New Rogue Trader Designer Diary: Building a Rogue Trader Starship

By FFG Ross Watson, in Rogue Trader

Cervantes3773 said:

In the meantime, feel free to ask questions of someone who got one of the last two copies at GenCon. gran_risa.gif

my envy of you would be lethal if I didn't have a collectors edition coming.

in the meantime two questions.

First, you can spend/gain ship points by getting a better/worse crew, but what effect does your crews skills have? I know it effects their stats, but when and how do these come into play?

Second, if hull is like wounds, how is healing hull handled?

Crew skill has a corresponding attribute (competent is 30), which is starting point for any ship-based roll that you have your CREW perform. If one of the Explorers performs the task, they would use their attribute.

If memory serves, you regain hull points through repairing the ship. Not necessarily easy or quick to do... so guard yourself.

Little question: what are the hulls available for light cruisers and cruisers?

From the preview, it seems that each "class" (transport, raider...) of vessel has two available hulls in the rulebook, so what are the representatives of bigger ships? For light cruisers I guess Dauntless class and some Voss pattern class or new creation, for cruiser commonplace (well, if you could call three kilometers long gothic interstellar monstrosity "common") Lunar or Gothic class and for second one there is far too many possibilities.

What kind of damage value do ship weapons do?

Even just using the Starship Hulls preview, armour ranges from 12 to 19. If ship weapons do, for example, 1d10+5 damage with a Pen of 4 (Bolter anyone? :P ) then that weapon can do anywhere from 0 to 7 damage per hit to the lower armour and yet can't even damage the upper armour range.

Could you list one of the ship weapons damage and penetration values (or their equivalent), or does damage work differently with Ship Combat (fixed damage values?

Also, is there a way of improving armour or are you stuck with what your Hull gives you? And on that note, how do Shields work?

Thank you very much in advance a thousand times over!!!

TorogTarkdacil said:

Little question: what are the hulls available for light cruisers and cruisers?

From the preview, it seems that each "class" (transport, raider...) of vessel has two available hulls in the rulebook, so what are the representatives of bigger ships? For light cruisers I guess Dauntless class and some Voss pattern class or new creation, for cruiser commonplace (well, if you could call three kilometers long gothic interstellar monstrosity "common") Lunar or Gothic class and for second one there is far too many possibilities.

Light cruiser - dauntless

Cruiser - Lunar

One each.

Formorach said:

What kind of damage value do ship weapons do?

Even just using the Starship Hulls preview, armour ranges from 12 to 19. If ship weapons do, for example, 1d10+5 damage with a Pen of 4 (Bolter anyone? :P ) then that weapon can do anywhere from 0 to 7 damage per hit to the lower armour and yet can't even damage the upper armour range.

Could you list one of the ship weapons damage and penetration values (or their equivalent), or does damage work differently with Ship Combat (fixed damage values?

Also, is there a way of improving armour or are you stuck with what your Hull gives you? And on that note, how do Shields work?

Thank you very much in advance a thousand times over!!!

Most macrobatteries do d10+2 per hit, with 3 or 4 hits possible (one special macrobattery can score up to 6 hits). None of them have penetration ratings. Basically, most ships will need to be hit with a good salvo to damage them with macrobatteries. Or, you could use them to drop an enemy's void shields and just use a lance for the damage. Lances ignore armor, and do straight damage (usually d10+4, but extra hits are hard to pull off, and only the biggest lance can do them at all.)

As for improving armor, you can add armor plating to any ship. Its +1 armor and -2 Maneuverability. A Cruiser (but not light cruiser) can get +4 armor on its Prow, in addition to some nice ramming bonuses. They lose the capability to mount prow weapons of any kind yet published, though.

EDIT: oh, in case its not clear, a macrobattery that scores multiple hits only applies armor once.

RocketPropelledGrenade said:

A Cruiser (but not light cruiser) can get +4 armor on its Prow, in addition to some nice ramming bonuses. They lose the capability to mount prow weapons of any kind yet published, though.

Ah, the traditional armoured prow of the Imperial Navy... of course, that would suggest that Torpedo tubes and Nova Cannons would still be viable options for such prows (as every Imperial Navy cruiser, battlecruiser and battleship I know of, with the exception of the Emperor-class, has an armoured prow with either a Nova Cannon or a set of Torpedo tubes)

Prow torpedoes and nova cannon are not restricted by the Armored Prow upgrade. Only Macrobatteries and Lances.

I have to say this thread is making me drool with longing for the book.

Cynical Cat said:

I have to say this thread is making me drool with longing for the book.

If the ship-to-ship combat is exciting, I would recommend that you pick up Battlefleet Gothic, which heavily influences the RT ship combat rules. And when I say "heavily influenced" think BfG rules trimmed/dumbed down for an RPG. Ya rly.

Also, GW has all BfG rules/counters for free on their website and you can get a fleet pretty cheap on eBay. You'll want want to make sure you have a ruler in cm and you'll probably want to print the counters off on some thick, quality paper.

/For full disclosure, I own three BfG fleets (Dark Eldar, Necrons, Imperial Navy) and am a HUGE fan of the game.

Cervantes3773 said:

Cynical Cat said:

I have to say this thread is making me drool with longing for the book.

If the ship-to-ship combat is exciting, I would recommend that you pick up Battlefleet Gothic, which heavily influences the RT ship combat rules. And when I say "heavily influenced" think BfG rules trimmed/dumbed down for an RPG. Ya rly.

Also, GW has all BfG rules/counters for free on their website and you can get a fleet pretty cheap on eBay. You'll want want to make sure you have a ruler in cm and you'll probably want to print the counters off on some thick, quality paper.

/For full disclosure, I own three BfG fleets (Dark Eldar, Necrons, Imperial Navy) and am a HUGE fan of the game.

I picked up BFG a long time ago. I generally prefer RPing to table top so Rogue Trader type space battles are right in the sweet spot.

I think you'll be very pleased, especially as more supplements come out with additional hulls, races, and weapons.

As is, we have rules for a variety of human vessels (merchant, raider, IN) and Ork vessels.

Cervantes3773 said:

As is, we have rules for a variety of human vessels (merchant, raider, IN) and Ork vessels.

Now that sounds interesting. I can't wait for my copy of the book to come in the mail.

If you can't get a fleet on eBay then you can down load proxy counters from MJXII website ( Iron Stars.) I did this before I got my Imperial and Chaos fleets together.

Another quick question do the shield rules mirror the rules in Inqusiitor? or are they diffrent?

If memory serves, each shield ignores/cancels a hit, but is then brought down. So three hits from a macro battery would bring down your one void shield and cause two further hits.

I think. Don't quote me.

Cervantes3773 said:

If memory serves, each shield ignores/cancels a hit, but is then brought down. So three hits from a macro battery would bring down your one void shield and cause two further hits.

I think. Don't quote me.

This is exactly how it works. However, lance hits are stopped just as easily as macrobattery hits, so whichever you fire second is more likely to get through and cause damage. Batteries before lances, just like in Gothic*

*I wonder how Necron vessels will work, to incorporate their particular twist on this if Gothic remains the model.

Thanks again Cervantes 3773. Counting down the days until I get my copy, my group is driving me nuts!

RocketPropelledGrenade said:

*I wonder how Necron vessels will work, to incorporate their particular twist on this if Gothic remains the model.

Easy. You die.

What would you expect fighting the most powerful fleet one on one, ships so powerful that you can gain double their value in victory points for destroying one?

Who said anything about one on one? I'm talking about buying some extra ships, maybe bringing in a cruiser. Hell, you could potentially get Eldar allies for a threat that big--it happened in the Gothic War.

That being said, I see your point gui%C3%B1o.gif

Who said anything about one on one? I'm talking about buying some extra ships, maybe bringing in a cruiser. Hell, you could potentially get Eldar allies for a threat that big--it happened in the Gothic War.

Considering how that one Necron ship made it all the way to Mars, through the defenses of the Sol system, I'm not quite sure whether this would suffice. If the Necrons subscribe more to the Fluff than the TT side, they'll be left alone until the third tier of the game comes out, as everything else would amount to "Necrons fall, everyone dies".

Necrons in small numbers aren't that nasty. Sure I wouldn't want to be a starting RT group against a Necron cruiser. A single Dirge or Jackal would be a tough fight, but doable. The Necrons prefer to run than risk losing a ship. Also lots of hand to hand action is possible if your shield are down with the portals. A necron warrior would be a good fight for a starting RT character.

Cifer said:

Who said anything about one on one? I'm talking about buying some extra ships, maybe bringing in a cruiser. Hell, you could potentially get Eldar allies for a threat that big--it happened in the Gothic War.

Considering how that one Necron ship made it all the way to Mars, through the defenses of the Sol system, I'm not quite sure whether this would suffice. If the Necrons subscribe more to the Fluff than the TT side, they'll be left alone until the third tier of the game comes out, as everything else would amount to "Necrons fall, everyone dies".

Now now, some of us have come up with some interesting ideas for em and while tough they can be killed...

Now now, some of us have come up with some interesting ideas for em and while tough they can be killed...

Which is why I don't like the ideas. gui%C3%B1o.gif
However, this thread has some I'd agree with.

Necrons in small numbers aren't that nasty. Sure I wouldn't want to be a starting RT group against a Necron cruiser. A single Dirge or Jackal would be a tough fight, but doable. The Necrons prefer to run than risk losing a ship. Also lots of hand to hand action is possible if your shield are down with the portals. A necron warrior would be a good fight for a starting RT character.

Note that in the Tabletop, the basic Necron warriors have the stats of a Space Marine (let's not talk about initiative...). Thus, a character that wants to defeat them should be about equal to a Marine, which will be the case in T3. Further, I'd assume their Gauss weaponry to be at least equal to a Slaugth's Necrotic Sceptre (2D10+8, Pen6, instakills/disintegrates enemies when they suffer critical damage from it).

Yes, but remember starting RT folks are going to have at least bolter, plasma guns, decent armor and the like. I'm not saying the Necron Warriors will be easy to take down, but they will go down. Plus they tend to rabbit.