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Rogue Trader Fleet Guide & Analysis

 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Tue Mar 20, 2007 12:53 am 
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hmm sorry my spanish is really that good ( as in non-existent ;) ). I still like the design of your cruiser. I might need some extra details, and of course a paint job ;)

I will try to get some decent pictures of my ships this week, en try if I can photoshop something. The last attempt to photoshop something went terribly wrong, so I haven't tried again.
I'll als try to make a beter word doc for our fleet list. With actually something that remotely resembles a fleet list.


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Mar 23, 2007 4:57 pm 
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A closer look:





Ehem... if i were to translate the vessels? history, would you like to make some special rules for it? (it would be sooo good...)





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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Mon Mar 26, 2007 10:28 am 
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Owh well I can always try :)


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Mon Mar 26, 2007 10:46 am 
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I imagine this:
http://www.tacticalwargames.net/cgi-bin....;t=6580

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Tue Mar 27, 2007 12:09 pm 
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Alright guys, I thing we're getting quite off track right now.
So lets mke some final decisions about the fleet list.

Currently this is the rough draft of our fleet list:

Fleet list:
Cruisers

? 0-1Trader Galleon per 1000 points
? 0-3 Merchantmen per 1000 points
? 0-4 Lorcha?s per 1000 points

You MUST choose at least ONE of the above in your fleet.


Trade partners

? 0-1 Tau Emissary plus attendant escorts per 2000 points
? ?-? Tarellian Carrack
? 0-1 Jokaero latticeship

Small Merchants

? 1d3 cargoships Free for every 500 points or fraction
? 0-1 Q-ship for every 500 points or fraction
? 0-6 Escort Carriers


Escorts

? Iconoclaust escort
? Sword class
? 0-6 Recommissioned Escorts per 1000 points
? 0-6 Alien Escorts per 1000 points


We still need stats for the Tarekkian Carrack and a  limitation for it. Further more we need to fine tune the Legendary Trader upgrade. This is how that upgrade stands now:

Legendary Trader  30 pts

You may upgrade your Rogue Trader to a Legendary Trader. A Legendary Trader may choose 1 of the following allegiances:

Eldar:
You may field 1 squadron of Hellebores OR 1 squadron of Corsairs

Tau:
You may field 1 Emissary Cruiser and 3 attendant escorts

Demiurg:
You may field 1 Bastion, or 1 squadron of demiurg escorts

Kroot:
You may field 1 warsphere

Imperial:
You may field 1 Lunar or Gothic cruiser



Also: How about leadership for the Rogue-Trader himself and the rerolls? I suggest we use the standard Imperial leadership/rerolls. Most of the traders are human afterall.

If we can all agree about these things, I can create a word file of our fleet list with some fluff text in to so that Horzin can publish it in WR12. And then we can start to do some playtesting.


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Tue Mar 27, 2007 6:28 pm 
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The only things i disagree are:
-The presence of Iconoclast escorts (aren?t them chaotic?)
-The absence of the small auxiliary carriers

Maybe we should give the RT itself a +1 for his leadership rolls. They may be humans, but they are made from a different paste (Who else would risk his enormous wealth in this kind of endeavours?). For the rest of the fleet, standard leadership rolls for their race.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Tue Mar 27, 2007 7:07 pm 
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And now, an extract of the Blessed Voyager?s bio:

"In his last expedition to the eastern fringes, RT Julius Kaeron went off-route because of the flow of warp, getting back to normal space in the middle of nowhere, light years away from any star system. In a strange kirk of fate, when his ships scrambled in search of anything they could use to go home (as their navigator had been killed during warp travel), they found a very ancient cruiser orbiting a rogue planet. Possibly dating back from the DAOT, the cruiser had minimal energy, and, while it?s surface had lots of micrometeorites scratches, it was in a fine condition. Strangely enough, there was no trace of the crew, and the ship?s log seems to be encripted, so the origin of this ship is a complete mistery, aside from the fact that it seems to be huma-made. During the exploration of the ship a demiurg vessel arrived to claim it. In the ensuing battle the demiurg ship was destroyed, but the crew survived and was rescued by Kaeron?s crew. After some initial frictions, Julius earned the demiurg?s trust, and he pledged his services as a mercenary to them in exchange of a guide and some badly needed pieces of equipment to refurbish his newly-acquired cruiser. Although it seems that this contract has ended, the name of Kaeron is often related to the demiurgs, be it as an ally or as a foe. "

PS: Do you recall the name of Julius Kaeron? he showed up in an article of SG website

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Wed Mar 28, 2007 9:08 am 
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The iconoclast escorts are in the list because in their discription it says that they're a standard form of escort that a lot of smaal shipsyards produce. So they're not chaotic per se. With the small auxillary carriers, do you mean escort carriers?


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Wed Mar 28, 2007 9:13 am 
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allegiance

* Planetary Forces: you may add 1 Murder class cruiser.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Wed Mar 28, 2007 10:27 am 
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(blackhorizon @ Mar. 28 2007,09:13)
QUOTE
allegiance

* Planetary Forces: you may add 1 Murder class cruiser.

Hmm, yups I think I kinda forgot chaos in the Legendary Trader options. I will include it.


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Wed Mar 28, 2007 11:53 am 
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Allright guys, I've updated to Fleet list. I still need the stats for the Tarellian Carrack and those for the Jokaero lattice ship. Furhtermore, I think we need to include some alien escorts into the fleet list. Horizon, do you have some idea's on those?


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Wed Mar 28, 2007 3:19 pm 
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The Jokaero Latticeship, again??

Ok, here we go again:

This was copied from this forums:

[That took suprisingly less time that I thought it would.  These rules should be more in the vein of the "traditional" Joakero.  I'll adapt the fluff for my other list for something else.]

Joakero
      The Joakero are an enigma of a race.  Large, primate-like creatures with orange fur, the Joakero are not a truly intelligent species in the strict sense of the term, but possess a form of extreme intuition that allows them to create highly advanced solutions to problems they face.  Unfortunately, this primal savant-ism they exhibit has not been examined in great detail as captured Joakero always are able to escape any sort confinement they are placed in.
       Joakero spaceships are similarly confounding.  They are rarely seen and fit no standardized profile, seemingly built on the immediate needs of the Joakero flying them at the time.  They are collectively dubbed ?latticeships,? a reference to the constantly shifting grids, beams, bars, and struts that form the vessels.

Joakero Latticeship 30*X pts
Type/Hits: Cruiser/X
Speed: 20 cm
Turns: 45
Shields: X/3
Armour: 5+
Turrets: X/3

Weapons
Prow Weapons Battery(Firepower X, 30 cm, Front/Left/Right)
Dorsal Weapons Battery(Firepower X, 45 cm, Front/Left/Right)

Notes
Variable Size: Joakero vessels do not come in one standard size or shape, instead they are constantly built and modified to suit the needs of their crews.  A Joakero vessel has no set number of hit points.  Instead, the number of hits are determined when the Joakero player makes his fleetlist, and this determines the vessel?s points.  The vessel?s shields, turrets, and weapons values are determined based on this number and may change during the game.  Round turret and shield values up to the next whole number.  A Joakero ship may have 3-12 hits, and cannot be crippled.

Leadership and Special Orders: Joakero vessels do not use special orders, but are considered Leadership 10 for all tests requiring a Leadership value.  They may not use fleet commander re-rolls.

Changing Functionality: At the beginning of each turn, the Joakero vessel may adopt a new form to best suit its current needs.  This change lasts until the beginning of the next turn.  The functionalities it may adopt are:

-Aggressive: The Joakero ship may make a ramming attack against one ship it comes in base contact with in its movement phase and double its boarding value
-Constructive: Re-roll failed repair rolls for the Latticeship.  If you pass a leadership test at the end of your turn, the Latticeship gains +1 hit.
-Defensive: Treat the Latticeship as armour 6+.  Any attacks that ignore armour must re-roll successful hits.
-Destructive: Treat the Latticeship?s 30 cm batteries as lances.
-Evasive: The Latticeship has no minimum move and may make an extra turn in its movement.
-Expeditive: The Latticeship gains +20 cm to its movement.
-Offensive: Re-roll misses from the Latticeship?s weapons batteries

[If someone can think of an -ive word that means "fast," please let me know, Expeditive was all I could find]

In the campaign game we should put a minimun of prestige rating to be able to get one of this, or maybe even get it to appear only in a roll in the "random encounter generator" (i we get to do one!)

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Thu Mar 29, 2007 9:48 am 
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Hmmm yes I a campaign it should be quite hard to get one indeed. Well, I shall include the rules into the fleet list. Is this design playtested?


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Thu Mar 29, 2007 1:45 pm 
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I rather would not include various alien races like Tobari, Joakero, etc. Remember: first goal: usable Rogue Trader list for use in BFG.

Tallarian is fine as they are traders. But we should include escorts with alien upgrades.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Thu Mar 29, 2007 10:04 pm 
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Yannic: No, i think no one has yet tried the Jokaero starship.

Blackhorizon: that would be ok for me so far. I mean, we can use this RT fleet list and, when we get completely pleased with it, we can thing about pouring in some more alien species/ships/whatever.

So, unless Yannic has something to say, i think the RT list is finished (well, we still have to settle some minor errata and the auxiliary carriers things, so it?s 99% finished). Should we begin wondering about the campaign game system?

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