Rogue Trader - Deep into the Expanse

Game Master The Silent Man

This is a homebrew campaign using the Rogue Trader gaming system. Players will venture deep into the expanse to explore, conquer, and create their own seat of power.



Male Human Swordsage 8, Warblade 6

Starting this thread for my players in my home brew Rogue Trader campaign. This is for going over general information and rules as well as discussing ideas for their characters or the campaign in general.


Male Human Rogue Trader Rank 1

This is your Captain speaking, crew members report in.


Male Human Swordsage 8, Warblade 6

HOUSE RULED SHIP UPGRADES

Castellan Weapon Mounting’s

Spoiler:
By installing extended bulwarks that place the weapon system outside of the main hull lines, a ship can greatly increase the amount of available space that would normally have been taken up by the cavernous housings for the weapon and its munitions. However this presents a serous drawback as the now externally mounted weapon can be easily targeted and destroyed by enemy fire.
This upgrade can be applied to any starboard or port mounted macro-cannon broadside only, and can only be mounted on ships of Light Cruiser class/size and up. Lances and turret mounted batteries are already exposed on the hull of a vessel and only the ammunition or genatoriums are stored inside the hull. It reduces the amount of space the weapon uses at the cost of increased power draw, reduced speed and armor and the chance that whenever a ship suffers a critical hit there is a 50% chance that the crit targets the component automatically. If the component suffers a hit there is also a 25%chance that the weapon is destroyed in a cataclysmic explosion dealing an additional 1D5 damage straight to hull integrity bypassing armor. These components increase power draw of the weapon by 2 and reduce the armor rating for that facing by 1, speed is reduced by 2 from the increased mass. The trade off being that the weapon takes up only 1 space. Weapons that already take up one space now take up zero space as even the munitions cache is stored in the castellan.
Poor crafted versions of this upgrade increase the critical hit chance to 60% and increase power draw by 1. Good Crafted versions are better armored and reinforced with additional redundant systems to protect the ship incase of damage and extra on site genatorum’s to reduce the power strain on the ships engine’s; the crit chance drops to 25% and no penalty to armor rating, power draw reduced by 1 to a minimum of 1. Best crafted versions are like miniature armored castles protecting the flanks of the ship and allowing it to project its firepower all the more menacingly. Increase armor rating for that side by 1, only a 10% crit chance with no chance of catastrophic explosion and no additional power draw. Also due to the increase in hull space the Castellan mounts can easily provide more space for defensive weapon mountings increasing the turret rating of a ship by 1 for normal and good crafted versions 2 for best crafted.

Acquisitions for these upgrade costs 5 sp per slot and is considered Near Unique when trying to acquire them normally

Extra Weapon Mounting

Spoiler:
This upgrade allows the owner of a starship to greatly increase his firepower and can sometimes be found on ships belonging to reaver’s who want to increase the power of his vessel to tackle larger prey. This upgrade allows for the placement of 1 weapon system slot on any location his vessel does not currently have one ex, the lunar class cruiser has 1 prow and 2 port/starboard mountings but no dorsal or keel mounting, with this the explorer can add either a dorsal or keel mounting at the cost of space. The only exception to this is the Prow mounting, ships can have a maximum of two weapons mounted on their prows. This increases the amount of space a weapon component uses depending on the size of the vessel it will be mounted on; 1 for transports, raiders and frigates(or any ship of a similar size), 2 for light cruisers, 3 for cruisers and battle cruisers and 4 for grandcruisers. Frigates and smaller ships will see the strength and damage of the weapons reduced by 1 to a minimum of 1 or 1D10 since the smaller size of these vessels limit the stores and effectivness of the weapon since the ships were originally not meant to carry such an extreme amount of ordinance within their smaller frames. All ships suffer increased power draw of 2 as new conduits and plasma cabling have to be added to power the systems. While these component is powered reduce speed by 1 on any ship of frigate size or smaller. Warships like light cruisers and bigger have sufficient power from engines and other smaller genatoriums placed around the ship to compensate. Poor crafted versions of this component increase power draw by 1. Good crafted versions reduce the space penalty by 2 to a minimum of 1. Best crafted versions reduce the power draw by 1 and no penalty to speed.

Acquisition for this upgrade costs 5 sp per slot and is considered Near Unique when trying to acquire them normally.

Archeotech Ordinatus Extremus

Spoiler:
Voidships mount rows of broadsides and multi-turreted batteries to bring serious firepower against an enemy. However in the vast distances of space between a ship and its target not all of the multitude of shots fired at an enemy will actually hit the target. War-minded individuals are always trying to find ways to make there guns more deadly in any respect, adding more barrels improving cogitator targeting systems automated ammunition loading. etc. This archeotech upgrade is just that a combination of improvements that increase the strength of existing weapons. When applied to a weapon system the maximum Strength value of the weapon is permanently increased by one. This upgrade can be applied to a single weapon system twice. This cannot be applied to Atomic’s Torpedo’s or Nova Cannons. Poor crafted versions pose a -5 penalty Ballistics when attempting to fire, as this is just extra weapon mountings and the balance of the cogitators is thrown off. Good crafted versions grant a +5 Ballistics bonus for superior balancing of the systems to go with the extra barrels. Best Crafted versions also reduce the Crit value by 1 to a minimum of 1 representing a truly viscous and accurate weapon guided by a machine spirit craving the destruction of its enemies as well as the amount of crew needed to fire the weapon as it is entirely done by integrated servitors watched over by their assigned tech priests allowing them to be utilized elsewhere; +5 to all tests and maneuvers. If a second good or best upgrade is applied to the same weapon system then that weapon on a successful automatically generates 1 or 2 degrees of success respectively instead of the regular bonuses. Weapons with 2 best crafted versions installed reduce crew loss to a maximum of 1 if it suffers a fire or decompression.

Acquisition for this upgrade costs 2 sp per slot and is considered Unique when trying to acquire them normally.

After this there is might be more to come.


Male Human Swordsage 8, Warblade 6

I have set up a game-play forum for the after action or off screen events that players want to tackle if we didn't have time for it at the table.


Male Ogyr Ork Freeboota Rank 1

Aye captain, Solomon Kreeg reporting in.

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