Improving Navigation Warp outside of skills

By Leximoor, in Rogue Trader Rules Questions

Hello

I'm part of a Rogue trader group that has begun after a long while made its first warp travel. Which despite being a bit crazy was quite fun and oddly successful, I like to ask though is this. Outside of skills and talents. What items, tools within all the major rulebooks can improve with Navigation Warp and Psyinsicence skills. Since during the Warp Travel Stages the GM ruled that I couldn't use Foresight during any of the Navigation Warp tests for related stages or Warp travel encounters.

We have a ship with limited space (only 2 Remaining)

Any help would be greatly appreciated since I'm looking to go for an Alternate Career option which might limited some +20 to skills

There's the Warpsbane Hull (Gellar Field), Eldar Runestone Chamber, Warp Sextant, certain warp engines and gellar field variants affect Warp navigation/hazards as well, but not always for the better ... I think that's basically it for ship components.

As for items, there are Warp Charts, I think there are some forms of hereteknology such as the Prognosticator.

Traveling the Warp is risky, and improving one's ability to do so is difficult.

Skill Mastery is +20, Talented (Navigation(Warp)) would add another +10, Stat increases ...

I think there are also rituals that would apply, likely in the Navis Primer, there might be some items or item templates that could be used to gain a bonus.

Ah fair enough. I guess the only other thing to think about is well, how would I as a player using an outcast Navigator make from scratch a Navigator house or at least start the foundation work? Since I do want to make a house for our group's game. Any ideas on how I should approach that problem? At the moment I have basic Navigator crew acting as servants for my character, with the group having one Meritech Class Raider.

To create a Navigator House and have it be legitimized as such you would need to head to Terra and present your case to the Paternova, the Head of the Navis Nobilite. They would then exhaustively test your bloodline and genetic viability and over the course of a century or so you could begin the process of becoming a Nomadic House, as you would not own a Terran Estate (unless you do own one, but then why are you trying to become a House when you already are one).
Within a few centuries your descendants will have earned the right to bear the House name and begin making marriage and breeding contracts with other Navis Houses.

Edited by SCKoNi

To create a Navigator House and have it be legitimized as such you would need to head to Terra and present your case to the Paternova, the Head of the Navis Nobilite. They would then exhaustively test your bloodline and genetic viability and over the course of a century or so you could begin the process of becoming a Nomadic House, as you would not own a Terran Estate (unless you do own one, but then why are you trying to become a House when you already are one).

Within a few centuries your descendants will have earned the right to bear the House name and begin making marriage and breeding contracts with other Navis Houses.

Well I'm an outcast from my Former house, How would creating a Renegade one work? Because our group is making a Criminal Organisation not a rogue trader dynasty, since we have mostly Cyborgs, Mutants and Xenos as characters ^^

I would see getting trust and prestige over other Renegade houses within the Koronus Expanse but I'm not sure other than that since the Navis Nobilite don't accept the renegade house type. Any ideas?

A Renegade House you say? Well there isn't a system to going about doing that precisely, though the same needs that a more conventional House has are going to come into play.

This means contacts with heretical or radical Genetors that will manage your bloodline, breeding contracts with other Houses, be they loyal or otherwise, or a similar workaround such as with the aforementioned Genetors i.e. cloning facilities, artificial pregnancies, etc or simply straight incest.

From there you will need to forge a reputation of service with the denizens of the Expanse, that means Warp Charts, contacts with other shadowy organizations like Reaver Bands or Chaos Marauders, and protecting your interests and your precious Navigators themselves from rival Houses. Maybe make an example or two of those that would challenge your position, mutilate the Novator of a rival House and string him by his entrails at Footfall with his Eye gouged out, or something similar.

Edited by SCKoNi

A Renegade House you say? Well there isn't a system to going about doing that precisely, though the same needs that a more conventional House has are going to come into play.

This means contacts with heretical or radical Genetors that will manage your bloodline, breeding contracts with other Houses, be they loyal or otherwise, or a similar workaround such as with the aforementioned Genetors i.e. cloning facilities, artificial pregnancies, etc or simply straight incest.

From there you will need to forge a reputation of service with the denizens of the Expanse, that means Warp Charts, contacts with other shadowy organizations like Reaver Bands or Chaos Marauders, and protecting your interests and your precious Navigators themselves from rival Houses. Maybe make an example or two of those that would challenge your position, mutilate the Novator of a rival House and string him by his entrails at Footfall with his Eye gouged out, or something similar.

Wow, These are all very interesting and doable ideas within our group, despite the fact we started with like 5 profit factor less than a year ago. But yes I'm sure If I talk to the GM with these ideas I think we can get this idea rolling. Thanks :)

Which considering our Group has a Tau with 2 battlesuits, an Ork Kaptain, a Creepy Tech Priestess and a Drunk and crazy Void Master we are known to doing very silly things.

Another starting block would be to look for other "outcast" navigators to bring into your "house". through roleplaying.

Question: I'm not fully familiar with all the additional rules of RT but Deathwatch has additional rules in First Founding (IIRC) that allows one to spend experience to gain followers. Is there such a ruleset in RT?

IN DW, the character can "build" these NPCs from a set of criteria and choose a number of skills, talents, and traits based upon the level of follower bought (500xp has 5 talents, 1000xp has 7 talents, 1500xp has 11 talents). So, you could purchase the navigator talent and navigator powers on a limited basis. For an additional 500xp your follower can be made into a horde with the number of followers and horde magnitude being equal to the wounds of the original member. Navigators don't typically act as a horde, but you could use it to represent having a number of followers. Black Crusade has similar rules for "minions of chaos".