ShipsEdit
Mini Trading FleetEdit
Concept: Consortium of traders of varying degrees of individual success banded together to form a coherent fleet; using combined resources to purchase protection. Flagship is a Cruiser, with several Frigates as picket ships and fleet defense, and a swarm of smaller dedicated transport ships to maximise profit.
The Pride of Ragnarok, Lunar Class Cruiser (70pt build) | ||
Speed: 4 | Manoeverability: +4 | Detection: +15 |
Hull Integrity: 73 | Armour: 20(+4 Front) | Turret Rating: 2 |
Crew: 100 | Morale: 102 | Void Shields: 2 |
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Remaining Space: 15 | Remaining Power: 25 | Remaining Weapon Bays: 1x Port, 1x Starboard |
(Lunar Class Cruiser, Jovian Class 4 Plasma Drive, Strelov 2 Warp Engine, Basic Gellar Field, Multiple Void Shield Array, Shipmaster's Bridge, Vitae Pattern Life Sustainers, Voidsman's Quarters, M-201.b Auger Array, 2x Mars Pattern Macrocannon Broadside Batteries, Armoured Prow, Extended Supply Vaults, Trophy Room, Observation Dome, 2x Cargo Hold and Lighter Bay) | ||
Notes: Potentially needs retconned slightly to stick some Luxury Passenger quarters in there to represent the Rogue Traders personal quarters. But possibly not - I figure that if they do passenger runs they'll have dedicated ship/ships for it with amenities focused towards it. Advantage of a bigger fleet is that the traders stopped having to make everything multipurpose. Two lighter bays under the assumption that it'll likely be the host of the landing craft / cargo haulers / fighters. |
The (native sounding storm name), Unfinished Class Frigate (60pt build) |
The Altis Anima, Unfinished Class Transporter (40pt build) (QShip) |
The Blessing of St. Maduin, Jericho Class Transporter (40pt build) | ||
Speed: 3 | Manoeverability: -10 | Detection: +11 |
Hull Integrity: 50 | Armour: 12 | Turret Rating: 1 |
Crew: 100 | Morale: 91 | Void Shields: 1 |
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Remaining Space: 1 | Remaining Power: 2 | Remaining SP: 8 |
Remaining Weapon Bays: Prow | ||
(Crack Crew(40), Jericho Class Transport, Jovian Pattern 1 Plasma Drive, Strelov 1 Warp Engine, Basic Gellar Field, Commerce Bridge, Vitae Pattern Life Sustainers, Voidsman Quarters, M100 Auger Array, 4x Main Cargo Holds (one included in hull), Extended Supply Vaults, 2x Thunderstrike Macrocannons (port/starboard)) | ||
Notes: olololol trade bonuses. One of the focused cargo haulers. Very limited defenses. Apply different quirks / replace Cargo Hold with Passenger Quarters for variants. |
Potential NamesEdit
Frigates | Transports |
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I'd put up more, but even I'm cringing slightly at that much flagrant ripoffery.
NamesEdit
ImperialEdit
Adeptus Mechanus:
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Inquisitorial:
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Navy:
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Randomly Generated:
- The Sanctified Creed
- The Prayer of the Sword
- The Inexorable Conquest
- The Boon of Condemnation
Rogue TradersEdit
Named:
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EldarEdit
Named:
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OrkEdit
Named:
Rogue Trader Ship Builder Online
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Fighter Bay : Swarms of fighters maintain a constant void patrol around this vessel. The cavernous fighter bay contains a full squadron of fighters, either of Imperial Naval stock or a more exotic vintage, and the support facilities necessary to keep them in action. Brave void-pilots may roam the ship’s halls, set above the common ratings by their lethal career.
Void Patrol: Increase the ship’s turret rating by 1 during combat.
Rogue Trader Ship Components
Turret Suppression: During combat, the ship may launch fighters against an enemy ship to suppress turrets as an Extended Action. This requires a Difficult (-10) Piloting Test, and will suppress 1 point of enemy turrets, plus 1 point of enemy turrets for every degree of success.
Heavy Lifter Bay : Any warp-vessel will be festooned with a wide variety of smaller craft for ferrying cargo, crew, and passengers between ships, stations, and planets. A ship mounting a heavy lifter bay has vast swarms of these vessels, giving it the heavy spacelift capacity necessary to run a major mining operation, transport an imperial guard regiment, or survey a planet. In battle, these craft can be turned to use as impromptu assault craft, transporting hundreds of armed troops onto an enemy vessel.
Improvised Assault Craft: When conducting Hit and Run attacks or boarding an enemy vessel, the heavy lifter bay provides a +10 bonus to Command Tests.
Heavy Spacelift Capacity: When working towards an Exploration, Military, Trade, or Criminal objective, the players earn an extra 50 Achievement Points towards completing that objective.
Promenade : While ships may act as space-going cities, few vessels dedicate much in the way of space to this function, instead leaving the crew to undertake black-market trade and criminal activities. A promenade supplants this underground activity by serving as an official ship-board marketplace and recreational area, giving the crew. Crew members can gather here to trade, supplement their ship-board rations, and enjoy their off-duty hours.
Rest and Recreation: Increase Crew Morale permanently by 3.
Free Market: This component provides 50 Achievement Points on any Criminal or Trade endeavor.
Apothecarium : All vessels have some level of medical facilities, but a ship with a full Apothecarium is equipped with major surgical facilities, resucatrix chambers, and clinics to tend to the crew. Experienced tech-priests and medicians work to heal the sick, install augmetics, and treat the wounded in battle.
Triage: Reduce all losses to Crew Population by 1.
Chiurgeon Chamber: This component provides a +10 bonus to all shipboard Medicae tests.
Flux Generator : Smaller than a full plasma drive, a flux generaor can provide additional power by drawing on the inertial flux of the ship’s gravity field.
Flux Generation: Provides an additional +5 power.
Unstable: When damaged or affected by a critical hit, this flux generator causes an additional 1d5 points of Hull Integrity damage.
Void Cathedral : Many ships have shrines to the Emperor aboard. Some, however, transform their entire vessels into glorious acknowledgements of the Emperor’s will by building massive Void Cathedrals into their very core. A Void Cathedral sits at the heart of a vessel, a mighty structure that incorporates ancient reliquaries, monastic chambers, and a massive sermon-hall that can accommodate a significant portion of the ship’s crew.
Reliquary of the Saints: When working towards a Creed objective, the players earn an additional 150 Achievement Points towards completing that objective.
Ecclesiarchal Blessing: Characters from the vessel gain a +10% bonus to all Interaction Tests made with members of the Ecclesiarchy.
Demonstrable Faith: Increase Crew Morale permanently by 5, and reduce all losses of Crew Morale by 1 to a minimum of 1.
Vox-Sermon: Characters gain a +10% bonus to all Interaction or Willpower Tests made to influence the crew, including the Hold Fast! and Put Your Backs Into It! Extended Actions.
Suffer Not The Alien: Any interaction with xenos causes 1 point of Crew Morale loss per day, and characters from the vessel suffer a -10% penalty to Interaction Tests made with xenos.
Hexagrammatic Cells : To suppress the flux and hew of the terrible warp is no easy feat. Hexagrammatic suppression cells are most often found aboard Inquisitiorial vessels, and are used to transport renegade psykers and suppress daemons. A block of hexagrammatic cells can suppress even the most powerful of psychic impulses, and can prevent the possessed or warp-twisted from wreaking havoc.
Rumours of Warpcraft: Reduce Crew Moral permanently by 3.
Warp Containment: Roll on the WTE chart only once for every ten full days of travel within the warp (minimum once per trip). Reduce all Crew Morale damage from psychic or warp attacks by 1.
Dark Harvest: When working towards an objective involving the transport, containment, suppression or protection of psykers, the players earn an extra 100 Achievement Points.
Astropathic Relay : An astropathic relay is a minor reflection of the great Astronomicon, a might beacon that boosts the native gifts of trained astropaths. Under the command of an Astropath-Transcendant, messages can be relayed across the galaxy, from the Halo Stars to Holy Terra.
Astropathic Relay: The astropathic relay provides the benefits listed on page 163, and comes with a full choir of junior Astropaths.
Techno-Shrine to the Omnissiah : This vessel contains a shrine to the Omnissiah, glorifying the Adeptus Machinus and the Cult of Mars, attracting additional tech-priests. It also includes a small techno-scriptarium, which provides a wealth of knowledge on archeotech and the sacred rites of the Adeptus Machinus.
Blessing of the Machine Cult: Any Tech-Use, Common Lore (Adeptus Mechanicus), Forbidden Lore (Adeptus Mechanicus) or Forbidden Lore (Archeotech) Tests made aboard this vessel gain a +10% bonus.
Cryo-Vaults : This vessel contains extensive cryo-vaults, which can store additional crew or passengers beyond the standard capacity of the ship. Row upon row of frozen bodies line the crypts, giving the ship the impression of a flying tomb. The crew often spins tales about what occurs in the cryo-vaults, and are innately distrustful of anyone who is woken from them.
Frozen Passengers: When working towards a Trade, Creed, or Military objective, the players may gain an extra 50 Achievement Points towards completing that objective.
Sleeper Crew: Increase Crew Population permanently by 3.
Void Tomb: Reduce Crew Morale permanently by 2.
Vivarium : The transport of rare and exotic alien plants and beasts is a difficult trade, but the profits can be immense if the right xeno-specimen makes its way into the right hands. A vivarium is a series of large vaults with separate life sustainers, capable of simulating almost any planetary vaults and isolating their exotic cargo from the crew. Some Rogue Traders use their vivariums as a sort of living trophy room, containing specimens from hundreds of worlds in their past.
Exotic Beasts: When working towards a Trade or Exploration objective, the players may gain an extra 50 Achievement Points towards completing that objective.
Xeno-Lore: Through the study of xeno-organisms within the vivarium, any Forbidden Lore (Xenos) tests made aboard this ship gain a +10% bonus.
Aqua-Reservoir : All ships have large aqua-reservoirs, but a ship that selects this component devotes a sizeable amount of space to a major water reservoir. As a result, large quantities of coolant can be delivered anywhere on the ship.
Water Supplies: Increase the time a ship may remain at void without suffering Crew Population or Morale loss by +50%.
Fire Suppression: The reservoir can be used to fight fires more effectively, providing a +20% bonus to Command Tests made to put out fires and reduces Crew Population and Morale loss from fires by 2.
Lance Coolant: Increase the damage of all shipboard lances by 1, as the ship’s lance batteries may be more effectively cooled and fired more rapidly.
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Unbalanced: A large aqua-reservoir reduces the ship’s Maneuverability by 5%.
Scholarium : Many crewmembers are the children of generations of void-travellers, families that spend their entire lives aboard ships. A captain who installs a scholarium aboard their vessel is acknowledging this fact. It provides nurseries that care for the ship’s children, and trains new generations of crew members in the skills and abilities necessary for the operation of a void-faring vessel.
Nurseries: Increase Crew Population permanently by 2, and increase by 1 every year.
Officer Training: Increase crew skill by +5%.
Pneumatic Arterial : A series of pneumatic transit tubes run throughout the ship, quickly conveying cargo, materials, and crewmembers around the ship. During combat, armsmen and repair teams can rapidly be deployed around the vessel, directly to where they are needed.
Armsmen Deploment:The ship gains a +10 to Command Tests when defending against boarding actions and Hit and Run attacks.
Repair Teams:Repair teams can quickly be deployed throughout the ship, granting it a +10 bonus to Emergency Repair tests.
Evacuation:Reduce Crew Population losses due to fires, depressurization, and other component-based damage by 1, to a minimum of 1.
This component may not be installed on vessels with a Tenebro-Maze.
Dorsal Castellum : A castellum is a massive tower that extrudes from the ship’s dorsal region, expanding the space available for shipboard components.
Expanded Space: This component increases the amount of space available aboard ship by 2.
Integrity: Adding massive external substructures reduces the ships ability to take hits, reducing hull integrity by 3 points.
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Incarceration Vaults : Power 1; space 1; SP 2 : While any starship has basic brig facilities for troublemakers and prisoners, a vessel with incarceration vaults has an elaborate complex of high-security cells, bio-suspension crypts, and interrogation chambers staffed by clans of skilled questioners and durancers.
Right Tools For The Job: Any InterogateSkill Test aboard this ship gains +10.
Enforce Authority: When testing to determine if a mutiny has occurred, the captain gains +10 to Command.
Put To The Question: When working toward a Creed, Criminal, or Military objective, the players earn an additional 50 Achievement Points toward completing that objective.
Windows 10 professional 64 bit iso download microsoft. More (and somewhat different) benefits than (say) a Trophy Room, but also twice as many SP. If Inquiry were as broadly useful as Investigation I'd be worried about balance compared to a Librarium Vault, but as it is I think it's okay. Archeotech:
Scartix Engine Coil: Raiders and Frigates: Power: 4 Space: 1 Cruisers and Light Cruisers: Power: 6 Space: 2
Speed: +25% Rarity: Near Unique
This enhancment integral to the ships plasma drives and thus cannot be the target of critical hits. Any critical hit which destroys the drive also destroys this enhancement.
Plasma Relays: Power: 3 Space: 1 Rarity: Near Unique This component increases all plasma weapons range by + 2 and damage by +1
Superior Conduction: This component reduces power requirements for all plasma weapons by -1
Unstable: A critical hit to this component automatically deals 1dd hull damage to the ship and the component becomes unpowered.
Plasma Broadside : Space: 1; Power: 1; Rarity: Standard ship component rarity.
This component configuration allows two plasma cannon batteries to be mounted as a single broadside. There must occupy a port or starboard weapon slot. This cannot be used by ships of less then cruiser class. All other costs for the plasma cannons must be paid in addition to the cost of this component.
Promenade : Power 1; Space 3 ; SP 1 : While ships may function as space-going cities, most do not have a dedicated spaces to foster this function, instead compartmentalising the crew and limiting commerce to barter and black market. A promenade compartment functions as a ship-board 'Main Street,' providing formal gathering spaces for crew commerse and interaction. Here privileged crewmembers can supplement their issued rations and gear and interact with others from all over the ship.
One Gelt for the Master..: With some portion of shipboard trade inevitably ending up in the hands of the Rogue Trader, ships equipped with this component provide +50 achievement points to Commercial and Criminal Endeavors.
Did You Hear?: Wagging tongues spreading rumors from all over the ship can be good or ill. The effects of any morale loss or gain are increased by 1.
Mechanicus Shrine : Power 1; Space 1 ; SP 1 : This ship incorporates a large shrine to the Omnissiah, manned by devoted tech-adepts who provide invaluable aid in soothing whatever hurts the vessel may suffer.
Servants of the Machine God: Any Tech-Use Skill Test to make Emergency Repairs or Long-Term Repairs to this ship gains +10.
Given the importance of those checks (especially in combat) I think this balances well with the mechanically-similar Librarium Vault.
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Teleskopein Shrine : Your vessel is equipped with a vast and arcane Mechanicus device for the scanning and magnification of light in the electromagnetic spectrum: an ancient and hugely powerful telescope. This enables you to locate nearby stars and star systems more efficiently, and also to map your progress through unknown space more accurately.
Star-scryer: When working towards an Exploration objective, the players earn an additional 100 Achievement Points towards completing that objective.
Appropriate Hull type: All Ships; Power: 2 ; Space: 1 ; SP:1
Ironclad : Your vessel has either been carved from the heart of a single vast nickel-iron asteroid, or treated so that its internal skeleton is a solid core of layers of bonded steel, indivisible and incredibly resilient. Your ship is far tougher than most of its class, as it differs from the standard design: rather than being a latticework of struts holding together a thin outer skin, the ship is a solid lump of iron and steel with chambers cut inside it. The external walls are metres thick, rather than inches thick, and the craft can shrug off attacks that would cripple a normal ship. Ironclad vessels were once common in the Imperium, and indeed many ancient surviving hulks are of this type, as they can withstand warp exposure, radiation, the cold of deep space or even a journey to the heart of a star. Few are made in this way in these feeble times, as the techniques have largely been lost outside Mars. Nigh indestructible, but masses far more than a normal ship of its class, which has a serious impact upon handling, and also has much less internal space than normal.
Heart of Steel: Increase the vessel’s Armour by 5.
Steers like the asteroid she was carved from: Decrease the vessel’s Manoeuvrability by -10.
Mind your head…: The solid construction of the ship reduces the internal space available for other components. This is reflected in the high “Space” score needed to operate this component.
Appropriate Hull types: Transport, Light Cruiser, Cruiser; Power: 0 ; Space: 6 ; SP: 2
Fortified Rallypoints : Your vessel’s corridors and passageways have been designed from an early stage to be easily defensible. Bulkheads double as cover for heavy weapons teams. Centrally operated weapons-lockers spring open when battlestations are declared. Airlocks pump deadly nerve gas into sealed sections of the ship that have been captured by the enemy. The bridge is ringed with gunports and murder-holes, keeping the senior command crew safe during the most desperate hand to hand fighting.
Murderous fire: The ship gains a +10 to all Command Tests when defending against boarding actions and Hit and Run actions.
Appropriate Hull Types: All Ships ; Power: 1 (all types) ; Space: 1 (2 in light cruisers and cruisers) ; SP: 1 (all types)
EditDirected by
James Dearden |
Writing Credits (in alphabetical order)
James Dearden | .. | (writer) |
Nick Leeson | .. | (autobiography) |
Edward Whitley | .. | (book) |
Cast (in credits order) complete, awaiting verification
Ewan McGregor | .. | Nick Leeson | |
Anna Friel | .. | Lisa Leeson | |
Yves Beneyton | .. | Pierre Beaumarchais | |
Betsy Brantley | .. | Brenda Granger | |
Caroline Langrishe | .. | Ash Lewis | |
Nigel Lindsay | .. | Ron Baker | |
Tim McInnerny | .. | Tony Hawes | |
Irene Ng | .. | Bonnie Lee | |
Lee Ross | .. | Danny Argyropoulos | |
Simon Shepherd | .. | Peter Norris | |
John Standing | .. | Peter Baring | |
Pip Torrens | .. | Simon Jones | |
Tom Wu | .. | George Seow | |
Daniel York | .. | Henry Tan | |
Rest of cast listed alphabetically: | |||
Danny Argyropoulos | .. | Trader #1 | |
Guy Boardman | .. | Trader #4 | |
Cecil Chang | .. | Old Custodian | |
Gerald Chew | .. | Doctor | |
Joanna David | .. | Mrs. Peter Baring | |
Alexis Denisof | .. | Fernando Gueller | |
Sharon Duce | .. | Patsy Sims | |
David Fahm | .. | Boyfriend in Pub | |
Michael Garner | .. | Alec Sims | |
Mark Heenehan | .. | CNN Reporter | |
Ivan Heng | .. | Singapore Bartender | |
Gaurav Kripalani | .. | Aloysius | |
Michelle Lee | .. | Susi (as Sarah Liew) | |
Peter Sakon Lee | .. | Trader #2 | |
Rob Lemming | .. | Trader #3 (as Rob 'Ches' Lemming) | |
Jennifer Lim | .. | Kim Wong | |
Karen Lim | .. | Singapore Letting Agent | |
Kay Siu Lim | .. | Policeman (as Lim Kay Siu) | |
Lorna Pegler | .. | Girlfriend in Pub | |
Peter Quince | .. | Nick's Father | |
Cristian Solimeno | .. | Steve (as Christian Solimeno) | |
Douglas Stark | .. | Vicar | |
Selena Tan | .. | Wei Wei (as Selina Tan) | |
Richard Wood | .. | German Policeman | |
Marina Batchelor | .. | Shopper (uncredited) | |
Ian Boo Khoo | .. | Trader (uncredited) | |
Genevieve Lee | .. | Jenn (uncredited) | |
Tim Packham | .. | Barings Bank dinner guest (uncredited) | |
Moses Rockman | .. | Swiss Bank Trader (uncredited) | |
Chris R. Wright | .. | Passenger (uncredited) |
Produced by
Christopher Ball | .. | executive producer |
Claire Chapman | .. | executive producer |
Pippa Cross | .. | executive producer |
Janette Day | .. | producer |
James Dearden | .. | producer |
John Florescu | .. | executive producer |
David Frost | .. | executive producer |
Paul Raphael | .. | producer |
William Tyrer | .. | executive producer |
Alan J. Wands | .. | line producer |
Music by
Richard Hartley |
Cinematography by
Jean-François Robin |
Film Editing by
Catherine Creed |
Casting By
Celestia Fox |
Production Design by
Alan Macdonald | .. | (as Alan MacDonald) |
Art Direction by
Paul Ghirardani |
Christina Moore |
Costume Design by
Rachael Fleming |
Makeup Department
Noor Hawa | .. | makeup assistant |
Alex King | .. | makeup assistant |
Jacquetta Levon | .. | hair designer / makeup designer |
Donald McInnes | .. | additional makeup artist / hair stylist |
Production Management
Magen Appathurai | .. | production manager |
Second Unit Director or Assistant Director
Cindy Heng | .. | third assistant director |
Max Keene | .. | first assistant director |
Danny McGrath | .. | third assistant director |
Mahathir Tahir | .. | third assistant director |
Jon Williams | .. | second assistant director |
Art Department
George Ball | .. | property master |
Nancy Bridgewater | .. | art department runner |
Stan Cook | .. | prop storeman |
Hugh Fottrell | .. | dressing props |
Bobby Gee | .. | stand-by painter |
Philippa Hart | .. | production buyer |
Guy Hunt | .. | stand-by construction |
Colin Hutton | .. | carpenter |
Piero Jamieson | .. | stand-by props |
Su Johari | .. | props assistant |
Clifford Lay | .. | carpenter |
Toby Longin | .. | carpenter |
Mark McNeil | .. | dressing props |
Nick Milner | .. | stand-by props |
Eddie Murphy | .. | carpenter |
Harriet Orman | .. | assistant buyer |
Martin Payne | .. | carpenter |
Simon Phang | .. | art director's assistant |
Brian Pickett | .. | stand-by rigger |
Antoine Robin | .. | construction chargehand |
Danny Rogers | .. | graphic designer/sign designer |
John Rushbrook | .. | carpenter |
Lee Sandales | .. | art department assistant |
Thomasina Smith | .. | scenic artist / storyboard artist |
Tom Wales | .. | stand-by art director |
Sound Department
Julie Ankerson | .. | foley artist |
Kevin Brazier | .. | digital sound editor |
Richard Dunford | .. | adr editor (as Rick Dunford) |
John Fewell | .. | foley artist |
Jim Greenhorn | .. | sound mixer |
Stephen Griffiths | .. | digital sound editor |
Dave Humphries | .. | dubbing mixer (as David Humphries) |
Steve Mayer | .. | boom operator |
Alan Sallabank | .. | dubbing mixer |
Kallis Shamaris | .. | adr editor |
Trevor Swanscott | .. | foley mixer |
Robert Thompson | .. | assistant dubbing mixer |
Visual Effects by
Rob Dickinson | .. | visual effects |
Stunts
Mark Anthony Newman | .. | stunt coordinator |
Camera and Electrical Department
Mike Alcock | .. | electrician |
Azhar Alif | .. | grip: Malaysia |
Bill Astin | .. | electrician |
Paul Chedlow | .. | still photographer |
Kevin Edland | .. | best boy |
Kurt Elwell | .. | electrician |
Simon Finney | .. | focus puller |
John Higgins | .. | gaffer |
Iain Johnstone | .. | grip |
Wong Chun Leong | .. | clapper loader: Malaysia |
David McDowall | .. | camera trainee |
Dan McMullan | .. | electrician |
Zac Nicholson | .. | clapper loader |
Mutal Selvam | .. | grip: Malaysia |
Amarjit 'Boy' Singh | .. | key grip: Malaysia |
Jamie Summers | .. | second unit |
Roger Tooley | .. | steadicam operator |
Tony Wilcock | .. | gaffer: additional photography |
Peter Yap | .. | generator operator: Singapore |
Casting Department
Gaurav Kripalani | .. | local casting: Singapore |
Christina Thomas | .. | casting assistant: Malaysia |
Costume and Wardrobe Department
Karen Beale | .. | costume assistant |
Steven Noble | .. | co-costume designer / wardrobe supervisor (as Stephen Noble) |
Kate Towns | .. | costume assistant |
Editorial Department
Martin Corbett | .. | first assistant editor |
Sophie Lane Fox | .. | post-production assistant |
Jo Harland | .. | assistant editor |
Christian Wheeler | .. | assistant editor |
Sylvia Wheeler | .. | negative cutter |
Location Management
Ramesh Appathurai | .. | location manager: Malaysia |
Bill Darby | .. | location manager |
Joe Gibson | .. | location assistant |
Jonathan Hook | .. | location assistant |
Jay Jay Hooke | .. | location assistant |
Joseph Jay | .. | assistant location manager |
Joseph Jayawardena | .. | assistant location manager |
Sarah MacKenna | .. | location assistant: Singapore |
Ramesh Raj | .. | location assistant: Malaysia |
Music Department
Phil Chapman | .. | music mixer |
Iain Jones | .. | music supervisor |
Transportation Department
Firdaus Francis | .. | transportation captain: Malaysia |
Jon Maskell | .. | transportation co-captain |
Other crew
Peter Bramwell | .. | floor runner |
Jas Brown | .. | catering assistant |
Paul Cadiou | .. | production accountant |
Ira Carissa | .. | production assistant: Malaysia |
Jasmine Charley | .. | production coordinator: Singapore |
Rhiannon Cousins | .. | utility runner |
Laura Evans | .. | assistant to producer |
Harry C. Garces | .. | craft service: Malaysia |
Joe Geary | .. | floor runner |
Ariff Hamzah | .. | production coordinator: Malaysia |
Emma James | .. | production coordinator |
Jemma Kearney | .. | assistant: James Dearden |
Lisa-Kim Ling Kuan | .. | assistant accountant |
Adam Lock | .. | utility runner |
Peter Orange | .. | production runner |
Roger Phillips | .. | title designer |
Julie Robinson | .. | script supervisor |
Bill Shephard | .. | head of production |
Amie Stamp | .. | production assistant |
Ed Stoppard | .. | production runner |
Allison Thumboo | .. | craft service: Singapore |