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WRAITH AND GLORY RPG - ROGUE TRADER

Intro

Player Characters

XX

Important NPCs

  • Zururleo Kanor el Tarez is a minor noble from Scintilla, the capital world of the Calixis Sector. The fourth offspint of Count Daemun Taaldes el Taraz who wishes to make his own fortune with the prize. Zururleo is a skill swordsman (power sword of course) but otherwise not a great combatent or leader.

VOIDCRAFT HOUSERULES

VOIDCRAFT BASICS Voidcraft come in a wide range of size and power. "Generally" these craft range from the 'realatively' small assault/attack ships (like starfighters/bombers, etc.) that might be 10 or so meters long and shuttle landers that average maybe 30 meters long, neither are capable of warp-travel (Size 1) to the 'Retribution' class battleship which can be up to 8km long (Size 8). There are 'craft' larger such as spacestations, the Black Stone Fortresses, the Shipyards of Mars (that pretty much are one orbit around Holy Mars) and even Eldar Craftworlds.

A Voidcrafts have the following Primary Traits -- Size represents its relative size and structural strength and affects its basic Defense (1/2 Size, round down minus 5). Resilience reflects the ships basic toughness, armour reinforcement and Void-shields (equal to Size). Hull is the ships basic Wounds (Size x2). The Speed is a game scale cruising speed of a ship and repersents thousands of KPH. Most of these can be modified (see below). For the Imperium all Warpcraft range from min size of 3 to a max of 8.

  • SIZE: 1; Defense (DEF): 5; Resilience (RES): 1; Hull (HULL): 2; Speed (SPD): 6; Base Ship Type: Shuttle, Fighter
  • SIZE: 2; Defense (DEF): 4; Resilience (RES): 2; Hull (HULL): 4; Speed (SPD): 5; Base Ship Type: Bulk Shuttle
  • SIZE: 3; Defense (DEF): 4; Resilience (RES): 3; Hull (HULL): 6; Speed (SPD): 5; Base Ship Type: Escorts
  • SIZE: 4; Defense (DEF): 3; Resilience (RES): 4; Hull (HULL): 8; Speed (SPD): 4; Base Ship Type: Light Cruisers
  • SIZE: 5; Defense (DEF): 3; Resilience (RES): 5; Hull (HULL): 10; Speed (SPD): 3; Base Ship Type: Cruisers
  • SIZE: 6; Defense (DEF): 2; Resilience (RES): 6; Hull (HULL): 12; Speed (SPD): 3; Base Ship Type: Battle Cruisers
  • SIZE: 7; Defense (DEF): 2; Resilience (RES): 7; Hull (HULL): 14; Speed (SPD): 3; Base Ship Type: Grand Cruisers
  • SIZE: 8; Defense (DEF): 1; Resilience (RES): 8; Hull (HULL): 16; Speed (SPD): 2; Base Ship Type: Battleship
  • SIZE: 9; Defense (DEF): 1; Resilience (RES): 9; Hull (HULL) 18; Speed (SPD): 1; Base Ship Type: Black Stone Fortress
  • SIZE: 10; Defense (DEF): 0; Resilience (RES): 10; Hull (HULL): 20; Speed (SPD): 0; Base Ship Type: Craftworld or the shipyards of Mars

For all Voidcraft there are also the following Secondary Traits that are kind of "standard" for most only modified by Keywords and upgrades listed below.

* CARGO: a very 'loose' amount of cargo that can be carried by a craft. This is equal to the ship's Size. This can effect Profite Margies for Rogue Trader's (TBD) but also is a rough measurement on how much loot or salvage one might be able to store onboard.
* CREW: is the measure or average rating for a crew of a Voidship and depends somewhat on the basic Tier. The basic Default is 3 +1 per Tier of the Rogue Trader's or Starship Captain's Tier. This can be modified in various upgrades.
* DETECTION: measures the power of the vessel's auspexes and aurgers, and how well it can 'see' their surroundings. For standard Voidcraft this Rating is 0 and is added its rating in Dice to the Sensor operator's WITS +Tech skill check. For Standard Detction the range for a base skill roll is 10 spaces DN 2, for 20 spaces DN 3, for 30 spaces DN 4, etc. Some modifiers can enhance this range or give bonuses to the basic Auspex ranting. A ship's Size can also affect detection. Ships of Size 1 are DN +2 difficult to detect, while ships of Size 2 are DN +1. Ships that are Size 6-7 are DN -1 to detect and Ships Size 8-9 are DN -2 to Detect. Ships of Size 10 are DN -3 to detect. Ships traveling at 1/2 Speed are also DN +1 to detect while ships pushing their Speed are DN -1.
* DURATION: This determines how long a ship can spend in the Void of space without resupply. This includes not just food and water but replacing recycled air, etc. Base maintain 2 months +1/3 ship's Size (round down) in supplies. Ships minimum size is 3 for long duration travel. For ships of Size 1 and 2 this is the number of 'days' that the passengers and crew can survive. For every month past this base maintaince (or day for smaller ships) the crews Resolve and Crew Rating each suffer a -1. The ship must also roll for crew lost each month (TDB). The maximum duration is twice the base rating at which time most of the crew is dead and the PC are proably starving themselves.
* PASSENGERS: Another loose amount based on side and can include both paying customers and can effect a Rouge Trader's Profit Margins (TBD). Its basic level is equal to the Ships Size rating.
* RESOLVE: This rating is used for the Voidcraft's crew as with normal Beasty. The crew may become frightened or broken from various means if they fail the break test (GM descrition and rules below). The basic DN starts around 3. An Average Ship crew has a Resolve rating of 2 + the Rogue Trader's or Starship Captai's Tier. It can be modified with various upgrades but also affected by events during warp travel, conflict, duration away from a safe port, etc.
* SOLDIERS: This generally starts at rating 0 unless modified by type and Upgrades. The numbers grant a bonus for both Boarding Actions and Hit & Run Actions (TBD) and has a max rating of the Ship's size -1. The ship includes trained soldiers or Rogue Trader Houseguard, etc.
* STEALTH: the standard of +0 for ships. This is the DN increase for a voidcraft to detect another craft. Ships entering or exiting the Warp are automatically detected but the can attempt to 'hide' afterwards (TBD).
* UPGRADE MOD: Some ships gain a free upgrade point, while others lose one based on the KEYWORD (see below)
* WEAPONS: standard weapons array based somewhat on size; base Damage is 2 + 1/2 SIZE (round down), ED 1, AP 0, Salvo 1, Range 6/12/18. Traits -Assault (can move and fire). Even civilizen ships have far more cannons and launders attached to them in the 40K

BASE MODIFIERS: Keywords Imperium is the standard craft and no modifiers to the basic Features. Aeldari/Anhraihe craft are defensive and fast. Ork craft ships tend to move at erratic speeds and are built far stronger the normal craft.

  • IMPERIUM - DEF Mod: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: +0; Other: none
  • AELDARI (ANHRATHE) - DEF Mod: +1; RES Mod: -1; HULL Mod: -2; SPD Mod: +2; Other: Crew +1, Detection +2, Resolve +1, Stealth +2
  • ORK - DEF Mod: -1; RES Mod: +2; HULL Mod: +4; SPD Mod: -2 but adds +1d4 each round; Other: Weapons +2

A Rogue Trader is IMPERIUM based and pick one additional KEYWORD and apply Mods

  • FRIGATES - DEF Mod: +1; RES Mod: +0; HULL Mod: +0; SPD Mod: +1; Other: Cargo -1, Detection +2, Passengers -1, Weapons +1
  • RAIDER - DEF Mod: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: +2; Other: Detections +2, Passengers -2, Stealth +1
  • PILGRAM SHIP - DEF Mods: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: -1; Other: Cargo +1, Duration -1, Passengers +5, Upgrade bonus +2
  • TRANSPORT - DEF Mod: +0; RES Mod: +0; HULL Mod: +0; SPD Mod: -1; Other: Cargo +3, Duration +1, Passengers +1, Upgrade bonus +1
  • WAR CRAFT - DEF Mod: +0; RES Mod: +1; HULL Mod: +2; SPD Mod: +0; Other: Cargo -2, Passengers -2, Soldiers +3, Upgrade penalty -1, Weapons +3

A Rogue Trader also gets to choice whether or not his base Voidcraft is Size 3 and can land on planetary surfaces or a Size 4 and cannot land on surfaces (it can still dock with orbital facilities. Otherwise the ship requires shuttles which takes time to drop things off which can effect profit :)

Then the ship gains 5 basic upgrades. These can be used to increase any of the ship's Primary Traits at a 1:1 bases but at a max of two upgrades. So for basic stats each upgrade adds +1 tp DEF, RES or SPD or +2 to HULL. Then the ship's Secondary Traits each upgrade grants -- Cargo +2, Crew +1 Default, Detection +2, Duration double, Passengers +2, Resolve +1, Soldiers +3, Stealth +1, Weapons +1 or can instead add one of the following Weapon Traits - Brutal, Rad (2), Rapid Fire (3), Supercharged with each upgrade. Or the ship has Advanced Auspex Targeting system that adds +2D to the crew's Ballistic Weapon skill with starship weapons but this upgrade can only be taken once.


The ship than could take a MACHINE SPIRIT ODDITY and/or a PAST HISTORY for additional updates OR to gain an additional +1 upgrade for each but they must come up with a penalty. For example the ship might have Haunted and the crew suffers a -1 to their Crew Rating/Default and/or Resolve. There should also be other bonuses that can be granted by this but I not 100% sure. If you want something like one of the following (each counting as an 1 Upgrade)...

* Archeotech Bridge of Antiquity: grants the captain of the ship +2D to his Leadership skill tests with the crew and increases the ship's DEF by +1 rating. This bridge is interlaced with ancient cogitator circuitry and hololithic technology, granting the Captain and bridge crew unparalleled control over their vessel. However, the tech priests of Mars regard the vessel as holy, or at least having holy components. Some may petition to visit the vessel, others may want it for themselves.
* Archeotech Teleportarium: These relics from the Dark Age of Technology are highly sought after, able to send individuals instantaneously through the immaterium to appear on a ship or planet many thousands of kilometres away. Again the tech priests Mars reguard these relics as holy and may wish to visit or acquire the artifact for themselves.
* Crew Reclamation Facility: Reduce any Crew lose from Critical Hits by half but reduce the Resolve of the crew by 1. While the Mechanicus has no qualms about converting the grievously wounded into servitors... but the rest of the may differ in opinions.
* Deep Void Auger Array: adds +1 to the ship's Dection rating and doubles the spaces to the Detections basic ranges before increasing the DN by +1 (change to 20 squares, 30 squares, 40 spaces, etc.)
* Library Vault: grants +2D Investigation and Scholar skill rolls if they have access to the vault.
* Luxury Passenger Quarters: adds +1 to the ship's Profit rating (per Passenger Rating) when carrying passengers. This upgrade can be taken more then once.
* Temple-shires to the God-Emperor: adds +1 to the crew's Resolve ratings and grants them +2D bonus to any Willpower tests while on board. The ship includes additional chapels to the Emperor for the crew to enjoy. This help strengthen their resolve and improves their overall effectiveness. This upgrade can be taken more then once but it only adds +1 to Resolve after the first Upgrade.
* Warpsbane Hull: add +1 to the crews Resolve rating and reduce any Warp incursion results by -3. The entire hull of the vessel is covered with silver, handinscribed hexagramic wards. These reinforce a Geller Field projected from a 50 metre statue of an Imperial Saint, located just fore of the bridge.
* Xeno Runecasters: grants bonus to the Navigator's Warp Gaze and shortens Warp Travel times making them safer (TBD). Also grants +2 to the ship's Dection rating. However this is illegal in the Imperium for the most part and if is learned by others the forces of the Ordo Xenos will have an interest in the vessel and who controls it.

Anything else should add a similar bonus. These were all taken from components in the base Rogue Trader rulebook along with the MACHINE SPIRIT ODDITIS, etc. If you want to use one and figure out some bonus/penalties for it for Wraith & Glory I get final say but I am interested in your thoughts.

OPTIONAL WEAPONS AND FIGHTERS HOUSERULES

These are not 100% finalize yet.

OPTIONAL WEAPONS

* Point Defense Weapons: The ship includes Weapons to be used against FIghters, Bombers and Torpedoes. These weapons use the following ratings -- Damaeg +3, ED 1, AP 0, Range 3*. *They may make ONE attack a round against an incoming torpedo or fighter as a free action (not counting towards the Voidcraft's attack that round) generally at Range 3 or less. They also add +2D to crew gunner's Ballistic Skill when firing on Size 2 or smaller craft.

TORPEDOES Torpedoes can be added to a ship but costs 2 Upgrades to do so. They use special rules for combat.

* Torpedoes: Damage 6, ED 2, AP -5, Range n/a; Traits - Brutal, Special. Basic Stats SIZE: 1; DEF: 6; RES: 1; HULL: 1; SPD: 8 (5 moves maximum)

Torpedoes are unique in that they are fire-and-forget weapons that deal massive damage if they impact. The crew or gunner makes their initial attack roll for the Voidcraft itself but the DN to score a successful hit increases by +1 per 8 spaces traveled. Once it hits the torpedo is destoyed. A standard Torpedo can continue to try and hit its intended target a number of turns after it missed 1 round +1 per Tier. If it fails this many rounds or its target is more the a total of 50 square away (including running) its fuel runs out and it ends its function. The Ballistic skill check remains the same rating each round (the DN can chage depending on range) and does not require any special action on the part of the Voidship that shot the torpedo.

STARFIGHTER/BOMBER WING(S) Starfighters and Bomber Wings cost 2 Upgrades for each 'wing' these can act independly of the Voidcraft. They can be used to extend detection or to make attacks against enemy ships or other fighters and bombers.

* Fury Interceptor: can be taken more then once, each upgrade adds a Fighter Wing (4 ships) to the ship and landing bay area. The basic Stats for each wing are SIZE: 1; DEF: 6; RES: 1; HULL: 2; SPD: 7; Detection +2. Weapons are changed to Damage 3, ED 1, AP 0, Range 1/2/3, Traits - Rapid Fire (2). Also advanced Targets add +2D Ballistic skill checks but only vs. other Starfighers and Bombers. (they have no other ratings except that Crew and Resolve are the same as their mothercrafts rating. You can gain Hot-Shot Pilots who icrease their Crew rating by +2 and increase their Resolve by +1 for one additional Upgrade.)
*Starhawk Bombers: can be taken more then once, each upgrade adds a Bomber Wing (4 ships) to the ship and landing bay area. The basic Stats for each wing are SIZE: 1; DEF: 5; RES: 2; HULL: 3; SPD: 6; Detection +2, Weapons are changed to Damage 5, ED 1, AP 0, Range 1/2/3, Traits - Rad (2) (they have no other ratings except that Crew and Resolve are the same as their mothercrafts rating. You can gain Hot-Shot Pilots who icrease their Crew rating by +2 and increase their Resolve by +1 for 1 additional upgrade)

Starfighters and bombers are unique in that they are weapons that can move out away from the Voidcraft to inflict damage on enemey craft and/or extend your Voidcraft detection range. During a Combat Round each Wing of Fighters or Bombers can Standard Voidspace Action (TBD) and use their Crew Rating for all skills. If a PC is mannig one of the Fighers or Bombers they can use their skill for the entire wing.

Starfighters and Bombers generally have a maximum range of 30 squares out from the Voidcraft. Beyond that their sensors and communications become unreliable and their Crew Defualt and Resolve each fall by -2. They can make up to 3 attacks before they need to return to their mothership to resupply.

VOIDCRAFT COMBAT HOUSERULES

Generally the PCs will make the Voidcrafts skill checks in combat including Ballistic Skill, Piloting, Tech, etc. A single PC can only make a single Skill check each 'round' (Rounds in space are much longer then Personal Combat). For positions not manned by PC use the Crew Default rolls. The Captain can make a Leadership Skill check and grant one other Crew group or PC a +1D bonus die +2D per Shifting that he/she applies.

One of the first things to happen is a Void encounter would be a Detection test (WIT +Tech plus Dectection rating). Base successs reveals the target's SIZE, SPD and Weapons ratings. Shifts can be used to gain additional ratins like DEF, RES, HULL and Stealth rating. This can be made each round to grant bonuses with extra Shifts adding to Attacking or Defending, etc. (TBD)

Each ship in combat can attack once per round with either its base Weapons (modified by thinks like Novacannon upgrad. A ship may also fire its Point Defense Weapons in the same round. Starfighters and Bombers make their own independing Weapon attack rolls, but again only one per round. Torpedoes only require the initial attack action and act independent after that.

OTHER CREW ACTIONS

(Repair, More Power, Boarding and Hit & Run Raids etc.) (TBD)

CRITICAL HITS (TBD)

OTHER VOIDCRAFT HOUSERULES

PROFIT FOR A ROGUE TRADER (TBD)

Cargo, Passengers, Loot

SPACE TRAVEL OUTSIDE OF COMBAT

Asteroid Field, Gravity Wells/Waves, Ice Rings, Nebulae, etc. (TBD)

DEEP VOID TRAVEL

Long term Void travel, Moral (TBD)

VOIDCRAFT REPAIRS

In the Void, At a Void Facilities (TBD)

WARP TRAVEL

Dangers, Time, Distance, Rolls, Resolve, etc. (TBD)