WARHAMMER 40,000: ROGUE TRADER: THE CITADEL OF SKULLS (Roleplaying on the Farthest Frontiers)

Adhoc vote count started by DragonCobolt on Sep 4, 2021 at 10:50 AM, finished with 21 posts and 10 votes.

  • [X] A whole bloody fleet! (Base Cost + 25 SP +3 from Tine)
    [X] Hounded! (rebuild using a plan of your choice with SP based on how badly)
    [X] Support (a carrier ship, bedecked with fighters, bombers, and areonautic)
    [X] Plan Battlestar
    -[x] Jovian Class 4 drive, Miloslav Warp Engine, Gellar Field+Warpsbane Hull, Clemency-pattern Life Sustainers, Bilge Rat Quarters, Flight Command Bridge, Deep Void Auger, Power Ram, Prow: Jovian-Pattern Nova Canon, Port: Lathe-Pattern Landing Bay, Lathe-Pattern Landing Bay, Starboard: Lathe-Pattern Landing Bay, Lathe-Pattern Landing Bay, Pilot's Chambers, Repair Deck, Observation Deck, Melodium, Manufactorum, Warp Sextant, Field Bracing. 28 SP
    [X] A ship of the line and a double masted monitor escort (Base Cost + 20 SP +3 from Tine)
    [X] Long Ranged Support (lances and...is that? Yes! It is! A bloody nova cannon! Where the hell did you buy a nova cannon!?)
    [x] Fine (base statistics +3 SP for Tine's homeworld choices)
    [X] Brawler (close ranged combat and sheer damage + broadsides)


See, it's funny, uhhhh, plan battlestar and plan support are literally the same thing, that's basically just what I'd have built. GREAT MINDS THINK ALIKE!

(The only change is I don't think I'd have realized I could have fit a nova cannon too)

pew pew times
 
FLEET SHEET
CHRISTENINGThe RevengePOWER57/60
CLASSIFICATIONDauntless-class Light Cruiser (4.5 km long, 0.5 km abeam at fins, 20 megatonnes approx, 4.3 gravities acceleration)SPACE49/60
COMPLICATIONReliquary of Mars - the Revenge is home to several pieces of ancient technology, making it difficult for the average priest to maintain. But, it does have archeotech. So, things balance out.
MACHINE SPIRITAncient and Wise - the Revenge is a stolid and sturdy Dauntless, one that has seen immense time pass before her auspexes. She opens her doors before you come to them, and sings to herself as she sails. She's a good ship, if a bit worn.
MISC MODIFIERS-20 to Tech-Use checks to repair the ship | +5 when using Active Auguries | +5 to Maneuverability to evade celestial dangers | +20 to boarding actions | +60 to hit & run actions (choose a crit between 1-6 rather than rolling, can do so without making a piloting check) | Medicae Deck: +20 to all medicae checks aboard, can treat 120 patients at once without penalty

STATISTICS
HULL56/56ARMOR7SPEED7MANUEVERABILITY+25DETECTION+18SHIELDS (TR)1 (1)

CREW (CRACK RATING)100%/100% (40%)MORALE111%/111%SUPPLY (Months)2/6


ESSENTIAL COMPONENTS
NAMEPWRSPC.DESCRIPTION
Jovian Pattern Class 3 Drive60 (Gen)12An immense housing of metal and ceremite that contains ravening plasma engines - also contains the rigging for setting the ship up for any kind of sailing.
Strelov 2 Warp Engine1010An arcane sphere of rapidly rotating techno-sorcery, contained within the bowls of a heavily warded section of the ship. Required for Warp travel.
Geller Field10A collection of emission arrays producing a reality stability field, for the protection of soul and, less importantly, body while traveling the Warp.
Void Shield Array51A dizzyingly potent set of field emitters that jacket the ship in a (usually) invisible field of protective energy. Good against macros and lances!
Exploration Bridge41The normal layout of the Imperial Navy, interrupted: Astrographic projections and plotting tables dominate this bridge, with a focus on surveying.
Vitae Pattern Life Sustainers53The bilge decks are homes to these gurgling, burbling, bubbling machines, producing a fairly breathable atmosphere and recycling water and waste.
Voidsmen Quarters24Captain Vendigroth runs a tight ship - not pressed men, but a carefully selected crew, who have been trained sharp and well.
R-50 Auspex Multiband40A collection of carefully calibrated auspexes, designed for scrying the voids and detecting anything that might be seen.

SUPPLEMENTAL COMPONENTS
NAMEPWRSPCDESCRIPTION
Weapon Batteries2012A terrifying array of heavy weaponry, one that makes the ship strike like a cruiser - or at least...almost: A full broadside and a double set of the long milleniums (heavy lances, to use groundling parlance.)
Barracks24A holdover from her days in the Navy as a "flag shower", this barracks contains a regiment that was traded to the Navy several centuries ago.
Murder Servitors11A...gift...from the wife.
Teleportarium11The pride and joy of the entire ship, even if no one is insane enough to actually enjoy using it.
Medicae Deck21The new horror of Dr. Ventris, populated with hundreds of staff.

WEAPON COMPONENTS
NAMESTRDAMRCRFACING
Mars Pattern Macrocannon Broadside (60 guns)61d10+265Port
Mars Pattern Macrocannon Broadside (60 Guns)61d10+265Starboard
Starfire Lance Battery (hits every 2 DOS)41d10+4 (AP)73Fore, Starboard, Port



ENDEVOURS
MILITARYCRIMINALEXPLORATIONTRADECREED
100100

COMPLIMENT

68,000 Souls

SUPPORT CRAFT

2 Brigs (carries 12 men each, no weapons)
1 Courier (fast vehicle, 1 passenger, no weapons)
4 Haulers (slow vehicle, carries immense cargo)
3 Landers (fast vehicle, carries 12 men each, 1 heavy bolter)
1 Lighters (fast vehicle, carries 6 men each, 2 heavy bolters)
1 Captain's Yacht (fast vehicle, carries 2 in style)
2 Escort Pinnaces (medium speed vehicles, las-cannons and missiles, heavily armored)
1 Landing Attack Craft (slow vehicle, carries 150 men, 2 heavy bolters)


---


CHRISTENINGThe Tachyon's Demise POWER61/75
CLASSIFICATIONLunar Class Cruiser (5km long, 0.8km abeam, 28 megatonnes approx, 2.5 gravities acceleration)SPACE68/75
COMPLICATIONReaver of the Unbeholden Reaches (despite her new marriage, the Demise remains a fearsome ship that is not well liked by many ports)
MACHINE SPIRITBlasphemous Tendencies (this machine spirit prefers the warp to realspace)
MISC MODIFIERSSelf Reliant: When affecting long term repairs repair 1d10+5 Hull instead of 1d5 | Strike and Fade: +10 to silent running checks | Pirate Vessel's: -10 to all social checks | Nose for Heresy: +15 to Navigation checks, -5 to Willpower checks | +5 to Piloting and Navigation Checks | +10 to BS checks to fire ship guns | For Hearth And Home: +5 to defend against hit & run and boarding checks | Morale Reduction: -1 to morale loss to a minimum of 0 | No Broadcasting: Can use detection actions without signaling location while Running Silent | Shadow in the Void: Enemies get -20 to detect her while Running Silent.

STATISTICS
HULL70/70ARMOR(12) 8SPEED5MANUEVERABILITY+10DETECTION+10SHIELDS (TR)2 (2)

CREW (LINE)100/100 (30%)MORALE100/100SUPPLY (Months)2/6


ESSENTIAL COMPONENTS
NAMEPWRSPC.DESCRIPTION
Jovian Pattern Class 4 Drive75 Generated14A vast collection of plasma banks, capacitators and similar, simmering devices, created for the singular aim of producing the amounts of power that a ship requires to function
Strelov 2 Warp Engine1212The most terrible and ancient device upon the ship. Allows for transit into the Warp. Survival is your prerogative.
Geller Field10A field that will ensure you arrive with the same number of souls as you left with. Hopefully one.
Multiple Void Shield Arrays72A double decked set of shield emitters, capable of producing vast amounts of defensive energies. Double the strength of her sister ship, the Revenge.
Ship's Master's Bridge43A top of the line warship bridge.
Vitae Pattern Life Sustainer53Grox pens and water processors for the entire crew.
Clan-Kin Quarters42The clan-crew of the Demise love their ship and their captain to the same near fanatical degree.
W-240 Passive Detection Array30A long, spindly collection of auspex spines that allow for detection while creeping through the Void.

SUPPLEMENTAL COMPONENTS
NAMEPWRSPCDESCRIPTION
Power Ram20A collection of focused power emitters that add some extra bite to the ram that follows up the Demises' classic boarding action.
Armored Prow04A massive skeletal figurehead provides additional reinforcement and armor - and conceals the forward torpedo bays.
Mars Pattern Torpedo Tubes1828A staggering array of weaponry...forward mounted torpedoes, racks of macros...enough to destroy a world.
Empyrean Mantle50A vast collection of spars and riggings that make it easier to conceal even her bulk from the other eyes in the void.

WEAPON COMPONENTS
NAMESTRDAMRCRFACING
Mars Pattern Torpedo Bay [Loaded with 24 plasma torpedoes]62d10+260 VU (10 speed per round)10Fore
Port Mars Pattern Macrocannon Broadsides121d10+265Port
Starboard Mars Pattern Macrocannon Broadisdes121d10+265Starboard
Ram-4d10+12MeleeNoneProw



ENDEVOURS
MILITARYCRIMINALEXPLORATIONTRADECREED
50

COMPLIMENT

95,000 Souls

SUPPORT CRAFT

10 Aquilla shuttles
4 Heavy Landers
2 Torpedo Haulers



---




CHRISTENINGThe ColossusPOWER45/75
CLASSIFICATIONLunar-class cruiser (5km long, 0.8km abeam, 28 megatonnes approx, 2.5 gravities accelerationSPACE70/75
COMPLICATIONClaimed from the Admiralty (This was once a ship of the Imperial Navy, claimed under dubious legalities)
MACHINE SPIRITWorthful (a ship bred for war, her machine spirit trembles with an eager rage, but balks at simple patrol and escort duty)
MISC MODIFIERSWon By Prize: +1 armor, +1 speed, +3 maneuverability, might cause offense to other naval captains | Rage Filled: +1 speed, +7 Maneuverability in combat, -1 speed, -5 out of it | Haste of the Damned: 1/2 warp travel speed when leading a formation, roll for warp encounters once per 3 days | Lifeline: reduce crew and morale loss from depressurization by 4 to a minimum of 0 | Living in Squalor: Reduce all crew loss from depressurization by 2, to a minimum of 0. | Flight Command: +5 to all wing tests, and rolls to ready squadrons are automatically passed | Incoming!: All BS or command checks against planetary targets get +5 | Energy Field: If the lathe bays have their hatches open for combat and lose power, they immediately become depressurized | Hull Support: Increase the ship's hull integrity by twice the power supplied to the field bracing component | Manufacturing: +10 to repair checks, can manufacture small items | Song in the Void: +10 to all social checks | Combat Ready: All Strike Craft get +2 to Attack Rating | Spare Parts: After any battle with Strike Craft losses, make a -10 tech use check and repair 2 craft per DOS | Unstable Ammunition: If the Jovian Pattern Cannon is ever Damaged it is Destroyed Instead, and then deals 1d10 damage ignoring armor | Warpsbane Hull: +10 to navigation checks, roll twice and take the better on encounters

STATISTICS
HULL70/70ARMOR9SPEED4/6MANUEVERABILITY+17/+5DETECTION+10SHIELDS (TR)2 (2)

CREW (Crack 40%)100/100MORALE105/105SUPPLY (Months)2/6


ESSENTIAL COMPONENTS
NAMEPWRSPC.DESCRIPTION
Jovian Class 4 Drive75 Generated14An immense, furious power plant that generates the energies required to sail the void. Known aboard ship as Big Red due to the paint job on the hull.
Miloslav H-616.B Warp Engine1012A much benighted and feared warp engine, known for her unlucky ways. Woe! Woe! Why is our ship cursed with this befouled thing!?
Warpsbane Hull10A mighty shield against fell daemons, focused entirely upon the true jawbone of none other than Saint Helgastram herself!
Clemency Pattern Life Sustainers55A standard life sustainer, augmented by countless thousands of bolt holes, vac-suits, and breather units. Oh! And excess bulkheads. While sneered at for being cowardly and womanly by the majority of the navy, crews that are cosseted by this needless, entirely unrequired concern for their life and limb tend to be happier than crews without.
Bilge Rat Quarters23The majority of the cabins, rather than being at the men's posts (which is the tradition) have been shifted to near the foremast. While this is "safer" and "less likely to kill them in the case of a breach", the crew despise the cramped conditions, poor light quality, and proximity of other, rival work shifts.
Flight Command Bridge22Eschewing throne and fore/aft lectern and servitor placement, this bridge is a dizzying, encircling hole of flight control shrines and work stations for the extra hundred or so officers it takes to coordinate wing upon wing of strike craft. Affectionally referred to as the See-Eye-See (as it is somewhat akin to a Arbiter's Panoptic jail), it serves as a coordination point for entire fleets during wartime.
BG-15 Assault Scanners60A set of phased forward mounted antenna sniffer and scrying aparatus, designed primarily for the identification of ground based targets, made to assist the coordination of invasions. When hooked in to a nova cannon, it becomes a terrifying example of what the Imperial Guard refer to as 'glassing'

SUPPLEMENTAL COMPONENTS
NAMEPWRSPCDESCRIPTION
Jovian Pattern Nova Cannon67Hark! Hark, void-dogs! Hark! You see those shells? You see the purity seals upon their spherical casons? You see the incense burning, the stink of pyretree? Those warn that these are no mere macro-cannon shells, lads! These are for the Great Gun, Old Jackson Hate, the nova cannon we have strapped to the prow. They say he spat but three times in the whole life of this ship - and each time, wrecked a whole fleet! Happy day to be on this ship, eh, lads?
Flight Decks420A quartet of Lathe Pattern launch bays, these decks are arranged into two levels. The first level - called the Tops - is widely known as being where the crack squads and finer fliers are posted, while the second level - called the Belly - is the somewhat less prestigious posting. This distinction is lost on most non-flight crew, but is hotly contested between wings, often leading to brawling.
Pilot Chambers11From port-corridor C9 to the aft-port junction C98 there is a space on the Colossus that would make Lord Admiral Bastille (may he rot in hell) openly weep. It is known as the Vice Decks - an odd name for a collection of sensorium simulacration spheres and briefing rooms. But the reason has little to do with the actions going on within Vice and everything to do with the crew that dwell there. The entire flight crew come here to train, hone their skills, and practice between their realspace battles. And once they are off shift, oh! The rest of the ship knows it!
Strike Craft Repair Deck22A bustling mini-forge that sprawls along the belly of the ship, these decks are actually akin to and a part of the manufactorum detailed later. But it is here that the general purpose fabrication systems, overseen by Enginseer Bellos Ghast, give way to the specific construction of strike craft, overseen by Technowight Gillian Bright. Needless to say, Bright's half of the manufactury decks are the most important.
Manufactorum21A a bustling mini-forge that sprawls along the belly of the ship, these decks are actually akin to and a part of the strike craft repair deck detailed above. But it is here that the specialized tools for repairing strike craft, overseen by Technowight Gillian Bright, give way to the general purpose fabrication tools, overseen by Enginseer Bellos Ghast. Needless to say, Ghast's half of the manufactury decks are the most important.
Observation Deck01A set of domes for the observation of stellar phenomenon. Mostly used for the relaxation of the crew.
Melodium11This is less a component than it is a simple fact that this entire ship has an incredibly popular and long running tradition towards music and musical entertainments.
Field Bracing1-31A set of interstatic shunts that allow for the emplacement of internal void shields for the support and enhancement of ship stability.

WEAPON COMPONENTS
NAMESTRDAMRCRFACING
Jovian Pattern Nova CannonSpecial2d5+76-35SpecialFore
Launch bays3/3/2/2 (total: 10)NoneNoneNoneNone



ENDEVOURS
MILITARYCRIMINALEXPLORATIONTRADECREED
250*250*50+250*35+250*250*
*requires the deployment and use of your support craft

COMPLIMENT

95,000 Souls (crew)
9,812 Souls (support craft pilots, approx)

SUPPORT CRAFT
200 Fury Class Interceptors
100 Starhawk Bombers
40 Aquilla shuttles
50 Brigs (carries 12 men each, no weapons)
125 Courier (fast vehicle, 1 passenger, no weapons)
50 Haulers (slow vehicle, carries immense cargo)
60 Landers (fast vehicle, carries 12 men each, 1 heavy bolter)
50 Lighters (fast vehicle, carries 6 men each, 2 heavy bolters)
1 Captain's Yacht (fast vehicle, carries 2 in style)
50 Escort Pinnaces (medium speed vehicles, las-cannons and missiles, heavily armored)

SPECIAL STORES
20 Vortex Rounds (each hit by this weapon causes an additional 1d5 morale damage)

STRIKE CRAFT MECHANICS
Here's a quick tutorial!
You have 10 fighter squadrons, 10 bomber squadrons, and 10 "support craft" squadrons. Support Craft help narratively - you can deploy them in massive numbers to help with Endeavors. Each squadron you deploy adds +25 to your AP totals, making the Colossus an extremely profitable ship...but if those squads are destroyed during operations, then you get NOTHING, good SIR! YOU LOSE! GOOD DAY TO YOU!

Ahem.

Actual use of squadrons in combat, though, works as follows!

You can launch 10 squads per round. Fighters can either CVP or Escort. CVP (Combat Void Patrol) means they shoot down incoming fighters, torpedoes, bombers, assault boats. Escort means they escort a bomber run and engage any fighters that attack the bombers, and also impart -10 to turret attacks per squad.

Bombers can only Bomb. They effectively act like extremely powerful macrocannons that ignore void shields and always target the weakest part of the ship. The only problem is that they can be shot down!

Characters can be assigned to lead fighters or bombers directly.

This is my tutorial

Put. Riya. In. A. Fury. Interceptor.

That is all.

NOVA CANNON MECHANICS

To fire a nova cannon, your ship MUST
Have only traveled forward and turned at minimum 45 degrees.​
Have 1+ Hull Point​
Have not fired the nova cannon last round​

If these criteria are met, you may nominate a point in space that is no LESS than 60,000 kilometers away and no MORE than 360,000 kilometers away. You then fire at -20 BS. Success means you have hit on target. Failure means your shot detonated too soon or too late: On evens, it detonated away from your point, on odds it detonated towards your ship, and it is by an amount equal to the DOS. So, if you rolled a 72 to hit with a 20% chance to hit, it'd be 5 VU away from the hit location.

Wherever the shell lands, any ship within 10,000 kilometers around the hit location takes 1d5 hits, each doing 2d5+7 damage. Any damage dice that rolls a 5 does a critical hit (this can stack.) Any ship at ground zero takes 1d5+2 hits.

You have 20 shots.
Have fun!
 
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Oooh, fancy! A little worried about how the nova cannon interacts with the whole 'surround the enemy with fighters' plan, but if nothing else it sounds like a powerful opening move, and then after that 20 combat squadrons seems pretty powerful!
A couple minor probable-typos tho:
Reliquary of Mars - the Revenge is home to several pieces of ancient technology, making it difficulty for the average priest to maintain. But, it does have archeotech. So, things balance out.
Should this be 'difficult' or maybe 'difficulty X'?
Think you said this was down to 2 months?
HULL60/70ARMOR(12) 8SPEED5MANUEVERABILITY+10DETECTION+10SHIELDS (TR)2 (2)

CREW (LINE)90/100 (30%)MORALE91/100SUPPLY (Months)6/6
Likewise on the Demise' supply, but also should the Demise still have less than max hull, crew, and morale? I thought we'd gotten a full repair since the last real action... Also how would we go about upgrading the Demise's crew from line to crack? Obviously thats not a typo, but it was something i noticed while reading the fleet sheet :p
Should this be Endeavors?
 
CHAPTER ONE: A Ghost From The Past (1.8)
"They're being hounded sir! A whole bloody fleet of em!" the mid says, and you and your sister exchange a glance.

A few moments later, you're on the bridge - and with it comes the rattling drumroll of the whole ship beating to quarters. Voidsmen are roused from their hammocks, the long guns are being rolled out, and the archeotech lances that you have grown to love so dearly are being powered up. Em steps onto the bridge and immediately asks his first: "What's the issue, Jessie, what are we looking at?"

"Telescopic auguries are bloody confounded," Jessie says, her augmetic arms tucked behind her back - save for the lower left one, which is holding out a data slate. Em looks at it, while you stand on your tiptoes to look over him. His brow furrows.

"The hell?"

"It looks like the fleet keeps vanishing?" you ask.

What is left unsaid: Bloody hell, that's a lot of ships chasing our dears.

"It always comes back, sir," Jessie says, her voice soft. "Approximately...five, six seconds, they're back again."

You step over to the auspex to see it for yourself and it is the damnest thing. The entire fleet has a thrust plume, like all fleets. But rather than a streak of continual light, the telescopic augeries show that there's a kind of suttering pulse to them. Regular. Steady. Stately. And the pulses aren't like a mailsail being furled and unfurled - it's more like a bright spark each time. Ryia is looking down at them too, shaking her head.

"Never seen this before," she says.

"Phi, what are we looking at?" Em says.

"I BELIEVE THEY ARE...AN ANCIENT FORM OF TRANSPORTATION," Phi says. "STUTTER PULSE DRIVES - ACHIVED VIA THE DETONATION OF PLASMA EXPLOSIVES BEHIND A STARSHIP, THE RESULTANT ENERGIES BEING REFLECTED AGAINST A PUSHER PLATE-"

"Oh shit," Ryia whispers.

"What is it?" Em asks.

"I've heard of these," she says, then points at the tiny dots of light. "...they're Rak'Ghoul."

You frown, having never heard of them - but Emil and Ryia both look grim. You close your eyes and begin to rack through your Logis Implant, and ah, there's a file, tucked away and forgotten in the recesses of your mental labyrinth. You tug it free while Aria murmurs in your head: If it helps, I've never heard of them either.

The datum unfolds into your mind and you...

You rather wish it hadn't.

"We're getting a vox from the Colossus - they have an ETA and a close capture, we should be in the right orbital phase to join battle..." one of the auspex officers says. "And the captor, putting it on the hololith, sir."

The Rak'Ghoul ship, captured mid thrust, fills the central hololithic table, projected up and shimmering. It looks rather like a bladed weapon - a long, flat topped, sharp fronted weapon that comes to curls and spines and spikes. But not the, as much as you hate to use this term, comfortably familiar look of a Chaos ship. These are alien knives, the product of a xenos mind and a xenos sensibility. But even without your husband's naval skill, you can spot the short ranged, snub-nosed macrocarronades. Words flash through your mind, brought there by the datum file you've unfolded. Howler cannons. Grazer Lances.

"Sir, we've counted nine ships," the auspex officer says. "What are your orders?"

---
This is the tactical disposition



You have a huge advantage. I've rolled the initiative tracker, and it came out like such
Demise: 10
Colossus: 10
Revenge: 6
Central Squadron: 5
Northern Squadron: 4
Southern Squadron: 3

So, no matter what happens, you are going first, which is to your advantage.

The Terrain Features are chorda's folly (the red sphere), asteroids (gray spheres) and dust clouds (purple clouds)

What are your orders, Rogue Trader?

[ ] Write In
 
[X] The Colossus will concentrate on moving away from the Rak'Ghoul squadrons on a starboard course, using the dust clouds for concealment. The Tachyon's Demise will advance forward at full speed to close into macrocannon range, while the Revenge advances and fires lances at the center squadron, with the intention to scatter the ships if they are not destroyed.
 
Huh, so, rak'ghouls are basically reavers (from Firefly). Judging from the wiki article about them, they probably aren't working with the pirate admiral. So that's something.

Also, I think their name might be spelled "rak'gol. It looks like "rak'ghouls" are the zombie things from Star Wars. I wonder if that's an intentional reference?

Anyways, I'll leave the tactics to the people who understand it.
 
Oh fuck Rak'Ghouls.

Okay, tactics report.

DO NOT LET THESE FUCKERS BOARD

Holy fuck never let Rak'Ghouls board you, and the collary to this is 'Never board them either'. They're pretty much a swarm of murderscorpionxenos that live in levels of radiation no human can survive. That sounds bad, but what's worse is that the average Rak'Ghoul Marauder is only marginally weaker than a fucking Space Marine, and they come in near Ork level groups.

Okay, so, normally I would be screaming and going "NO, NO, NO!" in this case. That being said, we have an advantage. Rak'Ghoul ships have garbage manueverability and range for their conventional guns, and while their Turret rating is insane enough to make bombing runs a non-starter, we can repel a lot of their own retaliation strikes if we can keep the range.

So, let's keep the range.

[X] Plan: Matador challenges you to a duel
-[X] You have enough asteroids and debris in this system to turn it into a proper mess, lean on the greater maneuverability of your vessels to make good use of cover in attacking the xeno vessels. And Rak'ghoul ship that crashes into a planetoid instead of your ships is one less that you have to gun down.
-[X] The Revenge should keep the range, using her speed and maneuverability to pull the Rak'Ghoul ships into desired positions, taking shots of opportunity with her superior range to chip away at the enemy craft while avoiding retaliatory fire.
-[X] The Tachyon's Demise should go into silent running, using cover and local features to launch ambushes on stragglers. Hit, fade, rinse and repeat to discourage the Rak'Ghoul from trying to split up to hem the Revenge in.
-[X] The Colossus should act to mitigate enemy ordinance through use of interceptors. Bombing runs of opportunity are possible after enemy torpedoes and assault boats have been depleted, but should be heavily escorted. If it has the opportunity and the enemy forces have bundled up enough, it has authorization to go weapons free with Old Jackson Hate.
-[X] If you get a good opportunity to flee in good order, take it, Chorda's Folly is dead, let the Rak'Ghouls choke on it.
-[X] Above all else, don't let them get in a position to board you en-masse if you can possibly avoid it.
 
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My heart went a pitter-patter reading the results of the newly designed Colossus. <3

Though now I can't get the image of Riya in mirrorshade aviators as Highway to the Danger Zone starts to play out of my head.
 
Fury interceptors, sadly, are slightly less hot shot singleton fighters than you think, they have a crew of, like, five people.

Even Maverick needed a RIO. This is just an opportunity for some quirky/badass side characters!

On another note, I like the Matador plan overall, but think it underestimates just big and beautiful our air wing is if we go for a massive strike option. We have 10 bomber squadrons, if I'm understanding attack ship combat right, then A. The turrets don't roll against each squadron...they roll against the WAVE, and B. Every fighter we mix in negates about 2 levels of turret rating. The Dauntless and Lunars have 1 and 2 turret rating respectively for comparison. Get a nice sized CVP(Doesn't roll off the tongue as nice as CAP) going, and then start cycling through the MASSIVE BOMBER WAVES with a few fighter escorts.
 
Even Maverick needed a RIO. This is just an opportunity for some quirky/badass side characters!

On another note, I like the Matador plan overall, but think it underestimates just big and beautiful our air wing is if we go for a massive strike option. We have 10 bomber squadrons, if I'm understanding attack ship combat right, then A. The turrets don't roll against each squadron...they roll against the WAVE, and B. Every fighter we mix in negates about 2 levels of turret rating. The Dauntless and Lunars have 1 and 2 turret rating respectively for comparison. Get a nice sized CVP(Doesn't roll off the tongue as nice as CAP) going, and then start cycling through the MASSIVE BOMBER WAVES with a few fighter escorts.

I mean you say this, but Rak'Ghoul warships Start at the turret rating of a Dictator or an Imperial Grand Cruisers for the weakest and most expendable vessels, and Get to almost double that. Even if we can force through the penalty there while our CVP is preventing them from boarding us eight to ten times per round it's going to have devastating cost for us.

A -15 to -25 baseline for a strike craft attack per vessel is pretty daunting.
 
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Have only traveled forward and turned at minimum 45 degrees.
Should that be *maximum?
Huh, so, rak'ghouls are basically reavers (from Firefly). Judging from the wiki article about them, they probably aren't working with the pirate admiral. So that's something.
Oh no, they're much worse than reavers. Much, much worse. Besides the fearlessness, rage-frenzies, and horde tactics that they share with reavers, they're also Size (Hulking), meaning they substantially outmass humans and get Unnatural Strength x3 and Unnatural Toughness x2, which means their Strength Bonus gets multiplied by 4 and their Toughness Bonus gets multiplied by 3. Which means the weakest version of them that's statted has 33 Wounds (compare this to our PCs, who consistently have around 10). They have eight limbs, of which four are for weapons. They extensively implant themselves with cybernetics, pretty much exclusively geared towards improving their combat abilities. And a number of their weapons also irradiate everything around them, just for funsies. Oh, and did I mention they have motherfucking psykers with their own horrifying psychic discipline, that can use all their psychic abilities while raging and increase their Psy Rating by 1 (up to a max of TEN) for every enemy they kill? And that implant themselves with Force blades?

Seriously, you never, never, never let these things board you.
 
And let's not forget, the Rak'Ghouls come in near Ork level numbers and have perfect morale--they attack forever until they run out of bodies to throw at you.

What I'm trying to say is "Have fun fighting one of the sort of threats that used to litter the galaxy in the Great Crusade era" If I had the tinest inkling we'd be fighting Rak'Ghouls with the Hounded result, I'd have just taken 'Fine' "

The only good news is that their maneuverability is fucking trash as a rule, and this is a complex battlespace. Fighting them hard and long enough to secure an escape route should be plausible, if we can piss them off and scatter them enough to go for it.
 
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Should that be *maximum?

I can't believe I tricked everyone into thinking I know things, man!

Also, while the description and fluff says that they have perfect morale, they don't actually have any mechanics for it. The only real modifications the ships have is -10 to silent running checks, cause they're just kinda shitty engines. And, like, even Space Marines and Orks have less perfect morale than their propaganda claims - Orks just reduce morale loss by, like, 2.

The old naval adage remains true: Everyone runs if you set their ship on fire.
 
It's as true today as when I first took a level in Pyrokinetic, when in doubt, set everything on fire.
 
I can't believe I tricked everyone into thinking I know things, man!

Also, while the description and fluff says that they have perfect morale, they don't actually have any mechanics for it. The only real modifications the ships have is -10 to silent running checks, cause they're just kinda shitty engines. And, like, even Space Marines and Orks have less perfect morale than their propaganda claims - Orks just reduce morale loss by, like, 2.

The old naval adage remains true: Everyone runs if you set their ship on fire.

To be fair, "So fucking angry at the existence of things that aren't them that they'll fight to exhaustion because they don't keep track of their own dwindling numbers in the face of ENEMY" doesn't require perfect morale, it just requires them to be insanely bloodthirsty. Which they are.

It might just look like perfect morale from the outside.

That being said, one doesn't need perfect morale to have to shut off your insanely overclocked reactor when fires are approaching it. You can't keep killing if your ride explodes in an atomic flame.
 
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