Torpedoportarium

By Baron Throatpunch, in Rogue Trader Rules Questions

So embarrassing admission time (mostly for you the viewer's amusement).

You know the avatar used by Erathia and others? The guy in the red hood?

It took me ages to figure those black things comming out of the hood are supposed to be braids of hair. For a while I thought it was cables. Admech right? But no, it wasn't that. What was it? And then I was gripped by the insane notion that they were tiny little deformed-but-muscular arms, flexing away. I mean, look at the horizontal one. Is that not a bicep right at the edge of the hood? But why are they black? Cybernetic ear-arms I guess. Man, warhammer 40k is wierd.

I eventually figured it out, though I still think it doesn't look much like hair, but now I can't unsee the little flexing arms. Which is doubly hilarious when paired with the super serious expression on the guys face.

This is exactly the thought process I had when I chose this avatar, and I also still see them as tiny grasping arms, leading me to pretend that this guy is an AdMech who just loves Utility Mechandrites - even his hair is made of Utility Mechandrites!

Secretly an Utrom.

The lowest two results on table 8-12 (voidship critical hits) allow the attacker to choose any component he is aware of, and render it either depressurized of damaged. This specifically excludes the bridge, plasma drive, and warp drive. Bridges may be depressurized and/or damaged (depending upon the damage result rolled by the attacker) at 8 on the table. Results 9 & 10 allow the attacker to specify 1d5 components which become depressurized & damaged or destoryed, but this once again specifically excludes the bridge.

So you can target specific components with critical hits. Just... y'know... not the really important ones. They have plot armor.

Well, in fairness, the plasma drive is ******* huge compared to any other component. Hence, the amount of damage represented by a lighter critical hit is not going to be enough to take it offline. The bridge, however, just gets plot armour, as you say.

I never liked the "components you are aware of" rule. The idea that a massive detonation rips away a chunk of the port flank, but because you've not scanned that bit yet you can't hit the barracks that you bloody well know is there because its a throne-damned troop carrier just seems bizzarre.

I never liked the "components you are aware of" rule. The idea that a massive detonation rips away a chunk of the port flank, but because you've not scanned that bit yet you can't hit the barracks that you bloody well know is there because its a throne-damned troop carrier just seems bizzarre.

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Also there is no standard layout for a vessel, so there's no guarantee that on your kilometer-long voidship you did manage to correctly hit a barracks component without scanning it.

Fortunately you do auto-identify any weapon component that's attacking you, so no matter how bad your bridge ship is at least they're able to answer "Where are those Throne-cursed macrocannons coming from?"

I also assume that you can see generally where the void shield generator is, because like the guns it's gotta have some external bits and it's visibly doing stuff in battle. It's probably going to be the first thing you want to blow up on an enemy ship in most cases.

I also assume that you can see generally where the void shield generator is, because like the guns it's gotta have some external bits and it's visibly doing stuff in battle. It's probably going to be the first thing you want to blow up on an enemy ship in most cases.

I doubt you'd be able to see it - at the distances involved, it's literally impossible to visually see the enemy ship with your eyes or an externally-mounted camera. It's the same sort of distance between earth and the moon, but starships are a lot smaller than the moon. Only reason you auto-detect weapon batteries is probably because there's only a few places they can be mounted on a ship, regardless of hull type so they're specifically scanning those parts of the ship as standard operating procedure. After that, it's just a matter of reading any emissions and the like to work out just what weapon it is.

Well the rule says any component the explorers are aware of, so since the first hit always gets absorbed by the void shield the players are already aware of the void shield component less than halfway through their first shooting phase.

They're aware that it exists, but the void shield itself is extended around the entire ship, so your shot would be blocked no matter where it's fired. Presumably the bulk of the generation is internal and the projector is somewhat small, as you need two shifts of success on Focused Augury to detect where the Void Shield array is.

Unless your enemy weaponizes the void shield component then I wouldn't let them know where it is for free.

On the subject of teleporting torpedo warheads.

Techpriest or Rogue Trader would not take a torpedo apart for this reason.

First. It is a tech-heresy,

Second. The corridors on the ship are not large enough.

Third. From my understanding a teleportaium can only teleport organic matter (I could be wrong and most likly am)

Forth. Torpedos are expensive and not easily replaced.

and you cannot target certain parts of a ship with a teleportaium, because you may know of the components location but you do not know the layout inside said components, so when teleporting they teleport into an area that should be open, like cargo holds and lander hangers. Teleporting is extreamly dangerous and you can apper inside walls, and such which can swiftly deactivate a bomb.

Now all that being said, a teleportaium are a very large size as they can teleport 30 marines in power armour and a Primarch. In "Know no Fear" Horus Heresy noval the Ultramarines use one.

The rule for preventing this is.

"Anything my players do they should expect to have done back to them by NPC's."

The rule for preventing this is.

"Anything my players do they should expect to have done back to them by NPC's."

And that will also stop players

The rule for preventing this is.

"Anything my players do they should expect to have done back to them by NPC's."

And that will also stop players

This is how you stop "Operation Promethium Drop"

I say just go with realistic consequences to any given action, if doing something would likely cause the Inquisition or the Arbites to curb stomp the dynasty than by all means have them do so. If the players insist on starting something with Calligos Winterscale than have him kick their asses because the way he's statted and how his rules work he'll wipe the party assuming he brings some elite redshirts as backup.