Attack Craft vs Torpedoes

By malchorin, in Rogue Trader Rules Questions

Battlefleet koronus states that for attack craft fighting each other and also intercepting torpedoes once they are within range of each other consists of an opposed Challenging (+0) Command+Craft Rating Test (either from someone onboard or on the carrier).

now in the case of boarding torpedoes and attack craft this makes sense but who makes the roll for regular torpedoes?


the person who launched them back on the carrier?

and what is the craft rating value for torpedoes? the guidance system rating?

and do torpedoes gain a +5 for every torpedo that is in the salvo?

Who rolls for torpedoes vs. fighters? Generally whoever would roll for them normally. That said, you've hit upon a weird oversight, since the opposed Command + Craft Rating test is written for conflicting sets of fighters rather than fighters against torpedoes. The latter case is something of an afterthought, with no notes on how the differing stats might change things. If you go by the letter of the rules, then you'd just roll Command (+0) straight, since torpedoes have neither squadrons nor Craft Ratings. But that's not quite what you're looking for, is it?

My recommendation? Make that same opposed roll, but instead of Command + Craft Rating torpedoes roll their standard Ballistic Skill + Torpedo Rating in the opposed tests with +5 per two torpedoes total in the salvo. (This is to mimic how assault boats and bombers work, since they're not so hot on defense but designed instead for offense against capital ships.) As odd as it may sound, you should also let fighters act as torpedo escorts so long as they can keep up. A lot of the space combat is an IN SPACE variant of WWII naval warfare, after all, and torpedoes in the latter theater were actually capable of being dodged or less often outranged by a warship. (Weapon speed isn't the big issue; travel time is.)

Keep in mind, of course, that all of what I have up there is a houserule. But nonetheless those should suit you in an equitable manner the next time such a situation comes up.

To be honest, I don't even bother opposing the test against torpedoes. Just make the fighters roll and every DoS is a downed torpedo. How is a 100+m long tube of dumb metal supposed to "oppose" a fighter anyway?

To be honest, I don't even bother opposing the test against torpedoes. Just make the fighters roll and every DoS is a downed torpedo. How is a 100+m long tube of dumb metal supposed to "oppose" a fighter anyway?

The same way that warships "oppose" torpedoes - travel time! ;) (Or collisions with the warhead, inability to spot things in the darkness of space, and so on...)

But to be frank, it's primarily a mechanical concern. Aside from their distinct damage ratings (which become less distinct if you use the common houserules that are Mathhammer), torpedoes and bombers both have to potentially deal with being shot down by enemy fighters or by AAA mounted on warships (modeled by Turret Rating). And the distinction becomes even more fine when you consider that bombers can actually mount torpedoes. So on that front, what's good for the goose is good for the gander.

thank you nfk i'm going with your recommendation.

i didnt even consider it a thing at first when i was reading the rules in bfk but we had a huge ship battle for the first time the other day and torpedoes vs fighters were a thing. so i just rolled the launching ships rating of 40 and added 20 for the guidance system on the torpedo.

The rule you are referring to, malchorin, does not mention torpedoes at all. It says, "In all case, where fighters are required to attack enemy small craft..." You are interpreting torpedoes as small craft, and that's a bit of a stretch. To begin with, torpedo accuracy is dependent on BS, not command skill. Why would command skill suddenly come into play when torpedoes defend against intercepting fighters? It's hard to wrap my mind around the concept of commanding torpedoes, or why torpedoes would even respond to a social skill.

To be fair, it earlier states that, "Fighter attacks are described later in this section," and then never mentions them again unless we ascribe to your interpretation of the rules. So there is that. I think this is another situation playtesting completely missed. I'm with SCKoNi on this one, though I'd let them shoot down 1 with success +1 more per 2 DoS. And to be more precise, I'd let the fighters roll against their crew skill +10 per extra fighter squadron.

Those rules do mention torpedoes, but only haphazardly. (Bolding mine.) Otherwise I'd have gone with something similar to what you mentioned.

For every degree of success scored on the Test, one opposing squadron or torpedo is “eliminated;” destroyed, damaged or forced to expend their remaining fuel and ammo reserves, and must return to the carrier for rearming and refueling by the most reasonable direct route.

I'd be inclined to add the fighter squadrons to the defensive turrets and save us all a die roll.

I'd be inclined to add the fighter squadrons to the defensive turrets and save us all a die roll.

But interceptors allow to "have a go" more than once. Several separate attacks may be better (both mechanically, and in-universe in that point defences shoot at those not eliminated yet and don't need to care much about friendly fire).