Nimina |
Nimina, reporting for duty, I will serve you however you desire (hell, I'll try anything once), though my primary skills are killing folk.
Though I grew up around animals on a forgotten ball of dirt, so I can handle beasts and live of the land if required. I can also circumvent some simple security devices - though I'm not a thief.
Pick me! pick me!
Hexa'SkruwDriva |
What dam I hearin? A hummie lifs thou various ork-smashs an as still both is balls? C'm on boy, must see that hummie from close. Could be da one Ive looking far. Must be tugh as ork!
Works for me. Every hardline inquisitor will commit immediate suicide or mass murder on innocents after first contact with us^^
Almagafor |
Sorry, been in classes and work all day. Still have a few hours to go. Will get alias put up then.
If we have two ships then Gaius will take the two orks, he values their abilities and enthusiasm. My next choice is Tyboris the Explorator, that'll even things out nicely.
How are we doing ships/profit factor?
Edit: Misread something, retyped.
Gaius Valerius Metallus |
Profile Up, need to do gear but I'll wait on pre-game acquisition rolls before I mess with that.
Artorius: Now that Emilio is complete, do you want the fifth crew member or would you like me to get them?
Query: Is Battlefleet Koronus a valid sourcebook when we build our ships? Cause I made the mistake of reading it and I'm kinda drooling.
Nimina |
While I'd normally have a group co-operate for ships/Dynasty, given the limitations on PBF it may be quicker if the RT's sort it and then ask for input?
It's up to you to decide, but It may be worth the extra character going to Gaius' team? Give him a bit more trusted crew for the situations where he can't have his Ork retinue around?
Khalid Abd al-Qadir al-Shihab |
Hello once more.
I was preparing a set of ships for another game, and I had some recommendations. Below, behold three different options, and a small reasoning behind them,
35 - ship - Havoc Class Merchant Raider (CRB)
Speed 9, +25 Maneuvre, Detection +10, Armour 16, TR 1, HI 30, Space 40
Jovian Pattern Class 2 Drive , Space Remaining 29, Power Given 40
Single Void Shield Array - S: 28, P: 35,
Strelov 1 Warp Engine - S:18, P: 25
Combat Bridge - S: 17, P: 24,
M-1.r Life Sustainer - S:16, P:21,
Voidsmen Quarters: S:13, P:20,
R-50 Auspex Multi-band - S:13, P:16,
Starbreaker Lance Weapon: Dorsal: S:9, P:10, SP: 36
Mars Pattern Macrocannons: Prow: S: 7, P:6, SP: 38
Compartmentalised Cargo Hold: S:2, P:4, SP: 39
Optional - Librarium Vault:
Optional - Medicae Deck
Optional - Warpsbane Hull
Final Ship, No Extras: SP 39, PF 51.
Final Ship, All Extras: SP 43, PF 47d.
Optional - Veteran of the Angevin Crusade - SP: 45 (excellent combat and reputation bonuses, can't stealth to save it's life.)
The ship is a small and fast vessel, packing a decent punch. Perhaps a little too small for all the things crammed in it, but can perform nearly any role, excelling at exploring and general shindiggery.
Cheap Ship:
Jericho-class Pilgrim Vessel 45 Space
20SP: Ship
Planet Bound for Millenia - 3 SP
Modified Lathe Pattern Drive: 8 space, +40 power
Power: 38, Space: 37
Main Cargo Hold: Space
Strelov 1 Warp Engine: Power 28, Space: 27
Geller Field: Power 27, Space: 27
Single Void Shield Array: Power: 26, Space 27
Commerce Bridge: Power 25, Space 26
M-1.r Life Sustainer; Power 22, Space 25,
Voidsmen Quarters, Power 22, Space 22,
R-50 Auspex Multi-Band, Power 18, Space 22,
Jovian Missile Battery (Starboard, Port) Power 12, Space 20, SP 25
Starbreaker Lance (Prow) Power 6, Space 14, SP 28
Main Cargo Hold: Power 4, Space 9, SP 29
Energistic Conversion Matrix: Power 3, Space 8, SP: 30
(Optional), Deep Void Auger Array, Power 1, SP 31
(Optional), Warpsbane Hull, SP +1
(Optional), Reinforced Interior Bulkheads, SP +2, Space 2,
(Optional), Barracks, Power 2, Space 4, SP +2
Final Ship, No extras, SP 29, PF 61
Final Ship, All Extras, SP 36, PF 54. (Not really recommended)
This ship is a fairly good one for a Rogue Trader putting an emphasis on the latter. In a hurry, it could reach speeds rivaled only by raiders in order to run away, and is able to make a terrifying strike on an unwary opponent. Main weakness would be it's inefficiency in direct combat, which is, of course, to be expected.
Dauntless Class Light Cruiser
Veteran of the Angevin Crusade 58 SP, Space 60
Jovian Pattern 4 Drive 12 Space, 60 power Provided
Strelov 2 Warp Engine Space 38, Power 48
Geller Field Space 38, Power 47
Command Bridge, Space 35, Power 45, SP 59
M-1.r Life Sustainer, Space 33, Power 41
Voidsmen Quarters Space 29, Power 39
X-470 Ultimo Array, Space 29, Power 33,
Titanforge Lance Battery (Prow), Space 23, Power 20, SP 61
Hecutor Pattern Plasma Battery(Starboard, Port), Space 14, Power 4, SP 65
Auxiliary Plasma Banks, Space 8, Power 14, SP 66
Repulsor Shield, Space 8, Power 8, SP 66
Optional -
Melodium - 1 Space, 1 power, +1 SP,
Field Bracing - 1 Space, 1-3 Power, +2 SP
Compartmentalised Cargo Hold, 2 Space, 4 Power, +1 SP
Final Ship, No extras, SP 66, PF 24
Final Ship, All Extras, SP 70, PF 20
This ship is destruction, through and through. Carrying an intense amount of firepower, and with immense bonuses to fire it, little short of a battlecruiser or a grand cruiser can stand in a toe to toe combat against it. The main weakness that can be identified would be the low-ish turret rating and void shields, letting the ship be relatively vulnerable to lances and heavy fire.
I'd recommend for either the cheap or the moderate one. The cheap one is a fairly finnicky ship, but has loads of aces in his sleeves and lots of cash in its pockets.
The moderate one, is a ship nobody can possibly complain about being the captain of, since it's fast, reliable, has firepower, etc. We can't do lots of direct trading with this one, but that's to be expected.
Regarding role, Khadir will be as non-combat focused as possible. His fighting days were over before any of you were born! That does mean he'll have lots of ways to contribute in other ways, however, mainly knowledges, security, scrutiny/awareness, etc.
Zoggit Hedchoppa |
Bring da dakka. Even more dakka! An Zoggit wil bring da killi and da choppa!
no idea what any of that means atm, but will go with what you say about the moderate ship =^^=. Just dont ask the ork what he thinks ;)
Khalid Abd al-Qadir al-Shihab |
A merchant and an escort, whether a raider or a light cruiser is one good option, which provides flexibility. Rogue Traders are quite flexible, as you might imagine. Maybe a pioneered deal of a Rogue Traders working together for the benefits of both houses? The poorer one with the heavy ship providing support to the other one, for a return of thrones?
Another one might be two raiders, which is a great deal for exploration, since both are fast and quick, and together they can overcome anything short of a grand cruiser or a battlecruiser. Which they can outrun.
If piracy is more up the alley, a cruiser/raider combo allows for absolute shenanigans, and flexible firepower. Don't expect to be able to buy much, however.
If you want to do something different, we can always grab two traders and literally try and buy the Koronus Expanse.
Hexa'SkruwDriva |
I lika da idea of da granni with da diffrnt ships workn togetha. Yu can do a lot fings with da krootza an da lootzer. One smashs da things an da other takes da lootz away or one brings things from da place to da other while da other ship watches that o one lootz our bizzs.
An if ya wanna take da own planets ya need da bring lots o' boys an tanks to da planet - can't do that with da krooza!
Browman |
Unfortunately I couldn't get the Falchion to work, there was so little space that after all the mandatory stuff and guns I had no space left to add anything.
So I am currently looking at a Turbulent-class heavy frigate
This is after modifications for machine spirit oddities and mandatory components
Emissary of the Imperator: The vessel is a veritable monument to the power and grandeur of the God-Emperor’s might. Awe-inspiring and terrible, it lacks subtlety. All Intimidate Tests made by characters from this vessel gain +15, while all other social Skill Tests suffer a –5. These bonuses and penalties only apply if the character is known to be from the vessel. In addition, few will be able to see beyond the symbolism of the vessel—xenos see a threat, faithful Imperial citizens see a symbol of civilisation (or possibly chastisement), and heretics and rebels see a hated foe. Their reactions will be coloured accordingly.
Jovian Pattern Class 2 Drive
Strelov 1 Warp Engine
Warpsbane geller field Shield of Faith: Any Navigation Tests to pilot the ship through the warp gain a +10 bonus. When rolling on Table 7-4: Warp Travel Encounters (see page 186), the GM rolls twice and allows the Navigator to chose which result is applied.
Repulsor shield Charged particle repulsion effect: The ship does not suffer penalties to Manoeuvre Actions when travelling through nebulas, ice rings, plasma clouds or other celestial phenomena consisting primarily of small particles.
Command Bridge Enhanced Cogitator Relays: As long as the bridge remains undamaged, all Command Tests made by the captain gain +5 and all Ballistic Skill Tests to fire shipboard weapons gain +5. If this Component ever suffers a Critical Hit, it becomes unpowered on a 1d10 roll of 3 or higher.
Vitae Pattern Life Sustainer
Clan kin quarters For Hearth and Home!: All Command Tests to defend against boarding and hit and run actions gain +5. In addition, all sources of Morale loss are reduced by 1, to a minimum of 1
Deep Void Auger Array
Disruption Macrocannons 3 str 1d10+1 – 5 range
Short the Flow: Disruption weapons compromise the circuitry and wiring required to transfer power from the ship’s engine to her other components. For every five damage that exceeds the target’s Void Shields, one randomly selected Component on the target ship becomes Unpowered. This weapon’s damage is not affected by Armour. Ionic Blast: These weapons never cause critical hits, nor do they deal damage to Hull Integrity. These weapons may only be combined into a salvo with other Disruption Macrocannon weapons.
Sunsear Laser Battery 4 str 1d10+2 4 crit 9 range
So after all that I have 6 power 8 space and 6 ship points left. I am thinking that the ship should have the following supplemental components that would leave 2 spare power. The effects of these have not been added to the main ship stats yet.
Flak Turrets while active +1 turret -10 detection
Barracks +100 to military missions +20 to hit and run when filled
Cargo hold and lighter bay +50 to trade or criminal missions -3 maneuver
armour plating +1 armour -2 maneuver
Gaius Valerius Metallus |
Warrant Age: Age of Apostasy SP8 PF6
Fortune and Fame: Stable SP8 PF6
Acquisition: Administratum Trade Mandate SP10 PF4
Sanction: Age of Plunder SP12 PF2
Contacts: Battlefleet SP12 PF2
Warrant Renown: Famous SP14 PF4
Initial SP 64, PF 24
Machine Spirit Oddities: 1d10 ⇒ 2Blasphemous Tendencies
Past Histories: 1d10 ⇒ 10Xenophilious
What is with those rolls? Blaphemy and Xeno loving, we're in for an interesting ride :)
Hexa'SkruwDriva |
** spoiler omitted **
Initial SP 64, PF 24
[dice=Machine Spirit Oddities]1d10Blasphemous Tendencies
[dice=Past Histories]1d10Xenophilious
What is with those rolls? Blaphemy and Xeno loving, we're in for an interesting ride :)
I LOVE IT! There comes my Ork-Tech on board a Imperial ship! *grinns*
How about this Ork Upgrade from Battlefleet Korous:The ship has a greater-than-normal compliment of Mekboyz on board, who continually tinker with every machine within reach. The Meks may, as an Extended Action once per turn, improve a single weapon Component providing one of the following benefits:
+2 Range, Re-roll the weapon’s random Strength, +1 damage, +1 bonus degree of success on attack rolls.
After firing with this benefit, the improved gun immediately becomes Unpowered for one turn as the improvements over-work the weapon.
Just an idea for even more lolz and angry tech-priests xD
[EDIT:]Ok the above is a bit off I think - was simply too excited and picked the weirdest thing possible xD - but how about the ork-tech void shield generator. Really flavorful, hard if not impossible to remove and good for a lot of quick heartbeats in combat:
If the void shield would fail, roll 1d10:
..1: Void Shield Generator is damaged.
..2-7: Normal void shield behavior
..8-10: Void Shield remains active!
Gaius Valerius Metallus |
The Indomitable Will
Class: Dauntless
Hull: Light Cruiser
Speed: 7
Maneuverability: +15
Detection: +20
Hull Integrity: 60
Armor: 19
Turret Rating: 1
Space: 60
SP: 55
Weapon Capacity: 1 Prow, 1 Port, 1 Starboard
Plasma Drive: Jovian Pattern Class 3, 60 Power Generated, 48 Space Left
Warp Engine: Miloslav H616.b warp engine, 50 Power left, 36 Space
Gellar Field: Warpsbane Hull, 49 power, +2 SP
Void Shields: Single Void Shield Array, 44 Power, 35 Space
Ship's Bridge: Command Bridge, 41 Power, 33 Space, +1 SP
Life Sustainers: Clemency Pattern Life Sustainer, 36 Power, 28 Space
Crew Quarters: Voidsmen Quarters, 34 Power, 24 Space
Auger Arrays: Mark-201.b, 29 Power
Xenostech: Micro Laser Defense Grid, 27 Power, +2 SP
SP Used: 58
Port and Starboard: Mars Pattern Macrocannon Broadsides, 19 Power, 14 Space, +2 SP
Prow: Titanforge Lance Weapon, 10 Power, 10 Space, +2 SP
SP Used: 62
OK, tear loose guys. We have 2 SP left and no Cargo Hold, yet. Lots of stuff I want but not many SP to go around. Have 10 Power and 10 Space Remaining. Could drop the Warpsbane Hull but that feels like tempting fate, Required to take xenostech and they aren't any cheaper. Weapons are fairly minimal. Could Drop down to a frigate or just play the long game and pickup components later. Thoughts?
Hexa'SkruwDriva |
Long run sounds good for me. Cargo hold sounds to important to leave out ... but we should definitely take that compartmentalized one, to prevent the mali. That would be -1sp, -5space, -2 power.
For the last sp, why not go with that gravity sails ... even more speed and maneuverability sound funny, doesn't it? Takes the light cruiser on the same speed+man. as a frigate. Taking the cheapest Xeno-thing doesn't sound right if it is essential part of the ship, does it? Also the xeno parts presented in the first rule book are a bit disappointing, also it is a 10 which should be a good roll, so why not just 'it is part of the ship' instead of 'you MUST BUY one' ...
Wished the other sourcebooks would have included more ... maybe even some ork-tech? =D
[EDIT:] Why not switch out the prow lance with Mars-pattern Torpedo tubes? Lots of awesome possibilities (including boarding) and possible heavy damage.
Profile (BK-Rulebook): Mars-pattern Torpedo Tubes Light Cruisers, Cruisers 2 8 2 6 are also 2sp as the lances
Gaius Valerius Metallus |
Yeah, the sails were a matter of some internal debate. The issue with the Xenostech is that it is a guaranteed SP drain, I was trying to save some SP for other components as just getting a Light Cruiser hurts bad. I thought about the torpedo tubes but the Lance caught my eye because we won't need to do Acquisition rolls just to rearm and after the Macrobatteries unleash and rip up some void shields we can carve the enemy up like a turkey. I also thought about a bombardment cannon because I find it amusing, but I'm twisted like that.
Now, that being said, I'm also looking at the Meritech Shrike-class Raider. It's on the heavy end of Raiders and kinda terrifying if kitted out properly. It would save a lot of SP, the free xenostech could be a shard cannon and then slap a lance on for above tactic (or grab a ghost field and be nigh untouchable). Has more space than most ships of its size and gives a +5 on BS tests to fire its weapons. Also its about as fast as it gets with sails and is super maneuverable. Downside is space will be tight.
Hexa'SkruwDriva |
I would stay with the large beast ... It is easier to outfit the big one bit after bit with anything we need, than to acquire a whole new ship if the little one gets to crammed, isn't it?
If you have the time ... build it and show it to us. Ghost field is a bit problematic due to the no-void-shield thingy but it sure sounds awesome.
Gaius Valerius Metallus |
I would stay with the large beast ... It is easier to outfit the big one bit after bit with anything we need, than to acquire a whole new ship if the little one gets to crammed, isn't it?
If you have the time ... build it and show it to us. Ghost field is a bit problematic due to the no-void-shield thingy but it sure sounds awesome.
See, there in lay the rub. Smaller ship means more PF which means it's easier to get stuff. Getting a shell of a wrecked up cruiser and outfitting properly might actually be easier to do later than limp along initially. Also, it might be better to get a kitted out small ship than an under strength large one because it MAY be easier/faster to make money in the little ship.
I'll see about writing up the Raider later, hopefully tonight, I have classes and work today and might end up getting called in to pull the latter half of a twelve hour overnight later.
Wraxus Drake |
@Gaius/Almagafor, I would say go with the frigate, if the light cruiser is stripped bare, is it really worth the increased cost? Could we not accomplish more by having a smaller vessel (we have 2 after all) that is both better equipped and leaves us with more resources available?
@Artorius/Browman, looks solid to me, but I will definitely say that I am unfamiliar with building vessels in Rogue Trader.
Browman |
Browman wrote:So I guess no one has any issues with my ship plan?Might go with the Miloslav warp engine, after you brought it up I looked at it heavily and there's more in the pro than con column.
I can easily do that, it would leave me with 4 spare power instead. Which would allow for augmented retrothrusters to be added later.
Personally I think we can run with one ship that still needs significant upgrades. It also gives us a immediate set of goals and kind of fits in nicely with a story of a rogue trader house that is growing.
Khalid Abd al-Qadir al-Shihab |
The Meritech raider is an excellent ship, I agree. Do remember you can always buy more ships later. It takes an excellent roll and we might have to burn some PF, but if we have it, it's a good option.
A raider and a frigate are terrifying for anything we might encounter, especially if we get the Void-Master goes for Master of Gunnery, and combine that with the RT nagging him constantly. The RT in my RL game shouts to people, "I ORDER you to succeed!", as he gives the bonus.
Gaius Valerius Metallus |
Yeah, I'd like to end up with a flotilla of 5-9 ships eventually. Including, but not limited to: a battle cruiser, light cruiser/workhorse, escort carrier, a few frigates/raiders, and 1 giant transport/mobile station.
The light cruiser as presented isn't dressed to the nines but has all the basics and a couple of toys. The raider I'm thinking of will be terrifying for its size, but very much a glass cannon. The question is how do you want to initially grow, upgrades to existing ship or new ships to fleet?
On the note of command, Gaius already has a base 61 on command tests without modifiers and I've not advanced Fellowship at all, after just a few XP I'll be easily pulling most command rolls.
Also, pre game we will all have some opportunity for Acquisition, these don't have to be personal items but can be ship based. Remember that we represent a whole organization and have a lot more power than Dark Heresy characters of the same XP value, we may also have more indirect power than Deathwatch characters (Black Ceusade can be a toss up, some of those guys have huge networks of allies and minions)
Question for GM: I'm away from books at the moment so can't recall the name of it, but are we using the rank structure thing from Into the Storm?
Hexa'SkruwDriva |
I can see the appeal of starting with the smaller fully upgraded ship and working to get a complete new one, but that is one hell of a starting goal and a really difficult roll. Even a naked light cruiser is already a roll against 55 without any big boni to get and you have to find one first! New components are fairly easy to acquire, compared to that.
I have not played RT before so ... What would be the starting profit factor in both cases? Otherwise I'm just rambling around here, without real knowledge or fact-based arguments.
Gaius Valerius Metallus |
With slight reskin for background's sake.
The Indomitable Will: Heavy Raider Edition
Class: Meritech Shrike
Hull: Raider
Speed: 10
Maneuverability: +27
Detection: +25
Hull Integrity: 29
Armor: 16
Turret Rating: 2
Space: 35
SP: 34
Weapon Capacity: 1 Prow, 1 Dorsal
Advanced Cogitator Linkage: +5 to BS tests to fire ships weaponry.
Background Package: Heretekal Salvage (Planet-Bound for Millenia) +3 SP
Decresed Hull Integrity: 1d5 - 1 ⇒ (1) - 1 = 0Min -1
Lost Relics of the Past: Free Modified Drive, may take additional archeotech
Dreams of Distant Worlds: +10 Maneuverability within 5 VUs of planet
Plasma Drive: Modified Jovian Class 2 Drive, 45 Power Generated, 29 Space Remaining
Warp Engine: Miloslav G-616.b, 37 Power, 19 Space
Gellar Field: Warpsbane Hull, 36 Power, +2 SP
Void Shields: Single Void Shield Array, 31 Power, 18 Space
Ship's Bridge: Command Bridge, 29 Power, 17 Space, +1 SP
Life Sustainers: Vitae Pattern, 25 Power, 15 Space
Crew Quarters: Voidsmen Quarters, 24 Power, 12 Space
Auger Arrays: Mark 201.b Array, 19 Power
Xenostech: Dorsal Shard Cannon, 9 Space, +3 SP
SP Used: 43
Dorsal: Shard Cannon
Prow: Titanforge Lance Weapon, 5 Space, 10 Power, +2 SP
SP Used: 45
Archeotech: Teleportarium, 4 Space, 9 Power, +1 SP
Murder Servitors, 3 Space, 8 Power, +1 SP
Cargo Hold and Lighter Bay, 1 Space, 8 Power, +1 SP
Melodium, 0 Space, 7 Power, +1 SP
Augmented Retro Thrusters, 4 Power, +2 SP
SP Used: 51
So, we have a raider with high maneuverability and good armament. Designed to do hit and run attacks at a +45 and pick a result from 1-6, including teleportarium.
PF on this ends up at 37 without any other mods or characters affecting it (I add +1 to starting PF, think someone else subtracts). Still some power left over and we can invest some more SP to free up space by getting better crafted components.
PF on light cruiser ends up at 24-26. Plenty of power and space left over though.
Hexa'SkruwDriva |
I don't really know, really. Two excellent alternatives you built there Gaius.
+Cruiser: "bigga is betta, ya fool! 'vry boy knovs that!" - SkruwDriva
+Cruiser: We're low on PF in both cases I think, and getting from PF37 to a PF were we are able to buy us a new ship will take a looong time.
+Raider: The +45 hit&run and especially a teleportarium (!) sounds REALLY nice to have ...
+Raider: It a very good ship to have in the fleet, so I am good with taking it as a starter or maybe as a later addition so make sure to store that profile.
Whats with the others?
Hexa'SkruwDriva |
He dere boys, teres a boy I know far da long time an he'es lookn far da good job with da lot of smashn an loozing. Hes late as always but hes da good boy - my word as a weirdboy on that! Good far ja boys if he joins da grew late?
Wrote already with GM, he says he's ok with another player if you guys are ok with a latecomer. Good RL-friend of mine, which I told about this game and he got excited and wanted to join. He's looking into a Explorator right now, so that we also have a "proper" tech-guy on board.