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Rogue Trader Fleet Guide & Analysis

 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Thu Feb 22, 2007 2:19 pm 
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32,5 points. :)

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Thu Feb 22, 2007 3:33 pm 
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allright, round up to 35 points then :). I'll add the armoured prow to the list of upgrades. Any other comments?


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Thu Feb 22, 2007 10:03 pm 
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Not from me. Should we put our hands over those escorts?

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Feb 23, 2007 6:05 am 
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Yup.

Alien vessels -> Khareshi Expanse/Non-aligned aliens is a pool of resources. We could take the least obscure ones?

Recommissioned Vessel -> I like it, maybe +5pts in cost.

Transports/Freighters -> Need a couple of those

Other?

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Feb 23, 2007 9:19 am 
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Ehm, the jokaero one?

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: Fri Feb 23, 2007 9:23 am 
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what do you think about my recommissioned Frigate? Its in my rogue trader fleet list. Perhaps we could do a couple of escort hulls and give them some options?

How about escorts from the known alien races? Tau and Eldar come to mind. Perhaps even a tau emessary cruiser?

Indeed we need a couple of transports and freigthers, but I still think that the Galleon/merchantman/lorcha should have at least some transport capability






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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Feb 23, 2007 11:01 am 
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The 3 main vessels sure have enough room but I think it is very fluffy if we include a rule that all Rogue Trader fleets may include 5 transports for free per 1000 points.

Eldar, no, not standard, only for hire in Campaigns.

Tau, seperate trade partner. Maybe a borrowed Merchant + attendant Orca's?

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Feb 23, 2007 11:24 am 
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Ehm, for me it would be good to include a standard recomissioned vessel hull with different weapon options, something like:

Recomissioned vessel hull:

Escort/1
Speed: 30
Turns: 90
Shields: 1
Armour: 5+
Turrets: 1
1 Hard point (L/F/R)
1 Hard point (F)

Options:

Gunboat:
Battery 2  30cm L/F/R
Battery 4  30cm F

Torpedo vessel:
Battery 2  30cm L/F/R
Torpedoes 2 30 cm F

Lancer:
Battery 2  30cm L/F/R
Lances 2 30 cm F

Maybe include some customization options? (xeno systems roll, better shiels, more turrets, whatever?)

And i do think too that the Big Ships should have some cargo capacity





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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Feb 23, 2007 11:29 am 
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alright, so no eldar then. I think I would be great to have the option to include some tau ships as trade partners in the fleet. But they should be limited in number and type. Perhaps even some demiurg bastions could be present?

As for the recommisioned vessels, I like to see some odd configuration for escorts here. Thats why I came up with my Recommisioned Frigate with its broadside lances. Ah well, as standard hull with several weapons options will do to I think ;)

Indeed I think I would be fluffy to include several transports for free per 1000 points, but they must be regular transports, not armed freighters or q-ships I think.






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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Feb 23, 2007 11:34 am 
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Yeah, the standard merchants are plainly annoying (i only once used them in battle, and surprisingly enough they managed to do some things aside from sacrificing themselves to get some bombers out of sight)

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Feb 23, 2007 12:34 pm 
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Thats why i suggest the emesary cruiser, using the forum CPF rules. It is at least a usefull ship I think


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Feb 23, 2007 1:17 pm 
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(Yuber Okami @ Feb. 23 2007,11:24)
QUOTE
Ehm, for me it would be good to include a standard recomissioned vessel hull with different weapon options, something like:

Recomissioned vessel hull:

Escort/1
Speed: 30
Turns: 90
Shields: 1
Armour: 5+
Turrets: 1
1 Hard point (L/F/R)
1 Hard point (F)

Options:

Gunboat:
Battery 2 ?30cm L/F/R
Battery 4 ?30cm F

Torpedo vessel:
Battery 2 ?30cm L/F/R
Torpedoes 2 30 cm F

Lancer:
Battery 2 ?30cm L/F/R
Lances 2 30 cm F

Maybe include some customization options? (xeno systems roll, better shiels, more turrets, whatever?)

And i do think too that the Big Ships should have some cargo capacity

2 lances + 2 batteries?
That is strong!

I advice this on weaponry:

gunboat:
battery 2 30cm LFR
battery 3 30cm F

lance boat:
battery 2 30cm LFR
lance 1 30cm F

torpedo boat:
battery 2 30cm LFR
torpedo 2 30cm F

Small xenos upgrades/other upgrades. Low profile.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Feb 23, 2007 1:20 pm 
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I agree with Blackhorizon. Otherwise the escorts would be to strong. I think the upgrades should be very limited and small, otherwise the cost of the escorts would skyrocket. I suggest 1 upgrade per escort max, and make it a very basic one.


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Feb 23, 2007 2:34 pm 
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Ok, good for me.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Feb 23, 2007 3:38 pm 
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How about this:


Brigantine  35 pts

Hits: 1
Speed: 30cm
Turns: 90*
Armour: 5+
Turrets: 1

Weaponry:

Dorsal Weaponsbattery: str3@30 LFR
Prow Weaponsbattery : str2@30 F

Barque   40pts

Hits: 1
Speed: 30cm
Turns: 90*
Armour: 5+
Turrets: 1

Weaponry:

Dorsal Weaponsbattery: str2@30cm LFR
Prow Lance : str1@30cm F


Pinnace   35pts

Hits: 1
Speed: 30cm
Turns: 90*
Armour: 5+
Turrets: 1

Weaponry

Dorsal Weaponsbattery: str2@30cm LFR
Prow Torpedoes : str2/30cm F






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