<strong>Orbital Defenses:</strong><br/><br/><br/>Orbital Defense Platform:<br/><br/>Speed: 0  Maneuverability: 0  Detection: +15<br/>Armor: 14  Void Shields: 1  Hull Integrity: 30  Turret Rating: 2<br/>Crew Morale: 100  Crew Population: 100  Crew Rating: Regular (30)<br/>Weapon Capacity: Keel 1<br/>Availability: Extremely Rare (comes unarmed)<br/><br/>An orbital weapons platform can mount any single weapon, though Nova Cannons are a very rare choice.  Poor quality orbital weapons platforms may not use "cruiser only" weapons and only have 25 hull integrity, good quality weapons platforms have 40 hull integrity and may be armed with battlecruiser, grand cruiser, or battleship only weapons, and best quality weapon platforms have 40 hull integrity, 18 armor, and 2 keel weapon slots.<br/><br/><br/>Orbital Dock:<br/><br/>Speed: 0  Maneuverability: 0  Detection: +20<br/>Armor: 18  Void Shields: 2  Hull Integrity: 65  Turret Rating: 3<br/>Crew Morale: 100  Crew Population: 100  Crew Rating: Regular (30)<br/>Weapon Capacity: Keel 3<br/>External Hull: A space dock has an external hull with 20 hull points.  Until the external hull is breached, the station cannot be attacked or boarded.  A successful hit and run attack may open the gates of the external hull instead of inflicting critical damage.<br/>Availability: Near Unique (comes unarmed)<br/><br/>A poor quality orbital dock has no external hull.  A good quality orbital dock has an armor rating of 23, and an external hull with 30 hull integrity.  A best quality orbital dock is connected to the planet it orbits by a space elevator, adding an additional 100 achievement points to trade objectives completed at the station.<br/><br/><br/>Wayfarer Station:   See Rogue Trader, page 210<br/>Availability: Near Unique (comes armed with 2 mars pattern macrocannons, and a starbreaker lance weapon)<br/><br/>A poor quality wayfarer station comes unarmed, and has only two weapon slots.  A good quality wayfarer station has 75 hull integrity, and may equip "cruiser only" weapons.  A best quality wayfarer station has 75 hull integrity, may equip "cruiser only" weapons, has 4 keel weapon slots, and a detection rating of +30.<br/><br/><br/>Space Station:<br/><br/>Speed: 1  Maneuverability: -45  Detection: +25<br/>Armor: 22  Void Shields: 2  Hull Integrity: 115  Turret Rating: 4<br/>Crew Morale: 100  Crew Population: 100  Crew Rating: Crack (40)<br/>Weapon Capacity: Keel 7<br/>Massive Station: A space station can use "battlecruiser only" and "cruiser only" weapons<br/>Availability: Unique (comes unarmed)<br/><br/>A poor quality space station has 16 armor, 100 hull integrity, and 5 keel weapon slots.  A good quality space station has 125 hull integrity and 3 void shields.  A best quality space station has 130 hull integrity, 4 void shields, a maneuverability of -15, and 8 keel weapon slots.<br/><br/><br/><br/><strong>Surface Defenses:</strong><br/><br/>Surface defenses are destroyed by any attack which penetrates their armor rating, meaning that a critical hit or lance strike automatically destroys them.<br/><br/>Missile Silo<br/>Armor: 20  Detection: +5   Turret Rating: 0<br/>Weapon: Strength 1 torpedo launcher  Missile silos can be reloaded once every 4 hours, and contain up to 5 torpedoes.  Up to 9 missile silos can combine their fire into a single salvo.<br/>Availability: Very Rare<br/><br/>A poor quality missile silo has only 1 torpedo, and is destroyed when it fires.  A good quality missile silo has 10 torpedoes in reserve, and may reload in 1 hour (or 30 minutes with a command check with a -10 penalty).  A best quality missile silo has 10 torpedoes in reserve, counts as a strength 2 torpedo launcher, and uses the standard rules to reload its torpedoes.<br/><br/><br/>Orbital Defense Laser<br/>Armor: 25  Detection: +5   Turret Rating: 1<br/>Weapon: Orbital Defense Lance Battery (lance; Strength 3, 1d10+5 damage, crit rating 4, range 1,000 km)<br/>Reinforced Structure: When a critical hit is scored against an orbital defense laser, roll a d10; on a 7-10, the critical hit is ignored)<br/>Availability: Near Unique<br/><br/>A poor quality orbital defense laser is only strength 2.  A good quality orbital defense laser has a detection rating of +15, and treats its lance battery as a good quality weapon.  A best quality orbital defense laser has a detection rating of +15, negates critical hit on a roll of 5-10, and treats its lance battery as a best quality weapon.<br/><br/><br/>Airbase<br/>Armor: 24  Detection: +15  Turret Rating 2<br/>Weapon: Strength 4 landing bay, can have up to 24 squadrons of aeronautica in reserve.<br/>Availability: Extremely Rare<br/><br/>A poor quality airbase only counts as a strength 2 landing bay.  A good quality airbase counts as a strength 5 landing bay.  A best quality airbase counts as a strength 6 landing bay, has a turret rating of 3, and a detection rating of +20<br/><br/><br/>Shield Generator<br/>Armor 26  Detection: +0   Turret Rating 0<br/>Adds 1 void shields to the shielded unit or area.  Protects 5 square kilometers.<br/>Availability: Extremely Rare<br/><br/>A poor quality shield generator fails to shield its defended area on a d10 roll of 7-10.  A good quality shield generator negates critical hits against it on a 7-10.  A best quality shield generator negates critical hits against it on a 5-10.<br/><br/><br/>Heavy Shield Generator<br/>Armor 28  Detection: +0  Turret Rating 1<br/>Adds 2 void shields to the shielded unit or area.  Protects 20 square kilometers.<br/>Reinforced Structure: A heavy shield generator negates critical hits scored against it on a roll of 7-10 on a d10.<br/>Availability: Near Unique<br/><br/>A poor quality heavy shield generator does not have the reinforced structure rule.  A good quality heavy shield generator negates critical hits on a roll of 5-10 on a d10 and has a turret rating of 2.  A best quality heavy shield generator negates critical hits on a roll of 3-10 on a d10, has a turret rating of 2, and is treated as having 3 void shields.<br/><br/><br/>Mega Shield Generator<br/>Armor 30  Detection: +5  Turret Rating 2<br/>Adds 3 void shields to the shielded unit or area.  Protects 100 square kilometers.<br/>Heavily Reinforced: A mega shield generator negates a critical hit scored against it on a 5-10 on a d10.<br/>Availability: Unique<br/><br/>A poor quality mega shield generator has a turret rating of 0, and an armor rating of 27.  A good quality mega shield generator negates critical hits scored against it on a 3-10 on a d10, and has a detection rating of +15.  A best quality mega shield generator has a turret rating of 4, negates critical hits scored against it on a 2-10 on a d10, has a detection rating of +20, and is treated as having 5 void shields against direct orbital bombardment.<br/><br/><br/>Orbital Defense HQ:<br/>Armor: 28  Detection: +20  Turret Rating: 1  Void Shields: 2<br/>Orbital defense HQ buildings can coordinate the fire of defenses across the planet, enabling defenses to fire at any target within the same hemisphere without concern for range.<br/>Heavily Reinforced: An Orbital Defense HQ negates critical hits scored against it on a roll of 5-10 on a d10.<br/>Availability: Extremely Rare<br/><br/>A poor quality orbital defense HQ only coordinates orbital defenses on the same continent.  A good quality orbital defense HQ has a turret rating of 3, and 3 void shields.  A best quality defense HQ has a turret rating of 4, 4 void shields, and an armor rating of 35.<br/><br/>