Nova Cannon Range

By Magellan, in Rogue Trader Rules Questions

Nova Cannons have ranges up to 40VU. Voidship weapons can be fired up to twice their range. Thus, Nova Cannons can be fired up to 80VU.

Have I missed something? Errata, secret rules hidden in a black box at the other end of the book, anything like that? Allowing these things to fire at roughly four times the range of the longest-ranged macrobatteries seems like a little much to me, especially since they trade the usual -60 penalty for firing at any ship using evasive maneuvers for a mere -20/-30.

Also, because I have this weird mental disorder where I can't post on FFG without pointing out something silly:

20 Nova Cannon shells = -20 Acquisition

Brand new (Mars Pattern) Nova Cannon + 20 Nova Cannon shells = -20 Acquisition

War Components impose an extra -30 to your Acquisition Test, as well as a successful roleplaying test against your GM to convince him that this mining system on the fringes of the Foundling Worlds has a brand new Nova Cannon for sale.

They can be fired at up to 80VU, but that will require a successful test to identify ships out that far (by default you only detect out to 30VU), you cannot be performing fancy maneuvers before firing (so you can't be making Evasive Maneuvers), you can't fire to your side (sucks to your 45 degree turning arc) and they impose a flat -20 penalty as well as any other penalties for firing at targets.

Brand new (Mars Pattern) Nova Cannon + 20 Nova Cannon shells = -20 Acquisition

Not sure if this is RAW (but I believe it is):

When you aquire a component, it is no-where stated that you get it with "ammonitions" (ie fliers or Nova Cannon Shells).

Indeed my assumption is that you do not.

If you want an even starker example of this, try doing that same calculation for launch bays, taking into account the simply huge number of extremely rare vehicles you'd get for free.

I do assume that launch bays bought with SPs before game start come fully equipped, but after that? No.

I never really had the impression that you're supposed to combine - oh wait, the ones from the core book are modifiers and not rarities. Well, that changed starship acquisitions substantially. My poor players will weep many bitter tears.

The active scan is supposed to reveal ships that are in silent running (and possibly grant additional information about nearby stuff - another case of FFG leaving the actual rule making to GMs). When in silent running, a failed maneuver check will cause you to be automatically revealed. If ships that are not in silent running are not automatically revealed, then silent running is completely pointless.

If you are 80VU away from the opposition, chances are you won't need evasive maneuvers. If you're 80 VU away from your opponents, chances are you'll have plenty of time to turn. Finally: eh. The -20 (total of -30 at long range) is nothing when your gunner has 80BS, an MIU, the rogue trader screaming in his ear, and an Enginseer with a gajillion Tech-Use locking on. At 80VU, no one will have anything better to do than help out.

Not to mention that if you restrict detection to 20VU, that makes it pretty easy to play denial, blow up enemy planets and then piss off before anyone even figures out where you fired from. Not to mention that the average 70 perception navigator with a +60 bonus will extend your active scan range to 100VU on an average roll. More, depending on how much you restrict assistance.

As for you, Tenebrae: "The Nova Cannon comes with a finite supply of warheads (default 20(...)" is what the book says. Page 16. Of course it's up to the GM, but so is everything else about the game. A rule is no less silly simply because you can choose to ignore it. I will grant that that particular rule becomes a little less silly, however, if you assume that the extra -30 applies.

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...So, I just wrote five paragraphs that have nothing to do with the subject of the thread. Anyone else with an opinion on whether the Nova Cannon can fire up to 80VU?

I never really had the impression that you're supposed to combine - oh wait, the ones from the core book are modifiers and not rarities. Well, that changed starship acquisitions substantially. My poor players will weep many bitter tears.

Mine certainly did.

The active scan is supposed to reveal ships that are in silent running (and possibly grant additional information about nearby stuff - another case of FFG leaving the actual rule making to GMs). When in silent running, a failed maneuver check will cause you to be automatically revealed. If ships that are not in silent running are not automatically revealed, then silent running is completely pointless.

I've always assumed that the "nearby stuff" refered to astroids and the like.

And yes, ships moving under power would be fairly easily detectable from a significant distance.

As for you, Tenebrae: "The Nova Cannon comes with a finite supply of warheads (default 20(...)" is what the book says. Page 16. Of course it's up to the GM, but so is everything else about the game. A rule is no less silly simply because you can choose to ignore it. I will grant that that particular rule becomes a little less silly, however, if you assume that the extra -30 applies.

I'd missed that. What a pity.

My point still stands, though possibly now limited to launch bays.

I don't see where it can't. I recall that the maximum range of torpedoes is 60 VU's due to the fuel in them. For some reason I assumed the maximum range of a Nova Cannon was the book listed range, but since its fired similar to a macrocannon shell, I guess you are right. Obviously LOS (meaning obstacles in the way), Silent Running, Active Augurs, etc, play a part in finding a target 80 VUs away. Not only that, but fully identifying the target prior to shooting it would be greatly advisable. Nothing like shooting a ship and later finding out it was an Imperial Navy vessel.

Nothing like shooting a ship and later finding out it was an Imperial Navy vessel.

Eh, as long as the navy never finds out. ;P