Universal class mass conveyor is it worth the trouble?

By Forsparda, in Rogue Trader

It hauls so much but its so slow... me and my group kinda want one to haul our junk around but arnt sure if its actually worth it opinions? if it matters were in a lunar class cruiser

Well, it's great if you're hauling junk around and have a lot of it. Terraforming equipment. Entire cities living in the void perhaps. It really depends on the kind of game you want to run.

If you want to be the equivalent of Honest Akbar's Galactic Discount Emporium then it's great, because there are deals on board that would blow your mind! Or maybe just eat it!

If you want to run a more violent, bloody game where combat is expected and you don't have any other ships then no, it's a terrible idea. It's not going to be able to effectively defend itself and if people fight to the death you will be boned.

well we just sorta took a star system full of archanotec and we want an easy way to transport it as well as several other large scale artifacts... also would anyone happen to know where there are rules for xenos ships? like eldar, ork, necron, or tau i cant seem to find them

thanks in advance

Battlefleet Koronus has the ships, as well as some entries in Edge of the Abyss, and a few others, but these are pretty much all combat vessels, be they quick raiders hoping to avoid combat, but still take your goods, or lumbering cruisers, out to crush you for sport. I don't just remember too many possible "xenos mass conveyors". Also, Necrons and Tau are, as of yet, unrepresented in official works, regarding ships. One of our esteemed colleagues, Nameless2all, has a Google drive full of Tau ships, Necron ships, and tons of other stuff. Personally, I like the Universe, in my head, but she isn't a particularly good RT ship, with her speed, her armaments, and some set in stone options; very good for what she does, but that might often be stuff you have your dynasty conduct in the background, while you adventure, philander, be philanthropic, and live up the rich life. I can see Saul having one, as he's a real merchant, compared to many other Rogue Traders, but that's about it. I wish it had two port and starboard weapon slots, due to the massiveness of its sides, and then I'd like it a bit more, but it is a transport, after all, even if it is bigger than some light cruisers.

BABBLE

If this was a more militant game, I might like the Universe as a stand-in for a military carrier. If you have ever played Imperium Galactica 2, the Universe is similar to the only ship in the armies, the Mobile Base, that can carry decent numbers of tanks; even your carrier/cruisers can only carry I think 4, and that's with less guns, because you opted for "tank transport pods". It wouldn't be so bad, but you need tanks to destroy enemy fortifications, on each planet, including any of their own tanks, and even you massive fleet might not be carrying enough to topple their weapon emplacements, tanks, and such. The MB could carry 15+ tanks, which is GREAT, but her problem is, like the UMC, she is SLOW, and her armaments are crap. You need to either escort her with a fleet, and hop she isn't blasted in 1-on-1 battle, or keep her in a fleet, but then the whole fleet is that slow, and she is still fragile, easily destroyed in space battle, and taking all those tanks with her.

I could see using a Mass Con for moving troops, probably with their tanks, artillery, supplies, and maybe even a prefabricated garrison/barracks, sort of like Star Destroyers, and the Super Star Destroyers, are known to do, but you'd have to have a dedicated reason, like conducting a Crusade, and have a military force that moves enough to not get dropped, and just fight for a decade/century. Such a ship could be ridiculously outfitted to perform this feat, but her numbers require some serious upgrades, so it'd be spendy.

For the situation, it might actually be easier to hold the system, and sell off the goods piecemeal, over time. In this way, you don't crash the market, and if you are are responsible soul, you can try and figure out what some of the archeotech DOES, before you sell it as a curio to some fool who ends up with a Halo device. Takes longer, but requires less transport bulk.

Edited by venkelos

oh were not seriously considering using the mass conveyer in combat its only to haul the junk around, we have a small fleet with 3 lunars 2 frigates and a transport of some kind, we were asking about the various races because we havent seen them in the books we have

For your fleet i would say it is worth it. This thing about the Mass transport is it's sheer size, it is the biggest ship the players can have ( next biggest are the grand cruisers and they are only a little bigger than half this things size.) Plus with 94 free space and 4 main cargo bays you can fit a lot of stuff into it. One the best ways I have found to use it is as a mobile base for the rest of the fleet. Throw on some space dock piers ( you can't have broadsides anyway) salvage systems, mine layer bays, cloud mining facilities, manufactorums, medicae deck, small craft repair deck, asteroid mining, arborium and a ships stores. That is only 42 space taken up so far. that leaves you with another 52 space for essentials, and probably a few extra power generators to be honest. This gives you the ability to refit, repair and replenish any other ship you may have, while hauling vast amounts of cargo to boot.

As for weapons see if your GM will let you use cruiser size launch bays, you won't be turning enough to position the ship better, so let the little ones do it for you ( plus you can replenish losses a lot better) As well as remember that you can't increase speed, but you can never have a base speed lower than 1, so don't be afraid to load up on extra Armour.

I used 1 as bait to hunt pirets. Armed with 3 disruption Macrocannons and over 150000 exrta crew i have caped and maned Cruisers with this beast.

To a cunning captain its great for any play style.

Edited by HiveFleetStorm

After finding either an appropriate mining resource, or pseudo trade depot, that's where a Universe Mass conveyor with any/all ship repair platform upgrades or mining/fuel processing upgrades or etc etc etc goes. Then all the ships you collect/upgrade can stay in orbit/support while you take your first ship that you've put upgrades into out into the universe and continue adventuring whilst your idle ships make money and stay repaired/in good shape.

And if the location dries up, you move on. :)

Yeah, the Universe is not good for a solo ship.

It does quite well as a vaguely mobile base station when properly equipped. It's big enough to function as a station, especially with spacedock piers, and it has the space to support pretty much all of the various "support" components worth taking. And, based on the size of the passenger capacity, it can support a small city's with of people onboard, and has loads of cargo capacity. The Universe is really the only transport big enough worth turning into a baseship - and the non-transports that are big enough are more valuable used in their intended roles.

As I read, and think about it, the Universe might make a good mobile repair facility. I know they said it, but I'm thinking of other times, when I've posted about how two ships fight, and neither gets slagged; the core dilemma, to me, regarding ship combat with the BBEG (even if they can escape, if they need a new ship after each encounter, or you do...) Anyway, it might not be terrible to have one, somewhat pimped out to repair, and resupply you, and if you happen to get wrecked, but survive, and don't lose your ship, perhaps either you, or the enemy, are forced to limp away, you could astro-communicate with them, and then wait a while for them to arrive, and fix you up, sort of like if the car repair shop could come to your house. It might do other stuff in the background, as was said,it has plenty of room for almost everything, which would mostly pay for its upkeep, and then it might have 1-3 raiders escorting it, and when you need it, it can b-line it to you, and more quickly than you might be able to, if you got curb-stomped. It's a thought, anyway, and one that was above, but I wanted to put it in my own words, I guess.

I see the Universe as a mobile, but somewhat vulnerable, starbase. It has the space to host near anything you may want, if you have the SPs. Going with one as your first ship may be quite difficult... but potentially worth it if you want a different experience, neither having the firepower of a high-SP start or the influence and riches of a high-PF start. At least at first... after your first 1-2 trade missions, money should not be a problem anymore :D .

We play an Empire Building style of Rogue Trader game, and operate one with a second one on loan.

The Severine is configured as a massive invasion ship - she can transport a massive army and after orbital superiority has been assured she can quickly transport them down (or use the drop pod bays but those do not have the capacity to unload all soldiers). Once there the Severine operates as a command and control center, orbital hospital and interdiction ship. She is not fast and requires a dedicated escort, but has been earning a nice penny for the Dynasty the last 20 years as it was on loan to the Margin Crusade. Recently returned to the Dynasty as the lease expired she is being refitted into a more cargo-focussed role and will ply the route between our capital system (Rain) and the nearby Forge World so that we can start to ramp up production and construction at our growing orbital yards.

The Deadalus is on loan from the Adeptus Mechanicus for 'services rendered' and functions as Fleet Tender and Fleet Support. Configured with massive deployable piers, plenty of energy reserves and massive supply vaults she does not move fast but tails our primary explorer fleet or battle fleet - there she deploys like as a mobile station in relative safety, exploits the local system with minor mining expeditions and repairs / resupplies whatever Dynasty ships we have floating about - she is escorted heavily at all times. Currently she is supporting an allied Dynasty and the Imperial Navy in cleansing a star system of Orks. After she is done there she will support our planned offensive on Iniquity.

As a Dynasty Flagship Mass Conveyors would be rather rubbish, but supporting a growing series of Dynasty colonies, or as a ship to extend the reach of your fleet(s), accept no substitute.

Edited by Sna

I feel the Conquest is what would be described as a mid to end game ship, like was posted earlier you could load it down with darn near everything and have space left over, star-dock piers being key, park it in the system you want to make your base, get things set up, give it a few frigates or raiders for defense and a transport or two to run supplies.Done, near instant refuel, refit, re-crew point. I'm trying to get my RT (I'm the AM) to *ahem* upgrade from our current ship to a Carnage...or even better a Repulsive via aggressive negotiations.

We are also going toward an empire building route...actually trying to get a bigger realm than Winterscale.

I see starting with such a monstrous ship as more a RPing opportunity than anything else. Your dynasty could have been effectively destroyed by Tyranid invasion, warpstorm, etc. and now that ship IS what's left aside from individual agents scattered willy-nilly. Focus on the City aspect of the ship more than the stats if your GM is willing/capable and do quite a bit of the intrigue part of the game aboard your own vessel. Then as you acquire Ally/vassel ships as escorts they would have a reason to not replace your main vessel altogether because of the time and such in the real world you put into it. Though I admit GM caveats to make it more survivable (Cruiser class shields and Launch bays, maybe even Cruiser firing arc on the Prow, whether starting or upgrades through RP) would be hugely valuable.

If you all were to kit one out at start for something besides a mobile repair station what would it have?