WH 40k Rogue trader quest:

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rogue trader dynasty quest

Onto the anvil of fire forge in war where billions of people die to keep the imperium surviving where a thousand souls are sacrifice to him on holy terra to keep the god emperor alive welcome to the grim-dark future of the 35 millennia 5000 year ago the Horus heresy happen when the legion were split
But your are not one the lucky few to be chosen to serve the emperor you were one in a trillion

But luckily you were born with one advantage the ancient warrant a document written by he on holly terra. You are one of the lucky few to have the privilege of freedom in your life.

Welcome to the rogue trader dynasty quest where you will raise your successor and build your dynasty to power or to ruin , will you fall to the temptation of CHAOS or will you survive the grim dark future that you have found your self in.
Character creation

Introduction to the setting​

"It is the 41st Millennium. For more than a hundred centuries the Emperor of Mankind has sat immobile on the Golden Throne of Earth. He is the master of mankind by the will of the gods and master of a million worlds by the might of His inexhaustible armies. He is a rotting carcass writhing invisibly with power from the Dark Age of Technology. He is the Carrion Lord of the vast Imperium of Man for whom a thousand souls are sacrificed every day so that He may never truly die."

Character creation​

Character name

( ) write in

Character gender

( ) male
( ) female

Are you a psyker

( ) no

( ) yes

Home world choose 1

Battlefleet Child of Dynasty Death World
+3 Fellowship, +5 Willpower
-5 Perception
Skills : Common Lore (Imperial Navy) (Int), Speak Language (Battlefleet War Cant) (Int), Navigation (Stellar) (Int) or Pilot (Spacecraft) (Ag)
Talents : Void Accustomed
Officer On Deck : +5 to Command Tests when aboard a Spacecraft
Ship Bound Fighter : -2 Initiative and double Range Penalties when Planetside and not in a tunnel or other confined space.
Wounds Bonus : 1d5 (3)
Fate : 1-6 : 3, 7-10 : 4
+3 Intelligence, +5 Fellowship
-3 Toughness, -5 Willpower
Skills : Literacy (Int), Speak Language (High Gothic) (Int)
Dynastic Warrant : +3 SP at character creation
Honour Amongst Peers : +5 to Fellowship tests when interacting with high officials of the Imperium and Nobles in a formal setting.
Unseen Enemy : Enemy determined by the GM.
Wounds Bonus : 1d5 (3)
Fate Points : 1-3 : 2, 4-7 : 3, 8-10 : 4
+5 Strength, +5 Toughness
-5 Willpower, -5 Fellowship
Skills : Survival
Talents : Jaded or Resistance (Poisons), Melee Weapon Training (Primitive)
Paranoid : -10 to all Interaction Skill Tests in social surroundings
Survivor : +10 to all tests to resist Pinning and Shock
Wounds Bonus : 1d5 +2 (5)
Fate Points : 1-5 : 2, 6-10 : 3
Famulous ProdigyFeral WorldFootfallen
+5 Int, +5 Fel
-5 BS, -5 WP
Skills : Common Lore (Imperial Creed) (Int), Literacy (Int), Speak Language (High Gothic) (Int)
Talents : Peer (Ecclesiarchy) and Peer (Administratum, Millitary or Noble)
Etiquette : +10 to Interaction Skill Tests when dealing with high authority and in formal settings.
Legacy of Wealth : +1 Profit Factor
Mysterious Lineage : Roll 1d10...
  • 1-2 : Increase Int and Insanity points by 1d10, roll once and apply the result to both.
  • 3-4 : Gain Chem Geld.
  • 5-6 : Gain Talented (Decieve), -10 to Concealment and Silent Move.
  • 7-8 : -5 T, -1 Wound, gain Forbidden Lore (Daemonology, Heresy, Inquisition or Psykers)
  • 9-10 : Increase Fel and Corruption points by 1d10, roll once and apply the result to both.
Wounds Bonus : 1d5 (3)
Fate : 1-3 : 2, 4-9 : 3, 10 : 4
+5 Strength, +5 Toughness, -5 Fellowship, -5 Willpower
Skills : Speak Language (Tribal Dialect) (Int)
Basic Skills : Navigation (Surface) (Int), Survival (Int), Tracking (Int)
Iron Stomach : +10 to Carouse Tests to resist the ill effects of ingested toxins, poisons and tainted foods
Primitive : -10 Tech Use (Int) and -10 to Fellowship based tests made in civilised or formal surroundings
Rite of Passage : Feral Worlders may spend a Full Action to make an Intelligence test to staunch Blood Loss.
Wounds Bonus : d5 +2 (5)
Fate : 1-4 : 1, 5-10 : 2
+5 Agility, +5 Fellowship
-5 Ballistic Skill, -5 Toughness
Skills : Common Lore (Region) (Int), Psyniscience (Per)
Talents : Peer (Astropaths, The Insane, Underworld, Void Born or Workers), Polyglot, Rival (Inquisition)
Street Knowledge : -5 to all Scholastic Lore tests save those dealing with the region they are from.
Wounds Bonus : 1d5 (3)
Fate : 1-4 : 2, 5-7 : 3, 8-10 : 4
Forge World Fortress World militant Frontier World
+5 Int
-5 WS
Basic Skills : Common Lore (Tech) (Int), Common Lore (Machine Cult) (Int)
Talents : Technical Knock
Fit for Purpose : +3 to any characteristic
Stranger to the Cult : -10 to Knowledge checks involving the Imperial Creed, -5 to Fellowship tests to interact with members of the Ecclesiarchy in formal settings.
Wounds Bonus : 1d5 +1 (4)
Fate : 1-5 : 2, 6-9 : 3, 10 : 4
+5 Ballistic Skill, +5 Willpower
-5 Intelligence, -5 Fellowship
Skills : Common Lore (War) (Int), Secret Tongue (Millitary) (Int)
Talents : Basic Weapons Training (Las or SP), Hatred (Enemy of their Homeworld), Nerves of Steel
Constant Weapon Training : -5 to Social Interaction Tests regarding Non Combat topics (GM's discretion)
Wounds Bonus : 1d5 +1 (4)
Fate : 1-9 : 3, 10 : 4
+5 Strength
-5 Intelligence
Skills : Survival (Int), Wrangling (Int)
Leery of Outsiders : -10 to all Fellowships tests when dealing with strangers.
Tenacious Survivalist : May reroll Initiative tests
Xenos Interaction : Immune to Fear (1) and Fear (2) caused by Xenos, -5 to Interaction tests when dealing with members of the Imperial Cult.
Wounds Bonus : 1d5 +2 (5)
Fate : 1-5 : 2, 6-10 : 3
Hive World Imperial World
+5 Fellowship
-5 Toughness
Basic Skills : Speak Language (Hive Dialect), Tech Use (Int)
Accustomed to Crowds : Crowds do not count as Difficult Terrain and may Charge or Run in crowds with no need to take Agility Tests to remain on their feet.
Hivebound : -10 to Survival (Int) tests, -5 to all Int tests when outside a "Proper Hab"
Wary : +1 Initiative
Wounds Bonus : 1d5 +1 (4)
Fate : 1-5 : 2, 6-8 : 3, 9-10 : 4
+3 Willpower
Basic Skills : Common Lore (Imperial Creed, Imperium, War) (Int), Literacy (Int), Speak Language (High Gothic) (Int)
Blessed Ignorance : -5 on all Forbidden Lore tests
Wounds Bonus : 1d5 (3)
Fate : 1-8 : 3, 9-10 : 4

Monastic UpbringingNoble Born Penal World
+3 Willpower
Basic Skills : Literacy (Int), Speak Language (High Gothic) (Int)
Talents : Hardy
Blessed Ignorance : -5 on all Forbidden Lore tests.
Sign of the Aquilla : -10 to all tests acting against Ecclesiarch interests, WP test not to make the Aquilla when facing a shrine or Chaos.
Wounds Bonus : 1d5 (3)
Fate : 1-8 : 3, 9-10 : 4
+5 Fellowship
-5 Willpower
Basic Skills : Literacy (Int), Speak Language (High Gothic, Low Gothic) (Int)
Talents : Peer (Nobility), Peer (Academics, Adeptus Mechanicus, Administratum, Astropaths, Ecclesiarchy, Government, Mercantile, Millitary, or Underworld)
Etiquette : +10 to Interaction Skill Tests when dealing with high authority and in formal settings.
Legacy of Wealth : +1 Profit Factor
Vendetta : Enemy determined by the GM.
Wounds Bonus : 1d5 (3)
Fate : 1-3 : 2, 4-9 : 3, 10 : 4
+5 Toughness, +5 Perception
-5 Fellowship, -5 Willpower
Skills : Decieve (Fel) or Intimidate (S)
Basic Skills : Security (Ag)
Talents : Light Sleeper, Peer (Underworld)
Criminal : -20 to Interaction tests when dealing with the authorities should their home world become known.
Nightmares : 1d5 Insanity Points
Underground Resources : May make an item 1 rank easier to Acquire once every 2 sessions by making use of their criminal contacts. Such items are likely stolen.
Wounds Bonus : 1d5 +1 (4)
Fate : 1-4 : 2, 5-9 : 3, 10 : 4
Schola ProgeniumShrine WorldVoid Born
Basic Skills : Common Lore (Administratum, Ecclesiarchy, Imperial Creed, Imperium, War) (Int), Scholastic Lore (Philosophy) (Int)
Talents : Basic Weapon Training (Las or SP), Melee Weapon Training (Primitive), Pistol Weapon Training (Las or SP)
Sheltered Upbringing : -10 to all Charm, Command, Deceive and Scrutiny tests when dealing with the worst examples of humanity (cultists, traitors, mutants, scum etc)
Tempered Will : Very Hard (-30) Willpower tests are treated as Hard (-20) instead
Wounds Bonus : 1d5 (3)
Fate Points : 1-2 : 1, 3-7 : 2, 8-10 : 3
+5 WP, +5 Fel
-5 Int, -5 Per
Skills : Common Lore (Imperial Creed) (Int)
Basic Skills : Common Lore (Ecclesiarchy) (Int), Literacy (Int)
Fear the Unhallowed : -10 to all Forbidden Lore tests.
The Power of Hate : Gain Hatred (Heretics) or Insanely Faithful.
Supplicant : Must make a WP test or react violently whenever their faith or the Imperial Creed is questioned.
Wounds Bonus : 1d5 (3)
Fate Points : 1-2 : 1, 3-7 : 2, 8-10 : 3
+5 Willpower
-5 Strength
Skills : Speak Language (Ship Dialect)
Basic Skills : Navigation (Stellar) (Int), Pilot (Spacecraft) (Ag)
Talents : Void Accustomed
Charmed : Roll 1d10 when using a Fate Point (not Burning), on a natural 9 it is not lost.
Ill Omened : -5 to all Fellowship tests to interact with non Voidborn humans
Wounds Bonus : 1d5 (3)
Fate : 1-5 : 3, 6-10 : 4

What is your birth right choose 1

Child of the CreedFringe Survivor : ItS p.17In Service to the Throne : ItS p.19
+3 Willpower or +3 Fellowship
-3 Weapon Skill
Talents : Unshakeable Faith
Choose one of the following...
  • Survivalist : 300xp, +3 Toughness or +3 Perception, Survival (Int), +1 Fate Point, +1d5+1 Insanity Points
  • Heretek : 100xp, +3 Intelligence, +1d5+1 Corruption Points, Select 2 of the following skills...
  • Chem Use (Int)
  • Common Lore (Tech) (Int)
  • Forbidden Lore (Archaeotech) (Int)
  • Tech Use (Int)
  • Medicae (Int)
  • Scholastic Lore (Any) (Int)
  • Pit Fighter : 200xp, +3 Toughness or +3 Strength, +3 Weapon Skill, Rival (Underworld), +1 Corruption point
Choose one of the following...
  • Tithed : 350xp, +3 Ballistic Skill or Willpower, gain Common Lore (Adeptus Astra Telepathica, Administratum, Imperial Creed, Imperial Guard, Imperial Navy, Imperium or War) (Int). Choose two of the following Skills or Talents
  • Drive (Any One) (Ag)
  • Literacy (Int)
  • Medicae (Int)
  • Navigation (Surface) (Int)
  • Survival (Int)
  • Tech Use (Int)
  • Basic Weapon Training (Las or SP)
  • Pistol Training (Las or SP)
  • Born to Lead : 200xp, +3 Intelligence or Fellowship, -3 Toughness, gain Command (Fel), Literacy (Int), and Scholastic Lore (Beaureacracy, Imperial Creed, Judgement, or Tactica Imperialis)
  • One Amongst Billions : 200xp, +3 Perception or Intelligence, -3 Toughness, Paranoia, Unremarkable, any one Common Lore or Trade skill.

Lured of the void ( what attract you to the void ) choose 1

Chosen by Destiny Crusade
Your choice of...
  • Seeker of Truth : Foresight, Enemy (Academics or Ecclesiarchy), -3 Willpower
  • Xenophile : +10 to Fellowship tests when dealing with alien races or cultures, -5 to Willpower tests dealing with Alien Artefacts and Psychic Powers
  • Fated for Greatness : +1 Fate Point, +1d10+1 Insanity Points
Your choice of...
  • Call to War : 150xp, +5 Ballistic Skill, Peer (Millitary), Hatred (Chaos, Eldar, Kroot or Orks), +1d10 Insanity Points
  • Chasing the Enemy : 150xp, +3 Intelligence, +3 Willpower, Htred (Chosen prey)
  • Warrior : 250xp, +5 Weapon Skill, +5 Toughness or +5 Agility, -5 Fellowship, Meditation
Duty Bound Hunter New Horizons
Your choice of...
  • Duty to the Throne : +3 Willpower, Armour of Contempt (if WP 40 or higher), -10 to Interaction Tests when dealing with any source outside of the Imperium
  • Duty to Humanity : +3 Perception or +3 Intelligence, -1 Profit Factor
  • Duty to Your Dynasty : Rival (Rogue Trader Family), -3 Toughness, +1 Profit Factor
Your choice of...
  • Bounty Hunter : 250xp, +3 Willpower, +3 Fellowship, Bloodtracker, +1d5 Corruption Points or +1d5 Insanity Points
  • Xenos Hunter : 200xp, +3 Weapon Skill or +3 Ballistic Skill, Leap up or Sprint, Scholastic Lore (Beasts) (Int) or Tracking (Int)
  • Hunted : 100xp, +3 Perception, Paranoia or Light Sleeper, Enemy (Chosen by GM)
Your choice of...
  • Seeler of Truth : 100xp, +3 Intelligence, Scholastic Lore (Any One) (Int), +1 Corruption Point
  • Xeno Arcanist : 200xp, +3 Intelligence or +3 Willpower, Peer (Academics) or Forbidden Lore (Xenos) (Int)
  • Archeotechnologist : 250xp, +3 Intelligence or +3 Perception, Gain one Heirloom Item from the Pride motivation, Forbidden Lore (Archeotech) (Int)

Motivation

Devotion Endurance Exhilaration
Your choice of...
  • Creed : 200xp, gain Charm, Commaon Lore (Imperial Creed) and Inspire Wrath
  • Duty : 100xp, +3 Willpower, Armour of Contempt or Unshakeable Faith
  • Loyalty : 100xp, gain Trade (Voidfarer) (Int) and +5 to all Willpower and Fellowship tests when aboard your home ship.
+1 WoundYour choice of...
  • New Horizons : 200xp, gain Common Lore (Sector) and Scholastic Lore (Astromancy) or Trade (Explorator)
  • The Thrill of War : 250xp, +3 Weapon Skill or Ballistic Skill, -3 Fellowship, Scholastic Lore (Tactica Imperialis), Nerves of Steel, Quick Draw
  • No Joy Unexplored : 200xp, +3 Toughness or Fellowship, -3 Willpower, Decadence, Carouse (Fel), +1d5 Corruption Points
Fear Fortune Knowledge
Your choice of...
  • Enemy in Ascendance : 100xp, +3 Perception, Paranoia
  • Haunted by thy Own Sins : 300xp, gain Dark Soul, Frenzy, Flagellant, Forbidden Lore (Any) as a Basic Skill, +1d10 Corruption Points.
  • Tormented by the Unspeakable : 200xp, gain Light Sleeper, Jaded and Resistance (Fear), +2d10 Insanity Points
+1 Fate PointYour choice of...
  • Knowledge is Life, Life is Knowledge : 300xp, gain Scholastic Lore (Any two), Total Recall, may purchase an additional Scholastic Lore skill for 200xp
  • Know thy Foe : 200xp, gain Forbidden Lore (Any), may purchase a second for 100xp
  • Knowledge is Power, Guard it Well : 300xp, +3 Intelligence or Perception, Foresight, Common Lore (Any) or Scholastic Lore (Any)
Prestige Pride Renown
Talented (Choose one) or Peer (Choose one)Roll 1d100 and gain the listed item or gain +3 Toughness
  • 01-20 : Best Craftsmanship Archaeotech Laspistol
  • 21-40 : Best Craftsmanship Chainsword
  • 41-60 : Ancestral Seal, +10 to Interaction tests when displaying the seal and dealing with Imperial citizens or organisations
  • 61-80 : Best Craftsmanship Carapace Armour
  • 81-00 : Reliquary of St X, +20 to Interaction tests when dealing with the Ministorum
Air of Authority or Peer (Any one)

Career path choose 1

CareerStarting SkillsStarting Talents and TraitsStarting GearSpecial Abilities (RT p.72)
Rogue Trader
RT p.40
Command (Fel), Commerce (Fel), Charm (Fel), Common Lore (Imperium) (Int), Evaluate (Int), Literacy (Int), Scholastic Lore (Astromancy) (Int), Speak Language (High Gothic, Low Gothic) (Int)Talents : Air of Authority, Melee Weapon Training (Universal), Pistol Weapon Training (Universal)Weapons : Best Craftsmanship Laspistol or Good Craftsmanship Hand Cannon or Common Craftsmanship Plasma Pistol, Best Craftsmanship Mono Sword or Common Craftsmanship Power Sword
Armour : Best Craftsmanship Enforcer Light Carapace or Storm Trooper Carapace
Gear : Clothing (Best Craftsmanship), Microbead, Void Suit, Xeno Pelt Cloak
Exceptional Leader
Arch Millitant
RT p.44
Common Lore (War) (Int), Dodge (Ag), Intimidate (S), Scholastic Lore (Tactica Imperialis) (Int), Secret Tongue (Millitary) (Int), Speak Language (Low Gothic) (Int)Talents : Basic Weapon Training (Universal), Melee Weapon Training (Universal), Pistol Weapon Training (Universal), Sound Constitution, Thrown Weapon Training (Universal)Weapons : Good Craftsmanship Hellgun or Best Craftsmanship Long Las or Two Bolt Pistols, Good Craftsmanship Melee weapon with the Mono upgrade
Armour : Enforcer Light Carapace
Gear : Charm (Bolt shell keepsake), Manacles, Medikit, Microbead, Data Slate of Wanted Bounties or Arms Locker or 3 doses of Stimm
Weapon Master
Astropath Transcendant
RT p.48
Awareness (Per), Common Lore (Adeptus Astra Telepathica) (Int), Forbidden Lore (Psykers) (Int), Invocation (WP), Psyniscience (Per), Scholastic Lore (Cryptology) (Int), Speak Language (High Gothic, Low Gothic) (Int)Talents : Heightened Senses (Hearing), Pistol Weapon Training (Universal), Psy Rating 2Weapons : Best Craftsmanship Laspistol or Best Craftsmanship Stub Automatic, Best Craftsmanship Mono Sword or Common Craftsmanship Shock Staff
Armour : Imperial Guard Flak Armour
Gear : Charm, Micro Bead, Psy Focus, Void Suit
Soul Bound to the Emperor, Psychic Powers, See Without Eyes
Explorator
RT p.52
Common Lore (Machine Cult, Tech) (Int), Forbidden Lore (Archaeotech, Adeptus Mechanicus) (Int), Literacy (Int), Logic (Int), Speak Language (Explorator Binary, Low Gothic, Techna Lingua) (Int), Tech Use (Int), Trade (Technomat) (Int)Talents : Basic Weapon Training (Universal), Logis Implant, Melee Weapon Training (Universal)
Traits : Mechanicus Implants
Weapons : Best Craftsmanship Lasgun or Good Craftsmanship Hellgun or Common Craftsmanship Boltgun, Best Craftsmanship Shock Staff or Good Craftsmanship Power Axe
Armour : Enforcer Light Carapace
Gear : Combi Tool, Data Slate, Injector, Micro Bead, Multi Key, Sacred Unguents, Servo Skull Familiar, Void Suit
Mechanicus Implants
Missionary
RT p.56
Common Lore (Imperial Creed, Imperium) (Int), Forbidden Lore (Heresy) (Int), Medicae (Int), Scholastic Lore (Imperial Creed) (Int), Speak Language (High Gothic, Low Gothic) (Int)Talents : Basic Weapon Training (Universal), Melee Weapon Training (Universal), Pure Faith, Unshakable FaithWeapons : Best Craftsmanship Lasgun or Good Craftsmanship Flamer, Best Craftsmanship Staff or Good Craftsmanship Chainsword.
Armour : Best Craftsmanship Imperial Guard Flak Armour
Gear : Aquilla Pendant, Censer and Incense, Ecclesiarchal Robes, Micro Bead, Sepulchre
Pure Faith
Navigator
RT p.60
Common Lore (Navis Nobilite) (Int), Forbidden Lore (Navigators, Warp) (Int), Literacy (Int), Navigation (Stellar, Warp) (Int), Psyniscience (Per), Scholastic Lore (Astromancy) (Int), Speak Language (High Gothic, Low Gothic) (Int)Talents : Basic Weapon Training (Universal), NavigatorWeapons : Best Craftsmanship Hellpistol or Good Craftsmanship Hand Cannon, Best Craftsmanship Staff
Armour : Best Craftsmanship Mesh Armour
Gear : Charm, Emperors Tarot Deck, Micro Bead, Nobilite Robes, Silk Headscarf, Void Suit
Boons of Lineage, Navigator Mutations, Warp Eye
Seneschal
RT p.64
Barter (Fel), Commerce (Fel), Common Lore (Underworld) (Int), Deceive (Fel), Evaluate (Int), Forbidden Lore (Archeotech) (Int), Inquiry (Fel), Literacy (Int), Speak Language (Low Gothic, Traders Cant) (Int)Talents : Basic Weapon Training (Universal), Pistol Weapon Training (Universal)Weapons : Best Craftsmanship Hell Pistol or Common Craftsmanship Inferno Pistol, Best Craftsmanship Hellgun or Common Craftsmanship Boltgun
Armour : Mesh Armour
Gear : Autoquill, Chrono, Cameleoline Cloak, Dataslate, Multikey, Synskin, Robes
Seeker of Lore
Void Master
RT p.68
Common Lore (Imperial Navy, War) (Int), Forbidden Lore (Xenos) (Int), Navigation (Stellar) (Int), Pilot (Flyers, Spacecraft) (Ag), Scholastic Lore (Astromancy) (Int), Speak Language (Low Gothic) (Int)Talents : Melee Weapon Training (Universal), Nerves of Steel, Pistol Weapon Training (Universal)Weapons : Best Craftsmanship Mono Sword or Common Craftsmanship Power Sword, Best Craftsmanship Hand Cannon or Common Craftsmanship Bolt Pistol
Armour : Imperial Guard Flak Armour
Gear : 2 bottles of Amasec, Charm (Blessed Ship Token), Imperial Navy Uniform or Beggars Cloak, Micro Bead, Pict Recorder, Rebreather, Void Suit, Vox Caster
Choose one of the following...
  • Mastery of Augurs
  • Mastery of Gunnery
  • Mastery of Small Craft
  • Mastery of Space

 
Ship creation

Ship creation​

One of the most important aspect of the quest is the ship creation in this threadmark you will design your flag ship of your Rogue trader fleet .

Now let get started


Before you can go on to the ship creation i would need to explain the mechanic of this section of the quest firstly you will get 600 cp to spent on your ship (there is no default ship) weather it the gun to the lance even to the command bridge you would also be customizing the crew component wether you like 2 regiment of guard or 1 regiment of guard you can choose all of this will affect your ship performance.

ship creation part 1 you can choose only 1 ship

Ship class light cruiser
Cheap maintenance cost highly customizable and fast
( ) dauntless class light cruiser (scout cruiser)
- 150cp
( ) defender class light cruiser (mounted with lance)
- 155cp
( ) defiant class light cruiser/light carriers role
- 160cp
( ) Endeavour class convoy flagship, or heavy escort (lower mobility the the dauntless)
- 140cp
( ) endurance class light cruiser (modify endurance class with macro Canon replace with lance)
-154cp
( ) enforcers class light cruiser (have attack craft and lance batteries)
-170cp
Ship class cruiser
( ) Ambition class cruiser ( pack as much fire power as a Luna class lack many redundancy)
-240cp
( ) cardinal class cruiser (have lot of heavy lance weapon and a prow mounted heavy macro canon)
- due to the small number of ship build it is expensive 350cp
( ) Dictator class cruiser (rebuild Luna class with no lance and lunch bay)
-270cp
( )Dominator class cruiser ( have nova cannon for sniping and it very good in broadside battle)
-300cp
( ) Gothic class cruiser ( lance ship bad on it own )
-260cp
( ) Lunar class cruiser (an all rounder ship )
-250cp
( ) Tyrant class cruiser ( mainly a plasma firing ship)
-280cp


 
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