What is the best ship type?

By Nuada_Obliage, in Rogue Trader

For sometime I have been thinking about letting my group get a new ship specifically a cruiser. I have had the continueous feeling that cruisers are really the best ship type for a rogue trader providing fire power and speed. But which out of the myriad hulls would be the best?

I intend to make the next session (( we have been on hiatus because of college)) an adventure into acquiring a new ship. But I am not sure of weather the ship should be just hull and engines or fully kitted out. I just worry I will give them a poisoned chalice by giving them something that will bankrupt them.

What collective advice can the community give me on this?

Do you know what they like to do most?

The big problem with the topic question is that the best ship type is the one your players like the most. They may love the idea of a small, fast raider or a gargantuan, slow mass conveyor. It all really depends on what your players like to do the most.

I'd say that, barring any strong ideas from your players about what they want, a Light Cruiser is the best ship. Enough firepower to take anything that isn't a full Cruiser and fast enough to run away from anything that is.

My own group has a "Reliquary of Mars/Blasphemous Tendencies" Dauntless-Class made by a Heretek Mechanicus sect, and they wouldn't trade it for anything. Mainly because of the huge Warp Travel bonuses it stacks from everything...

Tantavalist said:

I'd say that, barring any strong ideas from your players about what they want, a Light Cruiser is the best ship. Enough firepower to take anything that isn't a full Cruiser and fast enough to run away from anything that is.

Most Light Cruisers really don't go much faster than Cruisers once the Flank Speed option is used. The difference between Speed 8-10 and 10-12 (these assume 2-4 DoS) isn't really so big of a deal, so I'd go with the extra few SP to get that Cruiser hull if you can.

Nuada_Obliage said:

What collective advice can the community give me on this?

Let them make their own choice. However you decide to set up the scene, provide a variety of options and let them figure out which one thye like best. Even if the ship isn't "the best" from a twinking perspective, nothing makes players happier than giving them the power of choice. Also, if the ship somehow fails to live up to their expectations, they won't have anyone to blame but themselves.