Suggestions for kitting out an Orion

By Darth Smeg, in Rogue Trader

Hi all,

Just getting ready to start a RT campaign, and we're looking at the wealth of options available for ships and components.

We've got some 60+ Ship points to spend, and a group divided by wanting Speed and Military Might. We were thinking of a Frigate of some sort, but then my eye caught the Orion.

With so many SP, we should be able to choose some really nice components, but which?

Any particular combos I should look for?

Ship

Hull : Orion-class Star Clipper

Speed: 10
Detection: +10
Armour: 12
Void Shield: 1
Space: 40
Weapon Capacity: 1 Dorsal, 1 Keel
Manoeuvrability: +35

Hull Integrity: 38
Turret Rating: 1
Crew: Veteran (50)
Morale: 100 +1d5

SP: 25 (35 remaining)

Complications:
Resolute
Wolf in Sheep's Clothing (Macrocannons, Torpedo's, Gravity Sails)


Essential Components:

Power

Space

SP

Best Modified Lathe Pattern Class 1 Drive

+41

-7

+5

Strelov I Warp Engine

-10

-10

0

Geller Field

-1

0

-

Single Void Shield Array

-5

-1

-

Commerce or Smugglers Bridge

-1

-1

-

Vitae Pattern Life Sustainers

-4

-2

Voidsmen Quarters

-1

-3

-

W-240 Passive Detection Array

-3

0

+1

Total Left:

17

16

29

Supplemental Components:

Power

Space

SP

Gravity Sails

-3

0

+3

Rune Caster

0

1

+2

Augmented Retro Thrusters

-4

0

+2

Keel Plasma Accelerated Torpedo Tubes

-1

4

+4

Mezoa Macrocannons

-5

2

+2

Observation Dome

0

1

+1

Veteran Crew

-

-

+15

Main Cargo Hold

-2

0

0

Wolf in Sheep's Clothing

-2

Total Left:

0

8

0

I tried:

Edited by Santiago

For military might and speed I'd go for the Merritech Shrike, but if an orion is rly what you want...

... there goes the Kasballica's flagship in my universe (similar hull, for the Loki Q-ship):
Name
Jovian Pattern Class 1 Drive
Strelov 1 Warp Engine
Belecane-Pattern 90.r Gellar Field
Single Void Shield Array (Overload Capacitors)
Smuggler's Bridge
Good* Vitae Pattern Life Sustainer
Good* Cold Quarters
W-240 Passive Detection Arrays

Manufactorum*
Good*Shadowblind Bays
Empyrean Mantle*
Extended Supply Vaults*
Laboratorium*
Pharmacia*
Good* Auxiliary Plasma Banks

Best* Disruption Macrocannons
Best* Sunsear Laser Battery
Hold Landing Bay


...and this is a build I worked for a Shrike from a very ostentatious RT (67SP)

Modified Jovian Pattern Class 2 Drive
Good* Miloslav G-616.b Warp Engine
Emergency Gellar Field
Castellan Shield
Exploration Bridge
Good* Euphoric Life Sustainer
Good* Pressed-Crew Quarters
Good* R-50 Auspex Multi-Band

Good* Shadowblind Bays
Good* Luxury Passenger Quarters
Teleportarium + Murder Servitors*
Trophy Room
Melodium*
Ostentatious Displays of Wealth
Good* Arboretum
Good Laboratorium*
Librarium Vault*
Sensorium*

Best* Sunsear Laser Battery
Best* Disruption Macrocannons

Can you take Modified drive without the Reliquiry of Mars complication? I was under the impression that Archeotech was limited to this, and the Planetbound package.

Another question I wonder about is whether you can pick and choose component qualities at first starship generation. Are they all available, provided you have the SP to pay?

Can you take Modified drive without the Reliquiry of Mars complication? I was under the impression that Archeotech was limited to this, and the Planetbound package.

Absolutely correct. There's also another Archeotech component in there (the plasma torpedoes) and a Xeno-tech component (Runecaster). Both of these are usually restricted.

Another question I wonder about is whether you can pick and choose component qualities at first starship generation. Are they all available, provided you have the SP to pay?

You absolutely can. Except for Archeotech/Xenotech components.

Depending on the extended origin for ship/warrant you can get archeotech either.

Depending on the extended origin for ship/warrant you can get archeotech either.

Absolutely!

As well as Xenotech. If you're using the ship/warrant path.

Which was not indicated (nor contra-indicated admittedly).

This may be pretty close to min/maxing--the Orion really does seem to be quite a bargain.

I whipped this up for my group, don't know yet if I'll be the GM or the Rogue Trader, but the potential GM and myself have agreed that 1 Archeotech comes with the Warrant (House Rule) and can be exchanged for 5SP. Not exactly the most balanced, but hey it's our first time.

(EDIT: This is why there are 3 Archeotech components, not just 2)

This is more of a submarine in combat, it has to make use of Disengage to reload but it has an Empyrean Mantle so that should be alright.

Feel free to ignore the Upgrades (Stormtrooper and Displays of Wealth).


ORION Class Star Clipper

SPEED 11
MANOEUVRABILITY 25
DETECTION 10
TURRET RATING 1
SHIELDS Castellan Single Void Shield
ARMOUR 12
HULL INTEGRITY 35
Weapon Capacity Keel, Dorsal
Crew Disposition: Fanatical
Crew Max 100%
Crew Quality Crack (40)
Morale Max 101% (Current) 100%
Normal Operations (Morale)
SP 60

Achievement Bonuses
Achievement Bonuses: Trade + 350 Crime + 225 Creed + 200 Military + 100 Explore + 100


Essential Components
Lathe Pattern Class 1 Drive [Modified/Archeotech], Miloslav G-616.b Warp Engine (T,R,F) [C:BEST], Warpsbane Hull, Commerce Bridge (T) , Vitae Pattern Life Sustainer [C:GOOD Space], M-100 Auger Array [C:GOOD Power], Voidsmans Quarters [C:GOOD Space], Castellan Void Shield [Archeotech]

Supplemental Components
Main Cargo Hold, Luxury Passenger Quarters, Barracks, Tenebro-Maze (You chooses critical'd component, not attacker), Temple Shrine to the God Emperor, Trophy Room, Observation Dome, Empyrean Mantle (When 'Silent Running' it is 2 Degrees HARDER to detect this Vessel)(External), Ostentatious Displays of Wealth (Common Quality), Storm Troopers [x2HI Dmg H&R Attacks; +1d5Dam to Crew in DEF Boarding Actions],

Background Package
Planetbound for Millennia (+10 Mvr w/in 5VU of a planet)

Weapons
Disruption Macrocannons [strength: 3, Damage:1d10+1, Crit Rating: --, Range: 5] Location:DORSAL
Plasma Accelerated Torpedo Tubes [strength: 4, +4 VU on Launch, Archeotech] Location:KEEL

Edited by Marwynn

Why the disruption cannons? All they do are remove shields and your torpedoes ignore shields anyway.

(Also: I hate disruption cannons passionatly ;) But don't let that stop you.)

Also, why would you need to disengage to reload? All that takes is a round or a succesful command/tech-use check as I recall.

Disruption cannons are only good for disabling a ship you want to board and take intact (it works great with Murder Servitors & Teleportarium firstly for mangling the enemy crew population, and then some barracks for the boarding itself).

Ah yes, I forgot that they disable systems as well.

Ah yes, I forgot that they disable systems as well.

This Orion's combat options are really either kill them till they're dead, or keep blasting away, unpowering components, and conducting hit and run attacks with the barracks and storm troopers. Or both, really.

But look at those Endeavour bonuses. That's what the ship is really for.

But look at those Endeavour bonuses. That's what the ship is really for.

Oh but I saw those - and I liked what I saw!

Hmm, certainly food for thought here. Gotta read some more about them components. Thanks for the inspiration, boys!

Might be a late follow-up, but Orions are sure fun to build!

Void Ranger
ORION Class Star Clipper


SPEED 10
MANOEUVRABILITY 20
DETECTION 20
TURRET RATING 1
SHIELDS Repulsor Single Void Shield
ARMOUR 11
HULL INTEGRITY 30

Skill Test Modifiers
Navigation/Warp 10, CMD/Hit&Run 20, CMD/Hit&Run (Def) 20, Medicae 20,

Achievement Bonuses
Achievement Bonuses: Trade + 125 Crime + 50 Explore + 125

Essential Components
Jovian Pattern Class 2 Drive , Miloslav G-616.b Warp Engine (T,R,F) [C:GOOD Space], Warpsbane Hull, Exploration Bridge (T,R,F) , Vitae Pattern Life Sustainer [C:BEST], M-100 Auger Array , Voidsmans Quarters [C:GOOD Space]

Supplemental Components
Main Cargo Hold, Crew Reclamation Facility (Reduce Crew loss by 3, minimum 1. Increase morale losses by 1), Observation Dome, Murder Servitors (May choose 1-6 if Critical inflicted by H&R), Empyrean Mantle (When 'Silent Running' it is 2 Degrees HARDER to detect this Vessel)(External), Starchart Collection (-1d5 Days Warp Travel Time, Min. 1 day), Storm Troopers [x2HI Dmg H&R Attacks; +1d5Dam to Crew in DEF Boarding Actions], Medicae Deck (3xIB Patients Treatable w/out Penalty) , Minelayer Bay (3 deployments), HOLD Landing Bay (Str: 2),

Complications / Past Histories
A Nose For Trouble, Turbulent Past (+20 Enter Favorable, -20 Enter unFavorable on all Social Tests)
Weapons
Disruption Macrocannons [strength: 3, Damage:1d10+1, Crit Rating: --, Range: 5] Location:DORSAL
Disruption Macrocannons [strength: 3, Damage:1d10+1, Crit Rating: --, Range: 5] Location:KEEL

Known as the Void Huntress in a previous life, the Orion-class Star Clipper now called the Void Ranger by its new crew and captain is a treacherous transport. Initially outfitted by the Disciples of Thule as a heavy endurance secondary mapping vessel, the star clipper was captured by pirates early in its life and spent most of hunting the void for hidden warp routes for criminals. It would routinely seed mines, instead of the automated probes the Thulians outfitted it with, on well travelled lanes.

Near crippled, venting fire and air, these transports would be no match for the Void Huntress' disruption macrocannons, shutting down what defences the tradeships may try to raise. Its expanded cargo bay, modified to house various landing craft, could instead unleash swarms of attack craft ready to plunder and board. Against deadlier opponents the crew would carefully deploy its stash of murder-servitors aboard assault boats, crippling key systems before making their escape. Or going for the kill.

The murder-servitors seem to be self-sufficient, requiring only basic materials (even from destroyed servitors) and an occasional live specimen.

The Void Ranger now hires its services out to plot ahead for trade fleets or engage in some privateering.

Edited by Marwynn

When I went to start a new RT game I made a dozen different ships ranging from a 35sp raider to a 65pt cruiser. The players immediately went for the 40pt Orion, which is named The Love Boat. I don't have the sheet on me at the moment, but it had ostentatious displays of wealth (as a freebie), sensorium, luxury passenger quarters, and an arboretum. I wanted to add an observation dome, over the arboretum of course, but it wouldn't fit after the other components.

It's pretty fragile, naturally, but a twin sunsear's and give it a decent punch and it can avoid difficulties with an Empyrian Mantle. Plus they liked starting with a 50 profit factor.

I'm not sure how independent you want character creation to be, but if you're looking at Frigates in the 60SP range, then if you're willing to allow Xenophilious to be chosen (or just give your players a Xenotech component) I would suggest the Falchion Frigate, because if you can take Eldar Aconite Solar Sails then you will have massive power generation and vastly superior firing options with a surprising amount of space since you no longer need space for a Plasma Drive.