Skyforge, 70SP Mass Conveyor

By Sebastian Yorke, in Rogue Trader

I've put together the build for this ship, in an upcoming campaign I will be playing as the RT.

Need your thoughts.

And yes, I cannot have all components powered at the same time, some need to be shutdown while others are in use, I didn't had SP left for more Plasma Blanks or felt I would have to keep all active at the same time anyway.

The idea here is to have a ship that will be able to sustain ANY activity I might want to go for later, specially things like building Small Craft instead of buying new, Lasguns, Carapaces, etc... (I understand I will need the STCs first, but I already have a great Tech Priest that can help on some reverse-engineering already)

If need be, once I have another ship and a colony starting, I can even leave this one behind to build system defense ships probably.

Essentials
Lathe Pattern Class 1 Drive
Miloslav G-616.b Warp Engine
Belecane-Pattern 90.r Gellar Field
Single Void Shield Array
Commerce Bridge
Clemency-Pattern Life Sustainer
Clan-Kin Quarters
M-201.b Auger Array

Experimentals
Asteroid Mining Facility
Manufactorum*
Spacedock Piers*
Laboratorium*
Salvage Systems*
Arboretum
Luxury Passenger Quarters
Barracks

Weaps
Stygies-Pattern Macrocannons
Stygies-Pattern Macrocannons
Stygies-Pattern Macrocannons
Hold Landing Bay

Not much to say on this. If your GM allows crafting, then being able to craft is pretty much universally better than not being able to craft. Enjoy your mountains of free stuff.

Otherwise, it's pretty standard as far as 'do everything' ships go. You've got one of everything, though I'd get a Tenebro-Maze if at all possible.

If you have most of the resources needed harvested yourself from asteroid strip mining in addition for an upkeep test from most sensible materials also needed, why would a GM not allow craft in a manufactorum? (I ask for I GM a lot myself)

Because some clever players can break the game if the GM is not attentive. And, since the game has no crafting rules, you'll have to houserule a working system, which is a hassle some GMs doesn't want to do.

The GM just bailed out for a game of old WoD, godammit I think I ll never actually get to play RT (and not gm myself).

You have my sympathies - I'm in much the same situation.

The GM just bailed out for a game of old WoD, godammit I think I ll never actually get to play RT (and not gm myself).

You have my sympathies - I'm in much the same situation.

Me three.

Because some clever players can break the game if the GM is not attentive. And, since the game has no crafting rules, you'll have to houserule a working system, which is a hassle some GMs doesn't want to do.

I would add to this that it doesn't take much cleverness. Infinite money + production capabilities + time = infinite products. Personally, I also don't like any part of the rules that says "players should be allowed to do X. The GM should come up with his own system for X, because we were too lazy".

And the crafting system for DH definitely doesn't work for a party with unlimited cash. Hello, thousands of power armour suits per week.

Because some clever players can break the game if the GM is not attentive. And, since the game has no crafting rules, you'll have to houserule a working system, which is a hassle some GMs doesn't want to do.

I would add to this that it doesn't take much cleverness. Infinite money + production capabilities + time = infinite products. Personally, I also don't like any part of the rules that says "players should be allowed to do X. The GM should come up with his own system for X, because we were too lazy".

And the crafting system for DH definitely doesn't work for a party with unlimited cash. Hello, thousands of power armour suits per week.

And how exactly is that different from infinite money+acquisition tests+time=infinite products?

If you're worried about it, you can easily make the required time to craft something around the same time it would take to get it via acquisition.

Completely agree with the 2nd part though. Not every DM feels like homebrewing a craft system.

I don't allow infinite acquisition tests. In fact, acquisition tests in my campaigns have extremely strict limits. I think that in a year of sessions, the PCs have only had 40 each.

If you do allow infinite acquisition tests, the reason crafting is overpowered is that it makes PF virtually obsolete. You can freely start with 20PF, because you'll be relying on your 140 Trade (Armourer/Technomat/etc) to acquire gear instead.

I don't allow infinite acquisition tests. In fact, acquisition tests in my campaigns have extremely strict limits. I think that in a year of sessions, the PCs have only had 40 each.

If you do allow infinite acquisition tests, the reason crafting is overpowered is that it makes PF virtually obsolete. You can freely start with 20PF, because you'll be relying on your 140 Trade (Armourer/Technomat/etc) to acquire gear instead.

Then why not disallow infinite raw materials either? It's highly unlikely (and not practical and time consuming) that the PCs can manufacture everything starting from raw minerals from asteroid mining (not to mention find enough of the rare minerals for mass production), so odds are they still need to buy some of the rarer raw materials and/or components, which can be limited to whatever the GM feels comfortable with.

Also, crafting takes time. If it takes let's say 3 months to build a power armor, odds are the PCs will buy them and stick to crafting lower-tech stuff, making PF still relevant, in addition to aforementioned purchases of raw materials/components.

Raw materials are in abundance. Given ship sizes, you could scrape enough adamantium off the walls to last you a lifetime, while having zero effect on the ship itself. If you need more, just blast someone else's ship and use that. Should be a few thousand times more concentrated than any asteroid, and take an hour or two rather than a month or two.

And if your GM says 'power armour takes forever to make' you just shrug your shoulders and make something that's actually useful, until you've reached the absolute limit of what you can craft. At that point, you're either way ahead of what you should reasonably have, or it's barely made any difference, in which case the GM and the players just went through a whole lot of trouble for nothing, and you rightly accuse the GM of wasting everyone's time.

Raw materials are in abundance. Given ship sizes, you could scrape enough adamantium off the walls to last you a lifetime, while having zero effect on the ship itself. If you need more, just blast someone else's ship and use that. Should be a few thousand times more concentrated than any asteroid, and take an hour or two rather than a month or two.

And if your GM says 'power armour takes forever to make' you just shrug your shoulders and make something that's actually useful, until you've reached the absolute limit of what you can craft. At that point, you're either way ahead of what you should reasonably have, or it's barely made any difference, in which case the GM and the players just went through a whole lot of trouble for nothing, and you rightly accuse the GM of wasting everyone's time.

Most complex equpiment takes a ton of different raw materials to make. To keep with the power armor example: You need some minerals to create the ceramite that makes up the bulk of the armor, entirely different minerals to build the motors that power it and the cabling, the power source, the chips that house the Machine Spirit, the power source etc. Not all the 20-30-50-whatever separate raw materials you will need will be conveniently placed in the same asteroid field for you to harvest, and especially not in the quantities you will need. It's highly likely there's going to be a bottleneck somewhere.

Also, I don't think you can define 'what you should reasonably have' in RT, because what you can get is based on chance (acquisition tests), unlike other systems (like D&D) which provide some rules regarding how much gear a character of a given level should have. There are some guidelines for how many acquisition tests the party should get to make, but the outcome is assumed random. Out of 10 acquisition tests, you can theoretically succeed them all and get a ton of stuff, or fail them all and get nothing, or anything in between. Unless the GM fudges the tests (or alters the frequency players are allowed to make them) to guide them toward an equipment level goal, case in which PF doesn't really matter anyway because the GM will be pushing you forward/pulling you back if you stride too far on either side of 'what you should reasonably have'.

Which brings us back to 'shoot down a ship and cannibalize it for raw materials'. It's a quick and easy process that doesn't require expensive asteroid mining equipment and doesn't take forever.

And yes, you're quite right, the profit factor system is clunky, random and terrible. Still beats crafting, though, which is clunky, arbitrary, and pretty much always results in success.

As GM you could simply tell your players that they are space-conquistadors first and foremost, and even given infinite time are simply not at the level of the ancient masters who built the greatest works of the Imperium due to their incredible skill and access to more powerful tools. In effect you could let a character craft anything they wanted but lock it in as all Common craftsmanship. When everyone else at the Space Duke's royal ball is wearing gilded armor and flaunting ornate weapons and your obnoxious "I wanna craft everything!" player shows up in their common looking gear... well, it will be the social faux pas of the season.

Edited by JiveProfessor

As GM you could simply tell your players that they are space-conquistadors first and foremost, and even given infinite time are simply not at the level of the ancient masters who built the greatest works of the Imperium due to their incredible skill and access to more powerful tools. In effect you could let a character craft anything they wanted but lock it in as all Common craftsmanship. When everyone else at the Space Duke's royal ball is wearing gilded armor and flaunting ornate weapons and your obnoxious "I wanna craft everything!" player shows up in their common looking gear... well, it will be the social faux pas of the season.

I pretty much see and would use it as more or less the opposite, useful for high quality unique goods (taking a lot of time to craft) or for mass production of low quality goods.

You want an exquisitely crafted suit of power armor that tells the story of your whole lineage in golden thread engraved all over the ceramite plating? It's probably easier to craft it yourself if you have the time and the skills.

You want 5000 lasguns, 5000 flak armors, 500 chimeras and 100 leman russ tanks? Odds are it's much more feasible (and less conspicuous) to acquire the raw materials and manufacturing facilities for them instead of buying the finished goods.

You want 5 regular power armors and 5 bolters? Time to hit the market.

Edited by LordBlades