Ship's Power

By ChaosPhoenix, in Rogue Trader Rules Questions

Hello everyone,

we're finally starting to play Rogue Trader and I've one basic question. Is it later in the game possible to reroute power to specific components? E.g. if the Macrocannons are off, I can use their power for something else? Is this somewhere in the rules or does anyone know good houserules for it? If the components are completly unpowered and the poor crew would die in those areas, so maybe 50% power or something would be more fitting.

Into The Storm contains an archaeotech component that allows you to trade Power for Speed, used or unused.

I don't allow my players to 'unpower' any sections for exactly that reason. Even if they're not activly being used, they still need to be supported, there are still people living and using that area. Also, these ships arn't like the lights in your home, they're not designed to be turned on and off, things short out, need to be recalibared or reloaded, cognators go insane, etc...

I support your reasoning. However maybe I build the wrong kind of ships, but I find power the most limiting factor. But on the other hand, we haven't played very much ;) .

I suppose that one might allow a houserule that you can depower a module of its purpose while keeping environmental/gravity/lighting going and allow the ship to ecoup only some (half?) of the power.

e.g. depower the Mars pattern macrocannon broadside. Recoup 2 of the 4 power. The area is still suitable for living people to be in, but the guns don't work.

Obviously this might not work for every module. I'd recommend not turning off the life sustainer or crew quarter for instance.

And this shouldn't be an instantly available thing, this ain't startrek. Maybe half an hour or an hour (1 or 2 strategic game turns) should suffice as techpriests and void engineers run through the ship, manually shutting down circuit breakers, power down machinery and so on.

I don't have my rulebook with me, but I believe you can. Check the section on Power and unpowered components. Keep in mind that ships can "run silent" which is essentially depowering the majority of the ship, other than minimal life support. I agree it isn't a quick turn off/on process (especially the turn on portion)

dvang said:

I don't have my rulebook with me, but I believe you can. Check the section on Power and unpowered components. Keep in mind that ships can "run silent" which is essentially depowering the majority of the ship, other than minimal life support. I agree it isn't a quick turn off/on process (especially the turn on portion)

Could you look that up? It just states how unpowered sections work, not that you can deliberately unpower them.

There is nothing in the rules that says you can't turn power off to components, and the section I referred to tells you how to handle unpowered components. As well, we know you *can* unpower components, because you can perform Silent Running, which powers off all components (except minimal life support). It's a small step in logic to get to being able to power off individual components as needed.

dvang said:

There is nothing in the rules that says you can't turn power off to components, and the section I referred to tells you how to handle unpowered components. As well, we know you *can* unpower components, because you can perform Silent Running, which powers off all components (except minimal life support). It's a small step in logic to get to being able to power off individual components as needed.

this would be something nice our (un)living errata for the rulebook ;)

I think the unpowered explaination (sadly) only refers to unpowered status via critical hits.