Extended Repairs and Simplified NPC Morale + Population

By GreyHunter88, in Rogue Trader Rules Questions

Two questions.

Firstly, in the Extended Repairs section at the very end of the Starship chapter in the main rule book, the Captain chooses a length of time to repair the ship. Then the Explorator (or whoever) rolls a number of Tech-use tests equal to the number of weeks you're repairing. At the end, if successes outweigh failures, you repair 1d5 hull and all components.

Why bother doing this for longer than one week? I know that statistically, if you have a high tech-use, the longer you spend repairing, the more average your rolls will be, and thus the better... lemme rephrase this.

If you have 60 tech use, and you roll once, you have a 60% chance to pass. If you have 60 and roll 10 times, chances are you will roll more 60s or under than over 60s. Therefore you're slightly improving your chances of getting successes. I'm really not sure if this pans out, given that one roll of 100 will cancel out 3 rolls of 40 or whatever, but ...

Is that the only reason you would spend more time repairing?

Secondly, in the Simplified NPC morale/population in the last chapter of Battlefleet Koronus, it says that a ship can sustain damage to either statistic = to its hull integrity + crew rating.

It lists an example of a hull integrity 40 ship with a Competent (30) crew, and says it can take a total of 43 damage to either stat. Correct me if I'm wrong, but 40 + 30 is 70. Or does it mean "Crew Rating Bonus", and it's just unclear.

Seems to me that the 70 would be a little high, but I haven't played many ship battles so maybe someone who has used the rule a lot can help me out?

Thanks

1) I only allow the players to take a single roll after a week since we discovered it was useless and a waste of time to do it as written.

2) In that particullar case, the example is right and the rule is wrong (the rule should be Hull + Crew Rating Bonus). That's what the unpublished BFK errata says.

Thank you on both counts!

You are welcome! =)

Maese Mateo said:

1) I only allow the players to take a single roll after a week since we discovered it was useless and a waste of time to do it as written.

2) In that particullar case, the example is right and the rule is wrong (the rule should be Hull + Crew Rating Bonus). That's what the unpublished BFK errata says.

the unpublished BFK errata ??

It's just a collated list of official answers to questions.

Battlefleet Koronus Errata

Chapter 1: The Weapons of War
Table 1-5: Lance and Macrobattery Craftsmanship Modifiers (Page 18): Ship Point and Morale modifiers are not among the modifiers that you can choose to be affected by component Quality. You get those automatically, choose from the other categories.
Table 1-8: Essential Components (page 33): The Mezoa-pattern Theta 7 was not listed and has the following profile:
"Hull Type: Transport
Power: 44 Generated
Space: 18
SP: +1"
Table 1–9: Starship Weapons (Page 35): The Strength value for the Voidsunder Lance Battery should be “3".
Table 1–10: Supplemental Components (Page 41): The SP cost for Bombardment Cannons should be "3".
Table 1-11: Archeotech Components (Page 42): The entries for the Plasma Accelerated Torpedo Tubes and the Nova Cannon should be ignored; use the profile in Table 1-12 instead.
Table 1-11: Archeotech Components (Page 42): The Warp Antenna's Space is listed as 1; it should be 0.
Assault Boat Operations (Page 16): The sentence that reads "Make a Challenging (+0) Command+Craft Rating Test (this will either be from a character aboard the carrier, or from a character leading the assault boats personally), gaining a +5 bonus for every squadron of friendly bombers after the first." should be changed to "Make a Challenging (+0) Command+Craft Rating Test (this will either be from a character aboard the carrier, or from a character leading the assault boats personally), gaining a +5 bonus for every squadron of friendly assault boats after the first."
Exorcist Grand Cruiser (Page 21): The Jovian-pattern Launch Bay Components this ship is equipped with should be listed as Jovian-pattern Landing Bays.
Mars Battlecruiser (Page 22): The Jovian-pattern Launch Bay Components this ship is equipped with should be listed as Jovian-pattern Landing Bays.
Hold Landing Bay (Page 36): As the Hold Landing Bay replaces the Main Cargo Hold, the Achievement Point bonus it grants is lost. In addition, the Power cost of the Main Cargo Hold is replaced with the Landing Bay's cost of 1.
Manufactorum (Page 39): The sentence that reads "If paying for repairs, each Manufactorum adds a +10 bonus to the Acquisition Test to restore Hull Integrity." should be changed to "If paying for repairs, a Manufactorum adds a +10 bonus to the Acquisition Test to restore Hull Integrity." Only one Manufactorum is possible on a ship.
Plasma Scoop (Page 40): This Component should add +25 Achievement Points, not +5.

Chapter 4: Rules of War
Crew Population and Morale (Page 115): The sentence that reads "NPC starships are able to sustain an amount of Crew Population or Morale damage equal to their ship’s Hull Integrity plus Crew Rating." should be changed to "NPC starships are able to sustain an amount of Crew Population or Morale damage equal to their ship’s Hull Integrity plus Crew Rating Bonus (The first digit of the Crew Rating)."

Frequently Asked Questions
Q. Is it possible to combine Armoured Prow Component + Power Ram? Or Armour Prow + Reinforced Prow? Or Reinforced Prow + Power Ram? Or Armoured Prow + Reinforced Prow + Power Ram?
A. You can combine a Power Ram with an Armoured Prow, or with a Reinforced Prow. You cannot combine an Armoured Prow with a Reinforced Prow, or all three together.

Q. Do shipboard combonents that add to Hit + Run action in shipboard combat (barracks + murder servitors, for example) work on Boarding Torpedos?
A. This is a matter of common sense. For example, Murder servitors would probably work with Boarding Torpedoes, because you could fill your Boarding Torpedoes with Murder Servitors. However, a Barracks has to be transporting troops to give the benefits in the first place, and it would depend on the troops in question. Elite forces such as Stormtroopers, void-trained Imperial Guard, or forces along that ilk would give the bonus. But a Regiment of conscripts who barely know how to fire lasguns would probably be more of a liability than a benefit.

Q. Do shipboard combonents that add to Hit + Run action in shipboard combat (barracks + murder servitors, for example) work on Assaukt Craft?
A. See previous answer, with the additional caveat that Assault Craft are easier to survive in, and don't require quite the rigourous skill-set that using a boarding torpedo would. So in that case, your conscripts might actually be useful.

Q. Are the increased Ship Point Costs (and therefore corresponding increased difficulty at acquisition costs) for Good + Best Quality shipboard components in Battlefleet Koronus in addition to, or instead of the usual -10 and -30 to acquisition tests for good + best quality.
A. The Ship Points modifying Acquisition Tests specifically apply to procuring either ship hulls or full starships. So if you're buying a hull, or buying a built starship, you'd modify the test by the Total Ship Point Cost. If you were buying the Component individually to install on an existing ship, you'd use the Acquisition Test modifiers for Good and Best Craftsmanship instead.

Q. If a Crew Reclamation Facility (reduce damage to crew population by 3 to minimum of 1) and a Bilge Rat Quarters (reduce damage to crew population caused by depressurisation by 2 to a minimum of 0) are combined, in what order do they function? IE: if a ship takes 3, 4 or 5 damage to crew population due to depressurisation, is it reduced to a munimum of 1, or a minimum of 0?
A. In the specific case of depressurisation, you'd reduce the damage by 5 to a minimum of 0. In other cases, of course, they wouldn't stack.