Questions about Starships

By MisAnThropic2, in Rogue Trader

1. As Im not English speaking from birth i lose some Words in translation once in a while.
Dorsal is that on top of the ship or pointing backwards where the plasma drives are?

2. How do you know how many armed "Soldiers" you have onboard? is there a % or how does that work?

Probably have more questions but thats for now :)
Thank you all for helping out.

3. How many transports or fighter Crafts are within the starship for the RT and his crew to use?

1. Dorsal refers to the back or "spine" of the ship. If you were to lie face-down, imagine your head is the prow (front) of the ship, your spine (back) would be the dorsal side.

2. I know there is a percentage of your standard crew that are trained to fight off invaders, but they aren't really "soldiers" like the imperial guard or mercenaries. You can add a barracks module for (I believe) regiment-sized number of mercenaries or imperial guard.

I do not remember what percentage of your crew are combatants at the moment.

3. If you want fighters and/or any number of transports, you will need to put in a hanger. You might be able to get away with using cargo space for a really small number of craft, but to have anything that can perform operations successfully (besides moving from point a to point b) you will need a hanger.

Edited by Xraysteve

Armsman are listed somewhere (Though I can't find where at the moment) as approximately 10% of the crew. Armsmen are more akin to cops than soldiers though. Their typical gear would include a flak vest/coat, A shotgun or stub automatic pistol and a melee weapon (Typically a club or sword). Obviously, light troops like this wouldn't fair very well against actual guard type troops. I have some houserules in my dropbox about this if anyone's interested.

In Battlefleet Koronus, it is noted that a voidship can carry roughly 1 massive sized small craft per 5 points of hull integrity. cargo bays add 4 more and launch bays have specified capacities depending on type.

Both 2 & 3 are fairly commonly house ruled.

In my case, for example, I specified that 1% are "Armsmen" whose primary duty is ship security. The other 9% are voidsmen who can be mustered for personal combat and be trusted to carry weaponry. This is in part because having 1 police officer per 9 people seems a little excessive and wasteful, even for 40k, and in part because my Arch-Militant keeps upgrading them.

To be specific, it says voidships carry 1 "lighter" per 5 points of integrity, with ships with particular components (cargo holds, lighter bays, barracks etc.) having additional ones. It does not, however, specify kind or size of lighter. I ruled it to mean "cargo hauler" of guncutter or barge size, then split it down for smaller ships accordingly (Aquaila = 1/2, arvis = 1/4). Note this 'size equivalency' is based not just on how large the vehicle itself it, but how much equipment/space/material is needed to keep it operating effectively. So far this has worked fairly good for my game - enough space to carry what they need, small enough to force decisions of what to carry.

(Edit addition):

Also worth noting, I've house ruled the standard ship to be a to be a bit bigger:

The Baum class cargo lighter, like it's smaller cousin the Arvus Lighter, is essentially a cargo container with thrusters. They have the distinction of having the largest cargo bay available to any landing craft on the Albion, while still not taking up significantly more room than the Volans or the Raptor, largely due to their distinct lack of any kind of wing structure, along side an interior fuel and maintenance design that allows them to be packed close together.

The Baum's cargo bay is accessed by a full width drop ramp located on the back under the thruster array. The cargo bay itself is 18 by 10 by 4 meters, allowing for the transport four standard cargo containers (12x2.5x3), four Leman Russ MBTs or over a hundred men (standing). It's combination of suspensor systems and powerful down-thrusters allow for a transport weight of just over 300 tons. The lighter is operated by a crew of four (Pilot, Co-pilot, Engineseer and Haruspex) who access the cockpit via ladder in the front section of the cargo bay, a design which often requires the crew to enter prior to loading, and exit after unloading.

Edited by Quicksilver

1. Dorsal = top (Ventral = bottom).

2. A couple of the books have vague numbers. I've heard people run 1-10%. I go with 5% myself, and that's considerably higher than the terrestrial numbers of police or military police. Like others, I start them off as very light infantry, though players always work on making that number higher. Note that I make a difference between armsmen, household guard, and companions, which are all statted out in various sources.

3. 1 auxiliary craft per 5 hull space (not integrity, Rad), +4 auxiliary craft per cargo component, and I always figure in included components (cargo holds, torpedo bays, etc.) to come up with that "space" number (e.g. a Conquest Galleon would have an additional 8 spaces, for a total of 64 spaces, because of its 2 included main cargo holds, plus be able to hold an additional 8 craft for having 2 cargo components, for a grand total of 20 auxiliary craft).

And like Quick, I made up a different lighter than the Arvus or Halo. Both are insufficient to meet the demands of a ship over a mile long and with tens of thousands of crew members.

Auxiliary Craft would be what? small sized transports?

Fighter Crafts must be bought?

On behalf of the guardsmen, I Think ill run with 1% security crew, 5% armed fighters.
thanks for all your input - Appreciated!

5. What would you assume a starships weaponry does in damage on a person? Say that the RT teleports to his ship and blasts a city block with macrobatteries... dmg x 10 on an individual? so Fate Points is the kinda only way to survive? What would you say?

Well, on a personal scale, I think ship weapons get to write people off as dead; big guns are why the planets have void shield arrays, subterranean Proteus-class command bunkers, and of course their own big gun emplacements, to shoo ships away. If you were out on the street, and witness to an orbital bombardment, so long. It's a max strength, max pen, big blast template in the TT, and I think RT would only make it worse. Burning Fate might not even get you through, as the initial blast isn't the only thing you need to survive. BFK, p.133 covers it. It doesn't seem as bad as I thought, but if you don't have 30 wounds, or something, you are probably toast, annd lance blasts are even moreso.

pg 72 of battle fleet koronus it is listed as 5-10 armsmen per 100 crew.

It's stated clearly in the core rulebook that nothing armed on even a vehicle scale can effectively hurt a star ship barring special circumstances (groups of fighters with specific weaponry), and that no one on a personal scale can survive a star ship weapon blast.

If you get shot with a macrocannon, you're dead, full stop. Fate point lost at best.

5. What would you assume a starships weaponry does in damage on a person? Say that the RT teleports to his ship and blasts a city block with macrobatteries... dmg x 10 on an individual? so Fate Points is the kinda only way to survive? What would you say?

BFK mentions that a macrocannon shell destroys everything in ... about 4 square miles (that a circle with a radius a little over a kilometer).

As far as I can tell, your turret rating covers multiple emplaced lascannons - still not powerful enough to hurt the void ship, but powerful enough to shoot down torpedoes and bombers.

Certainly, the Starfury Fighter in Into the Storm mounts multiple lascannons, and we know they cannot harm a void ship.

That seems like 'straight to fatepoints' to me.

6. Teleportarium
- Does this technology use the Immaterium to work?
- How accurate are they, can you for example teleport straight into the bunker where your "target" is hiding, grab him and teleport out? Or is it mor in the vincinity so you still have to fight your way through?
- How many can use it at the same time?

Edited by Misanthropic

*grab him and teleport out

IMO, teleportariums, being archaeotech, are both amazing, and unreliable. While the books don't like to come right out and give crunched rules for them, they advise using them sparingly, and expecting some shenanigans, especially if you try to overuse them. I'd say you might be able to port in, but if you don't know exactly where to go, and exactly what the inside looks like, you might end up a bit off course, in an effort to not have a fatal mishap, and I believe void shields and such can block them, otherwise every ship with a TParium would just blink a squad into a critical location of an enemy ship, wait a few moments, and do so again, until their boarding teams won the day. They certainly aren't useless, but they certainly aren't Star Trek quality/reliability, either, and even your cheif enginseer will probably quietly mutter that he doesn't have a clue about how the rare tech piece works.

Unrelated aside quandary, but it is a ship question, weakly. How many of the ships in this set of books are "FFG made this up", compared to official stuff? I ask because, while I know it could be hard to find, especially now that GW has discontinued most of its extra stuff (wish FW could've picked them up, just for the interested fans, but oh well), I was wondering if any of the official Battlefleet Gothic miniatures might be close to the Tyrant cruiser? If I am making Aedan as a miniature custom, it might be cool, if silly, to be able to set him next to a mini of his ship, the Exalted Wyrm , which happens to be a Tyrant, but I don't know if that was ever something that got made for BFG, or if something close, but maybe called something else, got made. It could easily be one of many "extra" ships FFG threw in, to grant diversity to their game, but I was wondering if anyone more familiar with BFG might be able to tell me? Thanks.

Tyrant cruiser was in BFG - It's buildable from the standard cruiser kit.

Teleportariums are messy and inconsistent. There is also a side-bar on using them in the book, but I'm not particularly happy with it. This is what I use instead:

The Teleportarium is one of the most common archeotech devices in use by the Imperium of Man, yet still one of the most arcane. The huge machine, constructed out of banks of congnators, auspexies, charge capacitors and other more mysterious components is connected directly to the ships primary warp generator. When activated, they channel warp energy out of the translation system and shunt personnel on the transport pads through the warp and into existence somewhere else within ten VU. Teleportariums are also capable to transporting people back from locations to its transport pads, though this is an even less well understood system, although a few Magi suspect that the system tracks the warp signatures of people initially transported.

(Note: Transport pads are 2 meter diameter, three meter high cylinders, and will only transport something wholly contained within them.)

Primary Function

Shipboard teleportariums are designed for hit and run combats; and work most efficiently in this function. Skilled and strong minded individuals arranged themselves on the teleportarium's fifty to two hundred transport pads and wait for the machine to power up. Each pad cluster is transported to a different, random section of the targeted enemy vessel. The targeted position is, however, always a habitable location. The teams then have approximately twenty minutes to do as much damage as possible before they are shunted back through the warp to the transport pad they departed from. This return function is fully automated, and the used transport pad is locked out until the teleported person returns. Surviving personnel are then checked for corruption by the assigned team before returning to general population.

This use is just for Hit & Run attacks, takes no additional checks.

Targeted Teleportation

Many, but not all, teleportariums have the ability to perform a targeted teleportation as well as a massed hit & run teleportation. Performing a targeted teleportation generally requires shutting down all but one of the transport pad clusters, and diverting all of the arcane system's cognator and auspex function to the single transport. The Teleporarium's Priest then makes the necessary calculations and activates the machine. The teleported individuals then appear somewhere in the vicinity of the target location, but (almost) always in a safe and habitable location.

This use requires a hard tech-use check at the moment of activation to target the transport. Everyone on the transport pads appear in the exact same relative orientation 5d10x10 meters away from the targeted point in a random direction. Every degree of success reduces the deviation by 5 meters. Every degree of failure increases the deviation by 5 meters.

If the resulting location is not suitable, or the technician archives 5 or more degrees of failure, the transported personnel do not depart the pad. Roll once on the Warp Phenomena table. The teleportarium may not be used again until a Hard Tech-Use roll is made, taking 5 minutes (+/- one minute per degree of success/failure.

Edited by Quicksilver

How many do you rule fit in the teleportarium? for both hit and runs & targeted teleportation?

7. When firing say 3 different weapons on the ship. 2 Macrocannons and 1 Lance for example. Does only one persone shoot all with his BS or do you have to assign a gunner for each?

depends on how the GM wants to call it. I alway say 1 person directing things from the bridge unless you're picking different targets with them...

I use about a hundred for Hit & Run, and 5 to 12 for targeted, depending on the Teleportarium. (Based primarily on what you see happen with Space Marines teleporting)

7. I've ruled it each PC gets to use their stats for 1 roll per turn in Ship Combat.

Well I let people shoot multiple weapons of the same kind as long as they're at the same target. I've varied the reasoning, sometimes they have an MUI, other times it's a special bridge, sometimes I make them roll int or agi to manage it. But the point is, that there's no reason that multiple weapons can't have the same target directed by the same person IMO

With Teleportariums, I tend to listen to what the players wants and then modify it, since they always want it to work better than I want it to work.

Still, I let them use and abuse it. There's a module out there that suggests teleporting a ship component, I forget which (I think it's the second of the Warpstrom Trilogy off-hand).

I keep boarding parties to the size that a Shark could carry. I let them teleport a Chimera-size vehicle to a planet's surface.

With Teleportariums, I tend to listen to what the players wants and then modify it, since they always want it to work better than I want it to work.

Still, I let them use and abuse it. There's a module out there that suggests teleporting a ship component, I forget which (I think it's the second of the Warpstrom Trilogy off-hand).

I keep boarding parties to the size that a Shark could carry. I let them teleport a Chimera-size vehicle to a planet's surface.

It is the second part of Warpstorm ... when the party is in Vall's treasure vaults. They're comprised of "standard cargo container modules" that were modified or something along those lines. One of the other alternatives for stealing them is to swipe some of his Valkyrie Skytalons and use them to carry containers - which is where FFG gave us the only Valkyrie/variant stats.

Teleportariums are tricky to adjudicate. I tend to go with running four values - speed, accuracy of delivery, size of transfer, and range of transfer. You want a big shipment and accurate delivery, it's going to take a lot longer to set up than if you didn't care as much about precision or were transferring just a few people over the same distance, or you can sacrifice range to recover some speed.

When it's just a small party of PCs (Star Trek away team-effect), you can get pretty fast and pretty accurate, though you're unlikely to get exactly what you want.

This means that going for another ship means you're going to be a lot more limited in how much you can send than if you're sending down to a planet from orbit.

However, if the receiver/target has a teleportarium, and you're willing to land there, it's made a lot easier as well.

teleport homers. that is all.

Yeah for teleportarium, I generally say they can't easily ship things that aren't people or attached to people as it were. A person and their equipment and if there's enough dudes, some extra stuff. Not vehicles. Not cargo by itself. These are teleportariums, not webway gates. They can send significantly more stuff if a teleport homer is placed and an area significantly cleared out and mapped by specilized servitors.