Question about Energistic Conversion Matrix

By Der_Berserker, in Rogue Trader

Salve,

has anyone made experiences with the energistic conversion matrix? Is the speed boost worth this component? I am building our ship (first RT campaign) and i may choose one archeotech component (planet bound ship). Sure, the teleportarium is a non-brainer and strong with the murder servitors, but i like the idea of a fast ship. Does it rocks?

Vale

Berserker

My players have taken it for their cruiser (we started with Rank 4 characters and more SP, but their PF is still crap). Typically, they use to deactivate either the port or starboard weapons (a Sunhammer Lance Weapon and a Sunsear Laser Battery on each side) and get their cruiser up to Speed 9. There's few opponents that they can't either outgun or outrun.

If the PC combine the actions Flank Speed and Adjust Speed, the ship will be very fast. So i am not sure, if the energistic conversion matrix wil be a crucial factor.

It's a fairly small item, so it shouldn't be overwhelming. Yes, the Teleportarium breaks this rule.

After really looking at things, the Castellan Shield is pretty **** impressive too. The Castellan Shield Array can even allow a Cruiser to practically ignore a single small opponent.

HappyDaze said:

After really looking at things, the Castellan Shield is pretty **** impressive too. The Castellan Shield Array can even allow a Cruiser to practically ignore a single small opponent.

I suspect that making those Tech-Use (-10) rolls will be pretty darn unlikely. There is virtually nothing that grants bonuses to general Tech-Use tests.

guest469 said:

HappyDaze said:

After really looking at things, the Castellan Shield is pretty **** impressive too. The Castellan Shield Array can even allow a Cruiser to practically ignore a single small opponent.

I suspect that making those Tech-Use (-10) rolls will be pretty darn unlikely. There is virtually nothing that grants bonuses to general Tech-Use tests.

Three adders that nearly any Explorator can get:

Mind Impulse Unit (Common or better): +10 for Tech-Use if the system is compatible. Since many a Voidmaster goes for this to get the bonus for Piloting and firing the ship's weapons, it's a good bet that the PCs' ship is MIU compatible.

Electro Graft Use: +10 to Tech-Use while interfaced to a data port. Pretty much all Imperial tech - including archeotech - has data ports to facilitate communion with the Machine Spirits.

Utility Mechadendrite: "The mechadendrite acts as a Combi-Tool, granting a +10 bonus to all Tech-Use tests." Pretty clearly applies to all Tech-Use tests per RAW. Optionally, just get a Combi-Tool, but that's hardly cool enough for an Explorator (IMO).

Combine these adders with inexpensive Intelligence advancement, rapid access to Skill Mastery in Tech-Use, and Talented (Tech-Use) at Rank 4 and I don't see too many Explorators having any problems working the Castellan Shield (or Castellan Shield Array) nearly 100% of the time. If need be, the RT can always give the +10 to them from Exceptional Leader, but this should hardly be necessary after a few thousand XP.

In my group, the Explorator (Rank 4, 14,000xp) has all three of the above adders, Intelligence 66, Tech-Use +20, and Talented (Tech-Use). His base Tech-Use Test is made at 126%, so Tech-Use Tests at -10% don't even make him blink.