Felix and I have been trying to work out how to make the in game equivalent of the forge facilities known as Fabricator Labs that were on ships that allowed for the production of armaments, armor, ammunition, vehicles and even other (usually smaller) ships. Basically a production facility that allows for the use of the various trade skills. Normally in DH, you'd have to use a planetary/orbital facility. However, seeing as you guys have access to a small fleet in my game, and the Rover has been outfitted with a (Minor) Fabricator Lab, I figure it is time to actually flesh it out.
My general view is that the space requirement will obviously grow with each increase in the size of the component. However, as these labs essentially function like forges, power will be the larger requirement. Quite possibly, it will be necessary for other components to go offline just to power up a Fabricator Lab in most cases.
Here I will document the component elements (Space, power requirement and SP cost) as well as what they are capable of producing and what bonuses they offer. There are 3 sizes of Fabricator Labs: Minor, Lesser and Greater.
These size and power requirements are subject to change and discussion as we try to figure out the optimal requirements, benefits and limitations.
NOTE: These labs merely allow you to produce what your character actually knows how to make. It does not allow you to produce any item that the character has never produced or learned the production method to. Merely knowing that digi-weapons exist does not allow you to make one. It might allow you to experiment, but that falls outside the rules and capacity of this component. That is an indepedent research sort of thing. Once schematics, an STC, a mentor, experimentation or other source informs the character on how to produce the item, the Lab can be used to make it (within the normal limitations of the Lab's capacity).
Furthermore, the necessary resources for producing the equipment must come from somewhere. Whether by a looting project, a personal colony or a trade acquisition, the character must succeed at an Acquisition test at least 2 difficulty levels below that of the item (Common Quality) they are trying to produce in order to collect the necessary parts. Once this is accomplished, so long as no in game events disrupt this supply (including moving beyond the ability of the acquired suppliers ability to reach you), the character is assumed to have all the parts they need for all current and future projects involving that item.
Minor Fabricator Lab:
Space: 5
Power: 10
Sp: 2
Functions: Allows for anyone with appropriate trade (skill) to use the lab to produce a "minor" project. In general this refers to anything that can be lifted or interacted with by a single person. This includes but is not strictly limited to: guns, armor, gear, drugs or tools.
Limitations: The lab, while capable of producing most "man-sized" objects, is not a true Fabricator Station. It cannot replicate particularly complex pieces of archeotech, xenotech or similarly complex machinery. As a result, any attempt to produced an object that falls under this limitation within the lab requires an F. Lore [Archeotech] or F. Lore [Xenos] test (respectively) for anything with a rarity beyond Rare. A penalty of -10 and increasing upward to the test accumulates with each degree of increased difficulty, beginning with -10 at Very Rare. This represents the character attempting to find clever solutions to getting around the limitations of their available equipment and technology. Any item listed as "Unique" rarity, however, is beyond this Lab's ability to replicate.
Bonuses: None
Aquisition: The Minor Lab is consider Extremely Rare (-30) to an Aquisition test for this component.
Lesser Fabricator Lab:
Space: 8
Power: 17
Sp: 6
Functions: Allows for anyone with appropriate trade (skill) to use the lab to produce a "minor" or "lesser" project. In general this refers to anything that can be lifted or interacted with by a single person as well as objects that can be operated by several individuals. This includes but is not strictly limited to: guns, armor, gear, drugs, tools, cybernetics and vehicles. Additionally, this size of Lab is capable of producing munitions for all man-sized and vehicle sized weaponry.
Limitations: While all "Minor" projects are now viable, a F. Lore [Archeotech] or [Xenos] roll is still required for any item of the Near Unique or higher rarity, with the -10 penalty to the test accumulating, starting at Near Unique.
After every mission/endeavor, a trade roll must be made to replenish the stock of any munitions used during that particular task in order to maintain the ongoing supply of ammunition.
Bonuses: +10 to any Trade (Skill) roll that falls under the "Minor" project category, excepting Near Unqiue and above projects. A successful test for any sort of ammunition produced "enough" for the ships usage. This means that, within reason, the ship can supply all of the crews and vehicles ammunition requirements.
Additionally, the production time for any individual "Minor" item is reduced by 2 levels.
Additionally, the production time for any individual "Lesser" item (or "Minor" item of Near Unique or higher rarity) is reduced by 1 level.
Aquisition: The Lesser Lab is consider Near Unique (-50) to an Aquisition test for this component. A ship must have the "Reliquary of Mars" Past History trait in order to start with this component.
Greater Fabricator Lab:
Space: 15
Power: 30
Sp: 10
Functions: Allows for anyone with appropriate trade (skill) to use the lab to produce a "minor", "lesser" or "greater" project. In general this refers to anything that the Imperium of Man (or the character) knows how to produce. This includes but is not strictly limited to: guns, armor, gear, drugs, tools, cybernetics, vehicles and ship components. Additionally, this size of Lab is capable of producing munitions for all man, vehicle and ship-sized weaponry. While this size lab cannot produce a full sized ship (transport, destroyer or larger) or a Titan within itself, it is capable of producing all the necessary parts, superstructure and tools needed to create them in space/nearby.
Limitations: This piece of extremely advanced archeotech is limited only by the builders imagination and knowledge base.
Bonuses: +40 to any Trade (Skill) roll that falls under the "Minor" project category, excepting Near Unique and above rarity projects.
+20 to any Trade (Skill) roll that falls under "Lesser" Project category as well as any "Minor" project of the Near Unique and above rarity.
Additionally, the production time for any individual "Minor" item is reduced by 4 levels.
Additionally, the production time for any individual "Lesser" item (or "Minor" item of Near Unique or higher rarity) is reduced by 2 level.
Aquisition: The Greater Lab is consider Unique (-70) to an Aquisition test for this component. A ship must have the "Reliquary of Mars" Past History trait in order to start with this component.