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Rogue Trader Fleet Guide & Analysis

 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Fri Feb 23, 2007 11:41 pm 
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Uhm... seem good for me! (where did you got those names from??? megatraveller?) they pack some punch those small things. Should we put some upgrades on them? i propose:

-Xenos systems
-Extra shielding
-Extra turret
-Boosters (+5d6 to move when given "full speed ahead" orders)

What do you think?

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Sat Feb 24, 2007 4:01 pm 
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The Tau presence could be limited by particular missions in a campaign, but I do agree that an Emissary would be a great ship to add on to a RT fleet, perhaps under the authority of a Water cast tradesman?  It could be a ship representing a Tau equivelant to the RT himself, only far less established and advanced in his career.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Sat Feb 24, 2007 4:37 pm 
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Yeah, and the explanation for them only being so "less established" would be that tau RT are just so fresh and rare that they have had no time to go better...
Like it too! :D

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Sat Feb 24, 2007 6:47 pm 
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0-1 Emissary plus the option of Orcas or Ion Cannons is an intensely interesting idea!

Other thoughts would be to cover a number of other '0-1' legendary ships (ie you tend to only hear of them in a dark pub on some far-flung outpost from a drunken old space-hand). Options of course include:

- Jokaero Manifold-ships (Jokaero space-travel works largely on the geometry and topology of space-time itself, folding itself into higher/lower/extra dimensions and utilising exquisite and arcane shapes to literally change it's very properties with relation to space time)
- Tarellian Carracks (a 4-hit fast light cruiser)
- Thrrall Warships (those ones from Xenology, given the details of their groun finding, I think it'd make for an interesting ship)


Amongst a great many others.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Mon Feb 26, 2007 12:01 am 
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I like the idea of legendary ship, and it gives a nice new ship the scratchbuild :D

Btw Yuber, I got the names from Sid Meyers Pirates 2.


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Mon Feb 26, 2007 11:49 am 
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The Rag-Tag fleet is gonna be cool. I like it.

Fleet list idea I
0-1 Trader Galleon per 1000 points
0-3 Merchantmen per 1000 points
0-4 Fluyt per 1000 points

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

Recommissioned Escorts
* 0-6 per 1000 points

Alien Escorts
* 0-6 per 1000 points

Trade partners
* 0-1 Tau Emissary plus attendant escorts per 2000 points
* 0-2 Tau Merchants plus attendant escorts per 2000 points
* ?-? Tarellian Carrack
* ?-? Demiurg

???? list
Iconoclaust escort
Sword class

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Mon Feb 26, 2007 2:13 pm 
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Ah, so this is the first Rasg-Tag fleets list :D. I like! Espescially with the inclusion of the tau trading partners. Perhaps we can create a tau offshoot list, based on a infamous tau rogue trader using a heavily upgrade Merchant ( gives it a nice underdog feel, and besides I really like the merchant model somehow and I need an excuse to build and convert it :D )


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Mon Feb 26, 2007 3:34 pm 
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In this manner, I'd happily submit the Lar'shi'Il'Fannor'O as a potential 'Galactia' for said fleet. The write up for that ship, essentially being the prototype of the Hero Class (based on a Merchant hull) was that as time went on it became relegated from 'strictly' front line battle duties.

Being the lead ship in a Rag-Tag fleet operating beyond the red zone...err...beyond the Tau Empire due to freak circumstance would be rather interesting, and certainly add to the feel of it being a 'legendary' vessel...

A small suggestion for the Tarellian Carrack:

CODE

Type/Hits: Cruiser/4
Speed:      30cm
Turns:       45*
Armour:     5+
Turrets:     2
Shields:     1

Port Weapons Battery:          Fp 4, Range 30cm, Front
Starboard Weapons Battery: Fp 4, Range 30cm, Front


An alternate suggestion would swap Speed/Turns for 20cm/90* and/or Fp3 batteries each side. Makes it, essentially, a big beefy 'escort' vessel.

Additional suggestion to BH, who's email I have been getting (but I only have scant moments to do things on line so typically am very forgetful these days!), would be to look at including Kroot vessels too.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Mon Feb 26, 2007 3:41 pm 
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(Xisor @ Feb. 26 2007,15:34)
QUOTE
Additional suggestion to BH, who's email I have been getting (but I only have scant moments to do things on line so typically am very forgetful these days!), would be to look at including Kroot vessels too.

Cool.  :)  (I'll stop the mail now..., )

Kroot will be nice indeed. Very limited as well.

So, legendary traders, they should not be dominating and always 0-1 in a fleet, and only one of them at a time.

It would be grand to have about four or five of them.

Xisor's Lar'shi.
Horizon's Angelic (the merchantmen that travelled into the Khareshi Expanse and... :alien: )
.
.
.

Also, these legendary ships do not need to be strong but have flavour and a cool extra on it.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Mon Feb 26, 2007 3:48 pm 
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Ah, my I add my own egendary trader then? I have an Idea about a Trade Galleon called the Galactic Wanderer, basically a Galleon with flight decks and heavy gunz ( model has been buildt, awaiting paiting). Xisor, what are the stats for your prototype Lar'shi?


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Mon Feb 26, 2007 5:40 pm 
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Without dishing out the full document, IIRC it was the basic Merchant profile with:
Rear Module Launch Bays
Front Module Ion Cannons
Grav Launcher on the Front

Stats:

Prow Grav Launcher: S4 (I don't recall if this replaced the prow railguns, I suspect it did)
Port/StBd Ion Cannons: S2 Fl/Fr @ 30cm
Port/StBd Launch Bays: S1 each, Mantas or Barracudas

Additionally it's speed went up to 20cm (state of the art military grade drives), two shields, 6 Hit Points (reinforced hull version) and a Prow Deflector

Overall, it's a darned tough little ship, and the 'fluff' behind it is quite clear: this was a one off ship combining all the test parts. Expensive, and fairly rickety, but it worked!

They did realise, however, that in the interests of safety, it'd be better all round to mount the kit on a larger hull, able to accomodate:
- the Prow Railguns
- The Extra Gravitic Missiles
- Extra 2HPs

Of course, the Lar'shi'fannor'o comes with a 'legendary' command crew, eg compulsary refits/crew skills representing the typical crew complement (which often included a certain Envoy...).

Anyhow, I'd be more'n happy to see Legendary Traders kept to a 0-1 maximum. That'd include all types of Tau/Demiurg/Famous Imperials and most types of Marines(Convoy Escort Salamanders!), Kroot and Tarellians etc (thus allowing you to pick affilliation).

The Kroot/Tarellians/Marines would be 'additional' to the Legendary Traders but of the form of 'Mercenaries' (ie you hire 'em or are hired by 'em to protect the fleet), slightly different from the more 'enterprising' fleet legends.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Mon Feb 26, 2007 11:22 pm 
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Just an add-on for your list, blackhorizon:

1D3 cargo ships for FREE for every 500 points or fraction (Why make it a random number? read next line)
0-1 Q ship for every 500 points or fraction (that?s why the number of transports should be random!)
Auxiliary Carriers (0-6?)
0-1 Jokaero latticeship

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Tue Feb 27, 2007 12:11 am 
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I really like the larhsi variant Xisor! Well Black horizon, can you put together a list, or shall I give it a try? Btw what did we deciede on the upgrades for the escorts?


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Tue Feb 27, 2007 10:54 am 
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Captain Artelus Grey, Captain of the Merchantmen the Angelic.

The Warrant of Trade bought with a lot of money he inherited from his deceased parents. His father was governor on Tellen IV, located in Segmentum Pacificus, a wealthy and flourishing planet. But unfortunately wealthy people attracted scrupulous people, at the age of eighteen Artelus his parents got assassinated, leaving all their money and wealth to Artelus, their only child. Artelus never knew who was responsible for the murder.
The following years Artelus lived a retracted live in the family mansion, spending his time thinking on what he should do with his life. At one evening, from a drawer in his father?s study room, he found a diary and some reports regarding his great grandfather Uwerton Grey. Uwerton Grey was a so-called Rogue Trader, captain of the revered Venidictus, a re commissioned Dominator class cruiser. He led many expeditions far into the unknown reaches of the Eastern Fringe. Discovering some backwater human colonies, bringing the Light of the Emperor to them. His encounters with alien races varied from brutal battles to peaceful negotiations. Uwerton Grey?s last mission was a venture into the realm called Gates of Varl. Since then no one heard of him. The last transmission from the Venidictus made report of an ambush by alien forces.
Despite the ending of Uwerton Grey Artelus was intrigued by the life as a Rogue Trader. Seeing it as an escape from Tellen IV and a possible same fate as his parents he started to unfold his ideas for a venture into space. From his father?s neglected planetary defence force he took the Angelic, the former flagship, a refitted Merchantmen, remarkable because of its extensive sensor arrays, the only ship left in a good enough shape to take on inter stellar journeys, as his ship. After recruiting the necessary crew and needed servitors he departed for Kar Duniash. A planet from which he could venture into lots of regions through trade. With his final goal building a small trade imperium of his own. But all that changed once Inquisitor Horatio Luvern came aboard the Angelic.
The last known sighting of the Angelic was in Beralan Space where it was heading for the infamous Khareshi Expanse.


The Angelic

Hit points: 6
Speed: 25cm
Turns: 45*
Shields: 2
Armour: 5+
Turrets: 2

Dorsal weapons battery ? 45cm ? 2 ? LFR
Port weapons battery ? 30cm ? 2 ? L
Starboard weapons battery ? 30cm ? 2 ? R
Prow launch bay ? fighter ? 1 ? NA


Upgrade?s
Before venture into the Khareshi Expanse:
* Improved Sensors Array ( as in BBB, +1 Ld)
Crew skill: * Disciplined Crew

Captain Artelus Grey, Leadership 8, 1 re-roll. ? 50 points.

The Angelic, pre-Khareshi Expanse, book I, including Captain Grey, costs 175 points.

And now I give hints away about the Divine Destiny novel, read cautiously:

After the adventures in the Khareshi Expanse and several years in Tau docks, recaptured by Inquisitor Luvern and refitted by the Imperial Navy(as will be featured in book II of Divine Destiny).
* Strength of dorsal, port & starboard batteries upped to strength 4.
* Integration of Tau Messenger style Tracking System (no range!)
* Improved Sensors Array ( as in BBB, +1 Ld)

Crew skill: * Disciplined Crew
* Elite Command Crew

Captain Artelus Grey, Leadership 9, 1 re-roll.
Extra: ?The Stone? ? the first hit the ship suffers is negated automatically by the magical powers of ?the Stone?. Subsequent hits are negated on a roll of 3+. A roll of 1 makes the Stone obsolete.

Lord Inquisitor Horatio Luvern
sub commander of the Angelic. Provides the ship authority, Imperial Navy or Space Marines suffer ?2 Leadership when attacking the Angelic and its attendant fleet. Furthermore he gives one extra re-roll to this ship only.

The Angelic, post-Khareshi Expanse, book II, including Captain Grey, costs 275 points.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Wed Feb 28, 2007 7:12 am 
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What do you guy's think of a highly limited number of Eldar mercenaries?  Certainly nothing from the Craftworld list and no cruisers, but in instances like my Dark Eldar fleet's background (specifically it's Dark Archon's background) could justify the presence of a few vessels.  If I were to incorporate (Dark) Eldar mercs it would be along the lines of:

0-3 Corsair Escorts  (No hellebores)
OR
0-3 Dark Eldar Escorts

The presence of Dark Eldar escorts accompanying the Trader's fleet would not necissarily signify the desire to do legitimate business, but rather an opportunistic method of gaining knowledge for future raids, while accomplishing some bloodshed in the meantime.  The commanders of the Dark Eldar escort squadron may never squadron with other escorts.  Their presence is likely a tradeoff for the RT, gaining powerful defenders but at the same time the DE are learning the locations of more and more potential targets by following the RT's route and connections.

In the case of Dark Eldar we could even require a certain body-count so to speak for each engagement.  This represent's the Dark Eldar volitile nature and how, even if under orders from their Archon, they may eventually turn on the Trader if his forces fail to kill enough of their foes (representing a distinct lack of profit in souls and slaves to the Dark Eldar)

Here's an extra last idea:  if the DE were to have a pair or trio of escorts flying with the trader, how about giving them mimic engines for free and instead of granting a free movement at the first turn (since the trader will likely be defending much of the time) allow the trader to represent the DE with transports, freighters, or other escort sized craft to represent DE hiding among the flock untill the enemy shows their faces- it could work much like the Q-ships.  If the DE move faster than the ship they are mimicing could normally go, or are forced to defend against attack, they are revealed for what they truly are.

Not all men know better than to make a deal with the devil (or in this case a few ship loads of them).

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