Moving into the warp to avoid combat

By renoh, in Rogue Trader Rules Questions

Hello,

My players go into the warp systematically to avoid unfavorable confrontations in space (pirates waiting in ambush, marauding orks,...).

I considered that a full turn was necessary to prepare the jump but even then, they can escape easily, making my encounter dull.

Did I miss something on the rules or is it intended?

How do you manage this kind of situation?

Takes much, MUCH longer than that. Entering the Warp isn't the same as going to Warp 10. Hell, if you do it in the middle of a star system you've got about a 90% chance of not only tearing your own ship apart, but detonating the sun(s) as well in some severe cases. A quote from the rulebook, on page 312:

The ship heads outwards towards the rim of the solar system, carefully increasing speed by tiny increments as it does so. Although the vessel’s engines are capable of terrific acceleration, the risk of collision with inter-planetary debris is high if the ship accelerates too quickly or too much. As the sun
shrinks in the ship’s wake, the density of debris lessens and the ship’s speed reaches approximately one percent of light speed. After several weeks of travel, the ship arrives at its first destination. This is the ‘jump-point’ lying around the star system like the circumference of a circle. This delineates the
point at which inter-planetary debris falls below maximum warp density. Once this invisible line has been crossed, it is safe to activate warp engines. A crew careless or foolhardy enough to prematurely activate warp-drives would be lucky to find their ship hurled thousands of light years off course. More likely, the ship would be torn apart and destroyed, never to be heard of again.

Aye, it can take many hours, up to possibly a day, to jump into the warp. You not only need to power up the warp engines (which can take several hours themselves), but also need to have their navigator plot a course into the warp, otherwise they are just doing a blind jump, which is retardedly dangerous. You also have to be outside of the local system due to the interference planets and their forces apply on the warp-jump process, hence why, when you arrive at a system, you arrive at the very edge, and you have to spend a few days flying into the system under normal engines. You can't just warp out in the middle of a system without some amount of damage being done to the ship, hence why it's done in emergencies only.

Basically, you've made it way too easy to jump into the Warp, and your players are exploiting that.

Thanks for your answers

It makes sense and I like this more dramatic version of space travel with lots of preparations and hazards if the crew is not careful.

I was prejudiced by Battlestar Galactica and Star Trek :)

Next battle against my players: the teleportarium used with atomics (or other ridiculously powerful explosive devices)...

Egh, that one's always a fun battle. Keep in mind that atomics or similarly-powerful weapons should never be just an Acquisition roll. If they're still insistent, casually remind them that what they can do, you can do better. A rogue trader who begins hurling around atomic weapons like they've brought a gun to a knife fight may well draw the ire of more powerful foes than himself...

Aye, remember that you have to roll (or chose as a GM) on the Availability table on page 111, because you have to be able to find someone who has an atomic before you can negotiate (using the Acquisition system) to purchase it.

Also, you can't teleport through void shields, you need to take the shields down before you can teleport something over to that ship, and I'd also suggest having them having to carry out a Focused Augury scan on the target ship, so they can pinpoint where they are going to teleport to, and then have them roll a Tech-Use test (probably -10 or -20 modifier) to actually teleport it over, because teleporters are temperamental machines.

Also remember that you can only get an individual atomic at a time, and once it's used, it's gone, so they'll have to be using a hell of a lot of Acquisition rolls to have any more than a couple of them. If you then use the additional Acquisition rules in "Into the Storm", the players going after lots of atomics will end up popping up on a number of people's radars, and then they'll have trouble when raiders, Orks, and even other Rogue Traders come after them to try to steal the weapons off them.

I would also go so far as to say that popping an atomic inside a ship should render said ship into unusable slag inside and out. Thus ruining any possible profit from salvage.

ItsUncertainWho said:

I would also go so far as to say that popping an atomic inside a ship should render said ship into unusable slag inside and out. Thus ruining any possible profit from salvage.

Unusable Radioactive slag. Don't forget that part.