: 5
Turret Rating:
1
Space: No maximum
SP: 0
Weapon Capacity: 1 weapon platform, core may not be able to support lance weapons
Power: Based on a Core installed

Essential components:  Core, Headquarters, Crew quarters

Special:
Under the atmosphere: Detection has been reduced by -10. Reduce caused and received lance damage by 2
Eyes on the orbit: If habitat has component Satellite Bay atmosphere penalty for detection checks (-10) is nullified.
Gravity well: If habitat is affected by normal or heavy gravity reduce macrobattery accuracy by 5.
Structure prone to critical hits: Decrease Crit Rating of a weapons targeting the habitat by 1.
Spreading: Size of a habitat is limited only by the power output of the habitat’s core.
Open layout: Hard to defend against boarding (-10 to defensive boarding command checks). Easy fire control (+10 bonus to put out fires).
Bound to ground: Offensive boarding actions against star vessels require a landing strip, a spaceport or other component able to launch a boarding actions.

Examples:
“Imperial Friendship Bridge”, Imperial district.

Surface arcology

-A blueprints of arcologies are following the STC designs passed on to Imperium from the dark age of technology. Unlike a surface habitation which can expand as needed the arcologies have space limitation.

-Requires surface.
-Self-sufficient structure that can be founded to places located underwater,  vacuum, toxic atmosphere, etc.

Speed: NA
Manoeuvrability: NA
Detection
: 0
Hull Integrity: Small 40 Medium: 70 Large: 100 
Armour
: 10
Turret Rating:
1
Space: Small: 30 Medium: 60 Large: 90
SP
: 2 
Weapon Capacity:
Dorsal 1
Power: Based on core installed

Essential components:  Core, Headquarters, Life sustainer, Crew quarters

Examples:
“Collegio Magnitudo”, Small basic arcology of Scholana Psykana
“Dolabra Imperator”, Large industrial arcology of Imperium

Special
If Under atmosphere reduce Detection by 10 and caused and received  lance damage by 2.
Submerged: If under water reduce detection by -15, caused and received lance damage by -5 and arcology cannot use macrobatteries.
Eyes in the sky: If habitat has component satellite bay then atmosphere penalty to detection is cancelled.
-Gravity well: If habitation has a normal or a heavy gravity reduce a macrobattery accuracy by 5.

-Unstable ground: (glacier, swamp, floating plateau, etc) If arcology is founded on a weak ground the weapon critical hitting it may be chosen by an attacker to “Collapse”, which destroys the targeted component and causes 1d5 population damage??
-STC design variants that enhance basic arcology structure: Industrial, scientific and military

Industrial arcology: Space +20, integrated good quality industrial facility component
Scientific arcology: Detection +10, integrated good quality Laboratorium component
Military arcology: -10 space, + 2 weapon platforms (Dorsal), Detection +10. armour +5.

Void habitat

-Asteroid, comet or small moon that has been carved hollow and installed with essential components of habitation.
-Natural armor that disintegrates from damage.

Speed: NA
Manoeuvrability: -40
Detection: 0
Armour: Up to strength of a natural barrier. See below.
Void Shields: Up to component
Hull Integrity: Equals space used by installed components
Turret Rating: 0
Weapon Capacity: 1 keel/or dorsal weapon platform

Essential components:  Core, Headquarters, Crew quarters, Life sustainer, Void shield, Augury

Special:
Natural armor: Ice 20, rock 30, high metal composition 40. Received damage reduces the armor of void habitat until it reaches 0. Armor may be repaired with suitable materials available and successful repair checks.
Ironclad: If a drive is installed to a void habitat it becomes a star vessel instead of a habitation.
Spreading: Size of a habitat is limited only by the power output of a habitat’s core.

Examples:
“Sphaera Imperator”, a mining void habitat that has become center of system’s Imperial bureucracy.
“Pauperpolis”, a mining void habitat turned to system vessel.

Void station 

-Requires zero-gravity.
-Space station with variable combinations of STC components. 
-Size of void station is limited only by power core output. 
-Structural integrity cannot stand acceleration and deceleration of a drive and cannot be converted to star vessel like void habitats.

Speed: NA
Manoeuvrability: -20
Detection: 0
Hull Integrity: Equals space used by installed components
Armour: 2
Turret Rating: 1
Space: No restriction
SP: 0
Weapon Capacity: Dorsal 1 (no lance)
Power: Based on core

Essential components:  Core, Headquarters, Crew quarters, Life sustainer, Void shield, Augury

Special:
Structure prone to critical hits: Decrease Crit Rating of a weapons targeting the habitat by 1.
Spreading: Size of a habitat is limited only by the power output of the habitat’s core.

Examples:
“Emplastrum Aegis”, Imperial medicae void station.

Star fortress

-Different STC designs.
-Limited space. Requires zero-gravity.
-Small (Space 40, pop 100.000), Medium (Space: 80, pop 1.000.000), Large (Space: 160, pop 10.000.000).

A star fortress designs include the following Essential Components:
Hull, Station Genatorium, Void Shield Array, Bridge, Crew quarters, Augur Array and Life Sustainer.

Design variants:
Industrial: industrial facility (refiner, processor or factorium) component are included to design.
Research: laboratory annexes component are included to design.
Military: additional weapon platforms, increased armour are included to design.
Prison: Incarceration vaults, Solitary confinement cells, Prison bridge components are included to design.
Commerce: Promenade, Melodium, Heavy lifter bay components included to design.
Hospital: Advanced medicae deck, Vivarium and Crew reclamation facility components are included to design.
Administratorial: Adminstratorial data-vault, Librarium.
Religious: Arched structure, Void cathedral, Imperial figurehead, Ostensious display of wealth

Examples:
“Avaritas”, Medium industrial star fortress
“Canor Sol” Large archeotech star fortress
Wayfarer pattern commerce star fortress Rogue Trader page 210

Star vessel

Common Imperial space ship designs, ship hull compilation from all official Rogue Trader books.

Notions on void combat with habitations:

-Surface habitats and arcologies cannot perform void combat actions that require movement or manouvering.

-Void stations, void habitats and star fortresses cannot perform void combat actions that require speed. But they may perform void combat actions that require manouvering.

Notions on components of habitations:

-All components installed to Imperial habitations use power and space guidelines of cruiser star vessel components.

Modularity of STC technology

-Some components can be used only by surface habitations with non-lethal environment and at least low gravity.

-Power cores used in a habitations are based on same technologies as an Imperial star vessel drives but do not have as high peak resistance as a drives. Thus they are not able to mount multiple weapon platforms, lance weapons or multiple void shields. Also cores need less maintenance from tech-priests and with right configuration can become autonomous and run independently for centuries without supervision.

-If vessel or habitation does not contain Augur Arrays component, or it is un-operatable, it gains -30 penalty to detection and habitation may not perform Focused Augury actions.

Machine spirit differences between core and drive??

Imperial living standards, “Imperial cubicle”

-One space on a habitation or a star vessel equals 1 million cubic meters (100m x 100m x 100m).

-In structural planning of STC architecture each citizen is allocated with an 8 cubic meters of living space and that space needs 12 cubic meters of infrastructure (hallways, walls, plumbing, internal machinery) to keep the living environment running. That equals total of 20 cubic meter of used space per citizen. Thus one million cubic meter (1 space) is able to house 50.000 imperial citizens. As a comparison they have, in estimation, 1,7 m2 more floorspace per individual than the people who lived in Kowloon.

Energy consumption of standard Imperial housing equals consumption of 1 Power for needs of 50.000 citizens.

Luxury living standards “Emperor’s cubicle”

-Imperial citizens who have been able to rise above masses are provided with quarters reserved only for the privileged. A Luxury Quarters component (Pow: 2 space: 1) houses 100 individuals and their entourages, consisting of, in average, 900 servants. These privileged individual have 5.000 m3 of living space and 5.000 m3 for infrastructure (walls, hallways, security doors, reinforcements, internal machinery, servant rooms) for each individual of importance and they consume energy in rate of 1 Power for needs of 50 citizens.

Note: Any living quarters reserved for personnel of Ordos fall in to this category. Arbitrator of a precinct-fortress or Cardinal of an Imperial cathedral have their living quarters included to a component.

Void quarters

In star vessels, star fortresses, void stations, void habitats and arcologies average quarters take more space compared to Imperial quarters used in surface habitats. Those quarters include higher percentage of machinery to run the environment and take more space per individual compared to open habitations. Just compare the differences in plumbing; in closed system you need to collect and recycle all waste in zero gravity when average hive-tower directs, with gravity assisting, its waste through open sewer to nearest river.

Habitation quarters