A good ship

By thor2006, in Rogue Trader

After a few endevours this is my players ship . We play as a rogue trader ally with a xenophilious faction of inquisitors( Especialy the Xenos Hybris faction) and serves like some sort of flag ship or transport ship where the durability of a cruiser is needed ,so the ship is fitted with multiple xenos compartements.

Fortune Gift - Tyrant Cruiser

Speed: 8
Manoeuvrability: +35
Detection: +20
Hull Integrity: 69
Armour: 21
Turret Rating: 2
Space: 77 (Used: 77)
Power: 85 (Used: 85)
Weapon Capacity: 2 Port,2 Starboard , 1 Prow

Essential Components :Modified Jovian Pattern 4.5 Warcruiser, Strelov 1 Warp Engine, Warpsbane Hull, Repulsor Shield Array, Bridge of Antiquity, Ancient Life Susteiner, Pressed Crew Quarters, Deep Void Auger Array

Supplemental Components :Empyream Mantle, Cargo Hold and Lighter Bay, Astrophatic Choir Chambers, Arboretum, Extended Supply Vaults, Temple-shrine to the God Emperor, Munitorium, Tenebro-Maze, Xenos Habitats, Murder-Servitors, Runecaster, Augmented Retro-thrusters, Gravity Sails,Barracks, Reinforced Interior Bulk-Heads

Weapons :Port(Sunhammer Lance, Shard Cannon Battery ), Starboard (Sunhammer Lance, Shard Cannon Battery ), Prow (Staravar Laser Macrobatery )

Complications/Ship History

Ancient and Wise, Wrested from a space hulk

Ship Upgrades

Good quality Stormtrooper Detachment

What do you think? Any advice?

Well if the GM allows it, you can build anything you want.

I`d agree with Fortinbras, but that many Xenotech components seem a bit stepp for my taste. I i didn`t miss something, it`s six xentoech components in one ship.

Actualy it is 4 Xenotech components. The idea that the ship serves as a fast cruiser for a radical faction of the Inquisition(Xenos Hybrids) that are known to be interested in xenotech.

I'd be more worried about finding a worthy opponent for said cruiser. Perhaps Morgaash Kulgraz and Da Wurldbreaka?

several of the into the storm ship upgrades would make it better. But i reckon it fits with the background.

Badlapje said:

several of the into the storm ship upgrades would make it better. But i reckon it fits with the background.

What upgrades?

Well you need a Strelov 2 Warp Engine.

But other than that the main problem is upgrades, RT encourages the players to treat the ship as another character, complete with history etc.

With 4 xenos and 4 Archeotech components there is not much room to grow. I would suggest slowing down the player acquisition of powerful components. Let them get them but make it take some time. Saves you the trouble of having to come up with ever more powerful components and ships just so that they can keep progressing.

llsoth said:

Well you need a Strelov 2 Warp Engine.

But other than that the main problem is upgrades, RT encourages the players to treat the ship as another character, complete with history etc.

With 4 xenos and 4 Archeotech components there is not much room to grow. I would suggest slowing down the player acquisition of powerful components. Let them get them but make it take some time. Saves you the trouble of having to come up with ever more powerful components and ships just so that they can keep progressing.

They'll be room to grow... Once the ship gets hurt and some of those components are destroyed, it might take a long time to get them replaced.

Also, you don't need a single ship to threaten it. A small pack of raiders can do nasty things to a single target. Eldar raiders are even worse.

thor2006 said:

Badlapje said:

several of the into the storm ship upgrades would make it better. But i reckon it fits with the background.

What upgrades?

Cogitator Interlink, Star-flare Lance (not as much range, but bigger strength), crew improvements, turbo-weapon batteries for all your macrobatteries

Badlapje said:

thor2006 said:

Badlapje said:

several of the into the storm ship upgrades would make it better. But i reckon it fits with the background.

What upgrades?

Cogitator Interlink, Star-flare Lance (not as much range, but bigger strength), crew improvements, turbo-weapon batteries for all your macrobatteries

Refresh my memory what does Cogitator Interlink does? They though to add the component that can strip power from components and add to ship speed and manevroubility and add a teleporter but I thought it is too much.

Star-flare Lance the weapon does not consume to much power and space in comparison with the sunhammer lance when we look at their performance?

For crew improvements and turbo weapon batteries I thought they will have to work on that. The ship is already expensive (I believe all the components are around 110 SP). For the turbo-weapon I only have human manufactured battery I believe the upgrade should apply( the rest are xenotech macrobateries and i don't believe the upgrade should apply to them) so they didn't bother with it.

Another question if the player wish to aquire cheap hull mounted components with the express purposs to leave them unpowered but be able to use them when a enemy critical hit to redirect the damage towards the unpowered adittional component, should be allowed to happen?

How to deal with the ork ship the Da Wurldbreaka? If they want to fight it how to aproach it ? Snipe it a what range and rely on speed and manevroubility to not get hit by the return fire, should they run, use multiple ships(of crusier type, or of raider type) to attack the ship, ram it and try to board it ,use hit and run with murder servitors and storm trooper detachment?

Reinforced bulkheads component can be targeted by an enemy critical hit?

Cogitator Interlink is basically artificial intelligence which anticipates your crew a bit. The ingame effect is that your crew rating gets a +5 bonus (so with that and the crew upgrade you can increase the crew ratings by 10.

Star-flare Lance does use 3 more power and 2 more space and has 2 less for range. On the upside though it'll give an additional hit for every 2 DoS and it has a strength rating of 3 vs the 2 of the Sunhammer Lance so i'd rate it as better. Basically: a roll that'd net you two hits with the Sunhammer will give you three with the Star-flare. I'd trade that for the decrease in range by 2 on most days.

I agree that the turbo upgrade should not apply to the xenotech broadsides. 110 SP is a LOT though, so you might want to start them out with a bit less powerfull lances/macrobatteries so they can progress towards the more powerfull stuff.

I wouldn't allow extra unpowered hull-mounted components on the ship without reducing speed and/or manoevrability of the ship for it. And i also wouldn't allow it to soak up critical hit damage. It's not really critical if you hit something that isn't used to begin with, it's basically akin to hitting some statues on the hull that were added for visual effect.

Confronting the worldbreaka should only happen when your pcs are rank 6 or higher at the very least. Personally i'd try to stay at least 5 VU's out of reach at all times (that trakta beam can mess up your strategy bigtime), and i'd likely go for the use of an atomic + teleportarium to disable it. Preferably by using Silent Running mode to avoid detection until da Worldbreaka is to close. If you don't use that then try to take advantage of the weak points: bad stern armour compared to the rest of the ship, bad manoevrability and very low speed unless it goes straight on (yah, that's not a lot of weak poins). You'll still need a decent crew & ship to be able to make a dent though.

As to the reinforced bulkheads, i'd say no as it makes no sense. Those bulkheads are all over the ship, if it got hit as a component that'd pretty much mean the entire ship get's hit... in which case the ship is likely a swiss cheese.

Badlapje said:

Cogitator Interlink is basically artificial intelligence which anticipates your crew a bit. The ingame effect is that your crew rating gets a +5 bonus (so with that and the crew upgrade you can increase the crew ratings by 10.

Star-flare Lance does use 3 more power and 2 more space and has 2 less for range. On the upside though it'll give an additional hit for every 2 DoS and it has a strength rating of 3 vs the 2 of the Sunhammer Lance so i'd rate it as better. Basically: a roll that'd net you two hits with the Sunhammer will give you three with the Star-flare. I'd trade that for the decrease in range by 2 on most days.

I agree that the turbo upgrade should not apply to the xenotech broadsides. 110 SP is a LOT though, so you might want to start them out with a bit less powerfull lances/macrobatteries so they can progress towards the more powerfull stuff.

I wouldn't allow extra unpowered hull-mounted components on the ship without reducing speed and/or manoevrability of the ship for it. And i also wouldn't allow it to soak up critical hit damage. It's not really critical if you hit something that isn't used to begin with, it's basically akin to hitting some statues on the hull that were added for visual effect.

Confronting the worldbreaka should only happen when your pcs are rank 6 or higher at the very least. Personally i'd try to stay at least 5 VU's out of reach at all times (that trakta beam can mess up your strategy bigtime), and i'd likely go for the use of an atomic + teleportarium to disable it. Preferably by using Silent Running mode to avoid detection until da Worldbreaka is to close. If you don't use that then try to take advantage of the weak points: bad stern armour compared to the rest of the ship, bad manoevrability and very low speed unless it goes straight on (yah, that's not a lot of weak poins). You'll still need a decent crew & ship to be able to make a dent though.

As to the reinforced bulkheads, i'd say no as it makes no sense. Those bulkheads are all over the ship, if it got hit as a component that'd pretty much mean the entire ship get's hit... in which case the ship is likely a swiss cheese.

As you see my ship players don't have an teleporter. They could use an atomic as a weapon fired by the shard cannon macrobatteries(xenotech battery the other type of battery is a laser macro battery). Another question it is worth boarding the worldbreaka and searching for loot or it is too much of a hassle?

Yeah, go ahead, board the biggest Ork ship, crewed by hundredthousands of eager, war-loving Boyz. Stylish way to kill your own crew.

GregorM1980 said:

Yeah, go ahead, board the biggest Ork ship, crewed by hundredthousands of eager, war-loving Boyz. Stylish way to kill your own crew.

Unfortunately as per RAW the Wurld Breaka (a full fledged battleship and possibly the most powerful ship in the expanse) would have very little advantage over other ships in a boarding action. It would only get a bonus based on remaining hull integrity. With a little damage before hand it could fall quite easily.

While millage may vary I have a problem starting out players that actually have to debate on weather or not to just destroy the most powerful ship in the expanse or to go through the bother of boarding it for a few extra achievement points. Now you need to up the ante because anything less will seem like a waste of time to the players.

llsoth said:

GregorM1980 said:

Yeah, go ahead, board the biggest Ork ship, crewed by hundredthousands of eager, war-loving Boyz. Stylish way to kill your own crew.

Unfortunately as per RAW the Wurld Breaka (a full fledged battleship and possibly the most powerful ship in the expanse) would have very little advantage over other ships in a boarding action. It would only get a bonus based on remaining hull integrity. With a little damage before hand it could fall quite easily.

That would be a situation where I`d leave all rules aside in favour of style and something we Germans call Gesunder Menschenverstand (healthy mind). Boarding Da Wurldbreaka sounds to me like plain stupid and in my opinion making the whole game concept seem absurd.

I agree. Boarding it would be simply insane. Sending in murder servitors i can see the point of, but boarding it without a teleporter + homing key = insane. Wel, maybe if you've got a space marine chapter aboard. But otherways, there's no point to it.