So how do players aquire/upgrade voidships?

By weaver95, in Black Crusade

I've skimmed the relevant portions of the book, and while I really like the idea of a chaos raider based campaign, details on how to build/acquire/maintain a ship are lacking. Could you use Infamy score and then just match it up with the Profit Factor rules found in Rogue Trader? I would assume that the rest of the ship rules would remain the same (ship stats, systems and tactics etc). I'm not sure that you'd need a navigator either, since the rules appear to allow a sorcerer to learn warp navigation.

thoughts? suggestions? comments?

Well simply walk up to the previous owner and take it by force should work pretty well.

how extensive rules on voidships DO the "relevant sections" of the book have? does it have rules for ship navigation and combat or do you need RT for those things in any case?

Polaria said:

how extensive rules on voidships DO the "relevant sections" of the book have? does it have rules for ship navigation and combat or do you need RT for those things in any case?

You'd need Rogue Trader for that.

I don't have the Rulebook yet- does it even allow for leaving the Screaming Vortex? It was my impression (from the previews) that PCs might be trapped within the Vortex, limited to visiting its Chaos Worlds- thus minimizing the "slaughter of innocents" potential.

We aren't trapped, they have already mention that it could crossover with places from Deathwatch and whatnot. the Screaming Vortex is there so we don't have the imperium on your butt 24/7.

Adeptus-B said:

I don't have the Rulebook yet- does it even allow for leaving the Screaming Vortex? It was my impression (from the previews) that PCs might be trapped within the Vortex, limited to visiting its Chaos Worlds- thus minimizing the "slaughter of innocents" potential.

Actually the book mentions that you can leave the vortex and go into the other 40k orient campaigns (Calixis and Kronous) or even your own designed sector. Simplest way is to get onto a transport ship (either well payed or one you trust with your life not to turn you in to those pansy corspe god followers for a profit)

In terms of ship rules and such. You require Rouge trader if you require stats instead of a plot device. Though of course getting your own ship (that can travel the warp) can be extremely hard (of course stealing one is always an option and is avaiable as a compact for infamy gain).

Adeptus-B said:

I don't have the Rulebook yet- does it even allow for leaving the Screaming Vortex? It was my impression (from the previews) that PCs might be trapped within the Vortex, limited to visiting its Chaos Worlds- thus minimizing the "slaughter of innocents" potential.

I don't think the game is in any way concerned with any potential potential for the "slaughter of innocents." If they were with this game, I really can't see why they weren't with Dark Heresy which has incredible potential for mass murders and spree-killers as a character concepts (death cultist anyone?) never mind the recently introduced Gray Knights which never leave witnesses good, bad, or otherwise. Slaughter of the Innocents is part and parcle for 40k after all.

I think the game is set in a chaos "controled" section of space because the game, being a core book, needed to have a setting detailed within it. Instead of reprinting setting details form a former game, the designers rightfully chose to give it a new setting and expand the stage of 40k role-play. Since DH gives a good Imperial controlled sector, RT gives it a frontier, and DW gives it a war-torn crusade, the designers gave this one a chaos controlled chunk of space -something new that none of the other games gives us.

Majeh is correct. The book does not limit you to the Screaming Vortex at all and infact encourages adventuring out into the 3 established areas of DH, RT, and DW.The book does give fairly lengthy descriptions on the Calixis Sector, Koronus Expanse, and the Jericho Reach.and where Chaos forces would operate in those places and what they are doing now. However, due to the fact that not everyone will go out and buy the 3 other core rulebooks with much greater details in setting information, they offered the Screaming Vortex as a place where heretics can gain infamy and build a black crusade to journey out from the vortex at the end game.