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I am soon to start a Rogue Trader game on Roll20 I am torn on what ship they shall start with. I want them to be able to defend themselves well and still be able to fulfill their task since the Dynasty is well known for its trading empire that it is trying to rebuild.
Meritect Cruiser
Carrack Transport
Ambition Cruser
Sometimes the darkness staring back at you as dozens of eyes and a thousand tentacles.
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TheHeavenlyLily said:
I am soon to start a Rogue Trader game on Roll20 I am torn on what ship they shall start with. I want them to be able to defend themselves well and still be able to fulfill their task since the Dynasty is well known for its trading empire that it is trying to rebuild.
Meritect Cruiser
Carrack Transport
Ambition Cruser
The game seems to heavily favor smaller Frigate or raider class vessels early out. You could Hold the Cruiser as a reserve or "inheritence" for when the players are ready for it.
The Emperor protects! (The GM does not!)
I've found that you can have a rather nice Turbulent-class Heavy Frigate fully outfitted for around 60SP. If the Ambition-class Cruiser is an option (57 SP empty), then you'll certainly have enough for the Turbulent.
Hi, depends on the ship points you have but I would agree Frigates are a good start point and go for Sunsear Laser Battery so you can hit at range and then something else to pummel them at closer distances.
Liam
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Liam Kelly said:
Hi, depends on the ship points you have but I would agree Frigates are a good start point and go for Sunsear Laser Battery so you can hit at range and then something else to pummel them at closer distances.
Liam
Don't sell the Raiders short either! I had a group do very well in my game with a Cobra class destroyer! Between a 4 tube torpedo launcher and a 10 speed they were definately a glass cannon! But, their Captain was a clever SOB and what they couldn't cripple in their first pass certainly had a hell of a time catching them!
The Emperor protects! (The GM does not!)
Radwraith said:
Liam Kelly said:
Hi, depends on the ship points you have but I would agree Frigates are a good start point and go for Sunsear Laser Battery so you can hit at range and then something else to pummel them at closer distances.
Liam
Don't sell the Raiders short either! I had a group do very well in my game with a Cobra class destroyer! Between a 4 tube torpedo launcher and a 10 speed they were definately a glass cannon! But, their Captain was a clever SOB and what they couldn't cripple in their first pass certainly had a hell of a time catching them!
Depending on how often the GM allows Acquisition Tests, you could find that just keeping torpedo tubes loaded prevents you from getting other things you might want. There's a reason most RTs strip torpedo tubes off their ships.
Cryhavok said:
Of course, but that supply line can always run afoul of a Misfortune too (or be derailed by the Endeavour of a rival). To everything there is a counterpoint, but I'm mainly trying to point out that torpedoes take effort just to keep in operation (unlike macrobatteries and lances) which is why most RTs don't use them.
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