Atomic Torpedoes

By Alasseo, in Rogue Trader Rules Questions

A little thought experiment (no, honest, I'm not building a stealth carrier/torpedo boat designed for exterminatus angel.gif ) brought me up against this little conundrum: how do you determine the Crit Rating for an Atomic-rigged torpedo- does it wholly replace the standard warhead, or is it an "add-on" to an existing (while replacing the standard damage rules for torpedoes with atomics)? Does it get a Terminal Penetration value?

Range and speed are constant across torpedoes (aside from those with the Short Burn guidance package, obviously), so we can use those figures (Speed 10 VU/turn, Range 60 VU), but how do we determine the critical?

For that matter, would an atomic torpedo still do 1d5+4 hits? and would it still get to combine the damage from those hits or would the torpedo rules of "no combining damage in a salvo" apply?

All thoughts welcome

Take a boarding torpedo, remove the couches and drink holders, stuff in a warhead or five. Attempt a hit and if you hit and it digs in for a Hit & Run, BOOM! Dead ship.

That is both genius and evil. And sidesteps the whole problem neatly. Thanks bobh.

Bit hard on the crew of the boarding torp, mind...

Alasseo said:

That is both genius and evil. And sidesteps the whole problem neatly. Thanks bobh.

Bit hard on the crew of the boarding torp, mind...

Use grots....