Search the Forums
Options
Keywords search:


Search in Forum...

Search within...

Match...

Antiquity...

Player messages...
You are here: FFG Forums /  Roleplaying Games /  Rogue Trader

Rogue Trader
Ambition Knows No Bounds
Moderator: FFG Andy FischerffgjafferFFGMarkFFG_Sam StewartGeckoMack MartinThe Spaniard Topics: 1741 | Posts: 23786
A good starting ship
Published on 31 December 2012 - 12:27:06

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.

Page 1 of 1 (7 messages) 1
Reply #1 | Published on 01 January 2013 - 04:00:31

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!)

Reply #2 | Published on 01 January 2013 - 04:29:02
9
2

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.

Reply #3 | Published on 13 January 2013 - 06:48:55

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

Without Signature

Reply #4 | Published on 14 January 2013 - 04:15:00

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!)

Reply #5 | Published on 14 January 2013 - 04:36:37
9
2

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.

Reply #6 | Published on 14 January 2013 - 12:07:46
You could set up an endouvor to create a contract with a forge world to keep you supplied with torpedos.
Without Signature
Reply #7 | Published on 14 January 2013 - 12:29:12
9
2

Cryhavok said:

You could set up an endouvor to create a contract with a forge world to keep you supplied with torpedos.

 

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.

Page 1 of 1 (7 messages) 1
You are here: FFG Forums /  Roleplaying Games /  Rogue Trader

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS