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Rogue Trader Fleet Guide & Analysis

 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Sun Apr 01, 2007 5:17 pm 
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(Yuber Okami @ Mar. 29 2007,22:04)
QUOTE
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?

What about those auxillary carriers? Do you have stats? I 've always presumed you ment the escort carriers?

I say: the jokaero goes out and for the rest everything is fine.

Perhaps we could start a new thread for the campaign system?


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Sun Apr 01, 2007 11:26 pm 
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Yes, escort carriers. I mismatched the names (maybe because i have heard those two terms when referring to the small WW2 american carriers).

Should we begin the brainstorming for campaign rules?

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Mon Apr 02, 2007 10:33 am 
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Yups sure. I'll try to make your fleet list into an article for the next warp rift if thats okay with the both of you?

Now, what about that campaign system?


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Mon Apr 02, 2007 10:32 pm 
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Well, aside from Zhai?s ideas (which i think we SHOULD employ), i have an idea for a basic RT campaign:

The RT Turn:

Each turn, while "standar" players decide where do they want to strike and against which any other player, an RT player has to choose between the next three options:
-Trying to open a planet for commerce
-Trying to open a new trade route
-Trying to harass/close a competitor?s trade route

Trying to open a planet for commerce

Using this system, for the RT player to earn money, he has to stablish trade routes between different planets. To do so, first he needs a pair of planets to be opened for him to commerce. To do so, he has to fight a battle there (think that maybe when he goes to that planet the local authorities ask him to remove pirates from this system, or maybe the RT, in a "covert op", destroys the merchant fleet just to arrive a little later with the solution to this lack of transport capacity, or whatever. If the player is owned/opened by another player (be him an RT or not), he may choose to try to stop the RT from opening that planet, so an skirmish ensues. Also, if the planet is neutral the campaign director should ask the RT to play a battle against some "neutral force" as to make this thing more spicy.

Trying to open a new trade route

Ok, so let?s think that now you have a pair of planets open to your wares. But they are not producing any money yet. For doing so, you must stablish a trade route. Every turn the trade route is working produces an amount of money, depending of the type of planets the routes are linking:

- 1 "money point" when linking planets of th same type (an agriworld?s population can enjoy different kinds of food from another agriworld, but it?s just that they have plenty of food!)
- 3 "money points" when connecting any of this pairs: mine-forgeworld, scientific outpost-desert planet, agriworld-hiveworld (perfect trading partners!)
-2 "money points" when linking any other combination of planets

If the trade route crosses over a system controlled by any other player, he can try to stop you from opening it, so we have another skirmish game.

Trying to harass/close a competitor?s trade route

So, now you are getting some money from your trade routes, but fellow Apu?s trade route between Homer?s Planet & Quick-e-Mars space station is getting the upper hand? Don?t worry! You can try to harass your enemies? trade routes. Just select one and declare that this turn you are trying to harass that shipping lane, which will end in (surprise surprise surprise) another skirmish. When you succesfully harass a trade route, you get the income it should have produced that turn, while it?s owner get?s nothing more than a headache. If you succesfully harass a trade route 3 times within 5 consecutive turns, the trade route will be broken (the route has a such a fatal fame that no one wants to use it anymore!).

I have more ideas but it?s getting pretty late. Tell me what you think so far.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Tue Apr 03, 2007 4:24 am 
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Coolz, good start.

Note on the Rogue Trader List:
Yuber/Yannick, when you submit it to Warp Rift try to add background story as well, only a plain list looks so 'dull'. Doesn't need t be a novel, but a bit is nice.

Pics are good as well, though I will search for more to create variety.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Tue Apr 03, 2007 10:07 am 
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I'll try to create something of a backgroundstory for the list, as well as some pieces of fiction to go with the list, perhaps I might even create an entire background story about a rogue trader but that depends on available time. BTW when is the deadline for WR12?
I'll also have another go at taking pics for the article ;)

I like the basic idea for the campaign. But are we going for a Rogue Trader only campaign or an overall campaign system?


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Tue Apr 03, 2007 10:45 am 
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WR12 closing date between 15-20 may for now.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Tue Apr 03, 2007 12:41 pm 
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Well, i think the rules i wrote could be used for both kind of systems, as an RT can "open" a planet owned by a regular fleet player. Also, it could be interesting because this can mean that RT players can go to war against any other regular players to protect their interests (let?s say that a planet get?s closed when it changes hands, so maybe an RT will go on piracy against anyone who tries to grab his most important "opened" planets). I think we should write them so that they can be used in regular campaigns too.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Wed Apr 18, 2007 1:05 pm 
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Hi guys, I'm back again. Yuber thnks for you PM! I've been overwhelmed with my exams. And me and my girlfriend broke up :(. So I've been quite bussy lately. But now I'm back!


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Wed Apr 18, 2007 1:09 pm 
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Sad to hear about your girlfriend, I hope your exams went well.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Wed May 02, 2007 8:45 pm 
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aargh tragedy strikes. The Machine Spirit of mij desktop computer died today and I haven't been able to revive him :(. I'm affraid I lost all the data about the Rogue Trader fleet list. Does any of you made a backup?

But on a good note, me and my girlfriend are back together again :).






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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Wed May 02, 2007 10:56 pm 
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Well, if you are talking about the last .doc, yes, i downloaded it some time ago, and printed it today to begin testing it. I fought a 1000 points battle against the Demiurgs, which fielded a pair of bastions and one Citadel (which is something close to an space hulk!). Incredibly enough, i won just loosing a cargo ship and one pinnace, while i destroyed a bastion and overwhelmed the Citadel in a massive boarding action(!!!!!). It may seem that this list is a bit overpowered, but the dice rolls have ben incredibly unlucky for the demiurg, with incidents like failing three consecutive Ld 9 rolls. Uhm, more testing!

And i?m glad to hear about your girlfriend (hey, what the heck were you doing when you killed the desktop?!?!?!? :p)





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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Thu May 03, 2007 4:29 am 
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Yeah, what where you doing on that desktop?

Kidding, good to hear real life is okay.

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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Thu May 03, 2007 7:57 am 
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I wasn't doing anything on my desktop at the time of death ( honnestly, I have an alibi :) ). I was only running winamp to play some music while I was cleaning my room, and then the machine spirit just died.
I'll bring it to the tech priests tomorrow, see if they can retrive some of my lost data.

@ Yuber, good to hear that you've playtested our list. My regular BFG opponent is currently in the middle of moving to a new home, so hopefully I can get to play a BFG battle after that ( its been to long you know ;)). But can you post the list you've used in your battle? so that we can analise it here and see if we can fine tune our fleet list?


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 Post subject: Rogue Trader Fleet Guide & Analysis
PostPosted: Thu May 03, 2007 8:03 am 
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Go a few pages back in this thread, there is still the document available you uploaded!
(Without Legendary Vessels).

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