Warp Travel Time

By Madadh, in Rogue Trader Rules Questions

Haven't seen anything about this but noticed when putting together a ship with the new rules... one of the new engines with its 'Haste of the Damned' trait makes your travel time be cut in half.

The xeno-tech component from the corebook does the same thing.

If the ship has both, do they stack?

Madadh said:

Haven't seen anything about this but noticed when putting together a ship with the new rules... one of the new engines with its 'Haste of the Damned' trait makes your travel time be cut in half.

The xeno-tech component from the corebook does the same thing.

If the ship has both, do they stack?

How do you get an Imperial-made Alien-made warp drive?

Answer that question, and you are where you should have been at the beginning:

Ask your GM. If he says yes, then they do. If he say no, then they do not...

korjik said:

Madadh said:

Haven't seen anything about this but noticed when putting together a ship with the new rules... one of the new engines with its 'Haste of the Damned' trait makes your travel time be cut in half.

The xeno-tech component from the corebook does the same thing.

If the ship has both, do they stack?

How do you get an Imperial-made Alien-made warp drive?

Answer that question, and you are where you should have been at the beginning:

Ask your GM. If he says yes, then they do. If he say no, then they do not...

The xeno tech component isn't an engine. It's the eldar runecaster thing.

My players just finished building their ship and they managed to get that combination, thanks to the Xenophilous roll on past history. I only have myself to blame, as I keep telling them that the Warp is Hell and they really don't want to have their Gellar Field fail.... gui%C3%B1o.gif

I am currently ruling that it does stack, which will make their Firestorm one of the fastest warp vessels in the Expanse. My reasoning is that the Runecaster provides the navigator with an idealized route through the warp, one where the currents assist the ship in getting to its destination while avoiding most of the worst of the nastiness inherent in the Immaterium. Then their warp engine, with its additional speed, just makes them traverse that route at a greater velocity. Since the Runecaster is "powered by fate" it is 'aware' of the speed of the warp engine, and adjusts the route it foresees accordingly.

However, the Runecaster can't help the unstable harmonics the warp engine generates, so they're stuck with the roll on the warp encounters table every 3 days instead of 5. But they were smart enough to get a Warpsbane Hull, so they shouldn't be frakked too badly....

We ended up not going with that combination (as we're using a Repulsive and already get -10 to the Navigation check) but I wanted to know for future reference.

I would assume, much like unnatural strength goes x2 then x3, travel time would be 1/2, then 1/3 of usual. So still good, but not as good.

Might have to look up some of the fluff on the order of hte inquisition who hunt down those temeroal deviants, since with that combination and a good navigator, there's a possibility that they might e consistenbtly turning up places before they leave.

Unless you want time travel to be a thing. In which case, I'd reccommend it coming out that at some point in the past, their ship was actually recovered and reparied after being found drifting, hulked somewhere, the implication being at some point in the future it's going ro travel back in time quite a distanceto create a stable time loop, killing everyone on board - or having their characters being the founders of their own dynasty.

memespawn said:

Unless you want time travel to be a thing. In which case, I'd reccommend it coming out that at some point in the past, their ship was actually recovered and reparied after being found drifting, hulked somewhere, the implication being at some point in the future it's going ro travel back in time quite a distanceto create a stable time loop, killing everyone on board - or having their characters being the founders of their own dynasty.

I've got a worse mind-screw for them: Their ship was never produced in any shipyard. Instead, it has always existed in a closed loop:

- People find hulk.

- People repair hulk into ship.

- Ship gets hulked. Hulking isn't necessary, but you will need something that destroys all the logs.

- Ship gets sent back in time

- Ship is now hulk from first line.

Think of the fun you could have with that.

Bilateralrope said:

memespawn said:

Unless you want time travel to be a thing. In which case, I'd reccommend it coming out that at some point in the past, their ship was actually recovered and reparied after being found drifting, hulked somewhere, the implication being at some point in the future it's going ro travel back in time quite a distanceto create a stable time loop, killing everyone on board - or having their characters being the founders of their own dynasty.

I've got a worse mind-screw for them: Their ship was never produced in any shipyard. Instead, it has always existed in a closed loop:

- People find hulk.

- People repair hulk into ship.

- Ship gets hulked. Hulking isn't necessary, but you will need something that destroys all the logs.

- Ship gets sent back in time

- Ship is now hulk from first line.

Think of the fun you could have with that.

I really like this idea,

Me too. My PC's just found a grandcruiser (I let them, Its going to take a lot of work to make it work,) and ended the session before they could do anything else. I had already decided that the thing was going to be REALLY OLD.... But I like the stuck in a time loop thing. I wonder what kinds of hits it would have... Archaeotech and futuretech? (this being 40K future tech.. where everything is even worse...) Hmm.

Damnyankee