asteroid hulls (Gearheads help needed)

By at0milich, in Rogue Trader

Now assuming my players want ro build their very own void-fort. Now any rules for this? How to determine spaces available for construction, how about hullpoints and armor, weapon slots (station looks inconveniently like potato).

Hullpoints: I think these would go like Rocks starting hullpoints(unexcavated) * spaces of components / max. spaces = final HP (got idea from how GURPS traveler does its)

Armor: not a clue (asteroid rock is not adamantium)

Ideas/ help appreciated

./at0miclich

I would take the Ork Rok as the starting point - if they don't need it to move they could choose an considerably larger one (which would have more structure points) but would also find it difficult to get all the guns on target so you might need to work out some rules for 3 dimensions and firing arcs.

If its a perfect sphere you should be able to use weapons on the facing side but if its an irregular shape you will create blind spots where only a few weapons can target.

Give it the rule for Ork Roks and crits as well as that just reflects the redundancy of having lots of solid rock that doesn't matter.

I'm in the process of designing a custom Ork Rok somewhere between a full blown space hulk and a normal Ork Rok (about the size of a Kroot warsphere).

I haven't settled on the number of structure points yet but it is going to be very high. Something like 600 or so. The catch is it will have zero space points and for every three structure points I drop it gains one space point. That way the more that is put into it the less structurally sound it is.

Also I'm reducing the damage of all weapon batteries by one if they're in a keel slot to account for the spread they need to cover.

Bah. Ork ships don't need keel slots. The main armament (da Bigga Ram) goes on the prow and so should the rest of the dakka. "Whatsa behind da Boyz does not matta!" Paint it red and be sure to add Da Big Red Button. "It's rammin speed, Boyz!"

Edited by Errant Knight

Ah but Roks have rules specifically stating that they are less effective at ramming, don't get the full benefit of a big red button and with their maneuverability challenges even managing to board can be difficult.

I've also ruled that Roks don't really have a prow as such so they can't take ekstra smashy ramming spikes.

I suppose if they're big enough they could just take a massive amount of launch bays and just swamp everyone with fighta bombers.

Roks ram planets, and at that they are pretty effective. They only exist to get da Boyz to the planet in question. They aren't meant for space combat.

An asteroid being set up for a potential void base would need to be surveyed thoroughly. The composition could vary, especially internally. You really don't want weak spots coming as a surprise during a brutal defense of the void-rock.

I still like the idea of boarding torpedoes, and loads of boyz getting dropped on your ship, a few waves at a time. It's often a Ork's problem that they can't hit, but when the missile DOES hit, you've got a boarding action to contend with, and between durability, a plethora of Orks to spend, and the rule that Ork ships don't ever run out of torpedoes, they can really screw over your day. And while I certainly admit it is at least mostly just me quibbling, even with Ork accuracy ranged, how hard should it be to get a Rhino-sized object to hit a miles long, mile wide ship at anything resembling close range?

Someday, I want to build an Ork vessel, even if it isn't entirely fluffy, or rules-accurate, that has Orks with boarding torpedoes and small craft docks, that can launch the Ork equivalent of space bombers at ships, doing said bombing runs, while the ship pelts the enemy with wave after wave of frenzied, Ork boarders. This will also be when I finish the Crucible of Pestilence , which will be a nasty, big CSM ship, under Plague Marine colors, which will launch enhanced, best-quality virus torpedoes, and have a CSM crew, for what it might end up being worth. Need to figure out how to give that a "cancerous hull", where it becomes like living metal; immune to certain aspects of what hit it (ailments adapt), and/or slightly regenerative (cancer is almost like how some healing factors work, just out of control.) Oh well, those are future plans.

I'm in the process of designing a custom Ork Rok somewhere between a full blown space hulk and a normal Ork Rok (about the size of a Kroot warsphere).

I haven't settled on the number of structure points yet but it is going to be very high. Something like 600 or so. The catch is it will have zero space points and for every three structure points I drop it gains one space point. That way the more that is put into it the less structurally sound it is.

Also I'm reducing the damage of all weapon batteries by one if they're in a keel slot to account for the spread they need to cover.

I think I'll go along with thisit was a lot simpler than my solution. And appears that I'll have to re-read the ork rok part from BFK as well. Thanks.

./At0miclich