Void Master oddities

By Kordos, in Rogue Trader

So a void master is a master of running a space vessel yet they are gimped on intelligence and tech use

Intelligence is their most expensive stat to upgrade (intel is used for logic and navigation and tech use)

And they don't get tech use until lvl 2 (unless you pick it up somewhere in your origin path)

Emperor protect your ship if ever a lvl 1 void master has to raise the void shields or turn on the sensors

Except that there are dozens of crew that can do that for you, and why would you need Tech-Use just to flip the switch? You only need to roll if you think it'd actually be possible for them to screw it up.

Also, it's the Explorator's job to fix the ship and stuff, not the Void-Master's. And have you seen some of the bionics, equipment, etc? They can still do well on Tech-Use tests without a high Int.

MILLANDSON said:

Except that there are dozens of crew that can do that for you, and why would you need Tech-Use just to flip the switch? You only need to roll if you think it'd actually be possible for them to screw it up.

Also, it's the Explorator's job to fix the ship and stuff, not the Void-Master's. And have you seen some of the bionics, equipment, etc? They can still do well on Tech-Use tests without a high Int.

fair enough, I still find it a bit odd for someone to have risen through the ranks to become a void master and not pick up tech use on the way

Kordos said:

So a void master is a master of running a space vessel yet they are gimped on intelligence and tech use

Intelligence is their most expensive stat to upgrade (intel is used for logic and navigation and tech use)

And they don't get tech use until lvl 2 (unless you pick it up somewhere in your origin path)

Emperor protect your ship if ever a lvl 1 void master has to raise the void shields or turn on the sensors

I don't see the problem. VMs advance ballistic skill and agility cheaply, which makes them good at shooting the guns and piloting small craft and maneuver actions. They advance perception at medium cost, which is important for using the augers. Scrutiny and piloting are both available at level 1. Of the four re-roll ability options the VM has, they're good at three of them and okay at the last. You're right that they don't do tech-use or logic well, but who cares? They can shoot, they can lock-on, they can fly the ship or lead hit & run attacks. You want a mechanic, you call the explorator. These guys are drivers and gunners, not fix-it artists.

The Logic skill isn't really needed by Voidmasters at all. It's really only seen among scholars, detectives, and engineer types in the WH40k universe.

Kordos said:

fair enough, I still find it a bit odd for someone to have risen through the ranks to become a void master and not pick up tech use on the way

Well, the Void Master is basically just a snazzy title for "Ships Pilot". What he does is pullin the levers and punching some buttons to make the ship move in a desired manner.

Consider a real world pilot. They know how to fly a plane, and the might know how the plane works on principle, but you don't have to be an airplane mechanic in order to be considered a competent pilot. So while they can fly the plane with no problem, most of them couldn't tamper with it's workings or even fix it in case the plane ever breaks down.

The same thing goes for the Void Master. He can navigate the ship through the void and execute special manoeuvres with it from the ships controls, but normally he couldn't even begin to understand how to fix it if it breaks down or tamper with it's inner workings. That's a job for a tech adept after all...

I kind of have a hard time believing that anyone that has spent years on a ship does not have tech use at least as a basic (if untrained) skill. A hiver gets tech use as basic after all, and I see a ship as more technological than a mere city (even a large city).

Nothing wrong with giving that ability as a house rule. I don't think it overbalances much....

Godwinne Van Meer said:

I kind of have a hard time believing that anyone that has spent years on a ship does not have tech use at least as a basic (if untrained) skill. A hiver gets tech use as basic after all, and I see a ship as more technological than a mere city (even a large city).

Nothing wrong with giving that ability as a house rule. I don't think it overbalances much....

Do note that most Void Masters are probably going to be either Void Born or from Forge Worlds or Hive Worlds (Void Born due to the logical sense it makes, Forge World due to the close ties of starships and the AdMech, and Hive Worlds due to being the most populated and inhabited worlds of the Imperium).

This means that most Void Masters will possess some form of rudimentary understanding of technology or other related esoteric knowledge to the workings of a starship. If not being full blown mechanics with Tech-Use as a trained skill (which they shouldn't be from the start anyway).

Also, there's always the "Press-Ganged" aspect of the Origin Path. Pick a skil, any skill and the PC will get it from the start (so pick Tech-use!) gui%C3%B1o.gif