1st time rogue trader seeks advice on his ship

By Mr Slayer, in Rogue Trader

Need a reasonable ship to start my plundering. Dsigned to win fights when it has the drop, and run away when conditions dont suit. I have tried desigining bigger ships like frigates but they don't seem to come out any better than this, and dont want to spend the point on a light cruiser or larger hull.

So, what newbie mistakes have I made with the design

Orion Class Clipper

Speed 10
Detection 10
Armour 12
Space 40
Man 25
Hull 35
Turret 1
SP 25
Power Space SP Range
Hull 40 25
Keel Sunsear -4 -4 1 12
Dorsal Shard 0 -3 2 6

Planted Bound for millenia 3


PLASMA DRIVE
Modified Lathe 1 +1speed 40 -8 1
WARP ENGINES
Strelov 1 -10 -10
GELLER FIELD
Warpsbane Hull -1 2
VOID SHEILDS
Single Void Sheilds -5 -1
SHIPS BRIDGE
Commerce -1 -1 1
LIFE SUSTAINERS
Vitae Life Sustainer -4 -2
CREW QUARTERS
Voidsmen Quarters -1 -3
AUGER ARRAY
M201 -5


Main Cargo Hold -2
Empyrean Mantle -3 2
Tenebo Maze -1 -2 2
Trophy Roon -1 -1 1
Barracks -2 -4 2
obervatory 0-0 -1

Offhand (it's coming up on Oh-God-thirty, and my books are elsewhere), it looks pretty good, although you don't actually have anything that would allow you to mount the xenos weapons battery you have in the dorsal slot (Planetbound for Millennia gives you the free Modified Drive, and one other Archeotech component. You also need to cut the Hull Integrity by 1d5-1).

As a personal thing, and going by the brief concept you posted, I would have stuck with the Combat Bridge instead of the Commerce- granted that way you don't get the bonus Achievement Points, but you are in a better position to survive the brief fights you get into. Likewise, I would get rid of the Tenebro Maze and possibly the Barracks (an Orion cannot afford to stick around and fight boarding/counter-boarding actions, as it basically begs people to pump as much fire as they can into your stationary/slow-moving hull, which you cannot survive for long). If you're being boarded while in an Orion, something has gone horribly wrong.
The Barracks, it's a little iffy about- on the one hand, they do provide an excellent way for your Dynasty to make profit by hauling around troops to conquer things and fight for you; while on the other hand, the opportunity to take advantage of the Barracks depends on not only acquiring military units (they don't come with regiments out of the box), but having some way to deploy them, and you currently don't have the launch capacity for large flights of assault boats, or boarding torpedoes, or drop pods (even a Teleportarium would be useful). On the gripping hand, however, every ship can carry some small craft, which would be enough to make Hit-and-Run raids on other ships, or a relatively leisurely planetfall (well, leisurely from the point of view of an assault force as a whole, as even the fastest combat drop is likely to require several round trips by your shuttles to do in full), and you technically don't even need troops in there to get the bonus Achievement Points towards a military objective.

I might also recommend moving the sunsear to the dorsal slot, and shoving something harder-hitting in the keel slot, even if it doesn't have the range: keel weapons have the advantage of being able to shoot all round, so having something with enough punch to discourage people is rather useful if you end up having to flee, and it can still aid an attack as you close on someone.

Oh, and if you could put up a stats block with all the modifiers figured in next time, and simply list components underneath, that'd be helpful, as it's easier for people to judge a ship if they're not having to construct it piece by piece. You don't need to post Power, Space and $SP requirements for each component, and to be perfectly honest, unless you're a master of the forum's syntax, it'll look confusing no matter how you try and list said requirements.

Cheers for the comments

Xeno component comes from the warrant (halo)

Keel weapon is the arch staravar - typo. That along with the engines comes from planetbound. The 2 weapons give this ship kick.

The maze is to stop crticals crippling something vital before I can run away as I can choose the component that gets the crit. On paper this looks amazing- Is it not as good in reality

The barracks is as you say for diplomacy - should mean I can prop up a regime/change regime to allow trade on decent terms

The mantle should allow me to sneak up on my foes and get a decent 1st strike, or avoid the fight altogether

Bridge I am still in 2 minds over - alot of my stuff already gives achievements and the likely techie is staarting with a very hi tech use score.....

Comment noted regarding formatting - it was late.......