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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.Yet even in His deathless state, the Emperor continues His eternal vigilance. Mighty battlefleets cross the daemon-infested miasma of the Warp, the only route between distant stars, their way lit by the Astronomican, the psychic manifestation of the Emperor's will. Vast armies give battle in His name on uncounted worlds. Greatest amongst His soldiers are the Adeptus Astartes, the Space Marines, bio-engineered super-warriors. Their comrades in arms are legion: the Imperial Guard and countless planetary defence forces, the ever-vigilant Inquisition and the Tech-priests of the Adeptus Mechanicus to name only a few. But for all their multitudes, they are barely enough to hold off the ever-present threat to humanity from aliens, heretics, mutants -- and far, far worse. To be a man in such times is to be one amongst untold billions. It is to live in the cruelest and most bloody regime imaginable. These are the tales of those times.

Though a million worlds (in truth, well over a million) bow their heads in reverence before the golden throne of the God-Emperor, much of the galaxy remains unexplored by the Imperium: sealed off by temperamental Warp storms, overlooked by harried surveyors with a punctilious Adept breathing down their necks, or blockaded by legions of twisted Xenos. To explore these places, the Imperium issues the great Warrants of Trade, granting certain families exceptional freedom to operate outside of Imperial law and vast wealth in exchange for their work in expanding the boundaries of the Imperium. These "Rogue Traders" and their crews quest into unknown space, establishing new domains in the Imperium. This is the tale one of these bold members of humanity. But before that crewman can venture into strange new frontiers with the rest of their crew, they must fill out the correct forms to be filed in triplicate with the Administratum, so that they are not executed or banished for failing to pay tithes.
>>
>>1081711
First field: CREW POSITION


>LORD-CAPTAIN (the master of the ship and all those upon it.)

>MASTER-AT-ARMS (Master of the security teams and armsman of the ship, from the disciplinary corps who enforce order to the armed members of the Away teams who explore new worlds to the twistcatchers who sniff out mutants among the crew.)

>ASTROPATH (Cursed with psychic powers but made pure by their soul-bond to the Emperor, the Astropath relays messages across the void of space, and often serves as a sage advisor of the Lord-Captain. Their potent Psychic powers may also cause them to serve valiantly in battle as a war-psyker, or cunningly in the negotiating room, turning their gift to fill their master's coffers.)

>MAGOS EXPLORATOR (Drawn from the holy machine-cult of the Adeptus Mechanicus, these enlightened scholars may help appease the Machine-Spirit of the vessel to ensure perfect function, or labor as the Master Chirugeon, healing the wounded aboard the vessel.

>SHIP'S CONFESSOR (The sacred heart of the ship, the Confessor is the Ecclesiarchy's agent on-ship, ensuring that all actions are pure and in accord with the Creed. They usually have sizable missionary corps beneath them, who help convert any unenlightened humans discovered in the void to the Imperial Faith)

>NAVIGATOR (An Abhuman, brother to Man but not OF Man. Your third eye and strange powers let you guide your ship through the Warp.)

>FIRST SCHOLAR (the learned adviser of the Lord-Captain, who guides him rightly in all things. Where the Lord-Captain works in the big picture, the First Scholar works in details)

>MASTER OF GUNNERY (the thundering Macro-Cannons and howling Lances are his to command)

>HELMSMAN (Where the Navigator guides within the Warp, you guide out of the Warp)

>MASTER OF AGURS (the dancing network of signals used to see and speak within a system are your domain)

>MASTER OF CRAFTS (landing shuttles and Valkyrie fighters answer to you)

First three in agreement decide.
>>
>>1081715
>>LORD-CAPTAIN (the master of the ship and all those upon it.)
Go big or go home
>>
>>1081715
What no Xenos option. What if I want to play as a Necron Cryptek poorly disguised as a Magos Explorator.

Either way
>MAGOS EXPLORATOR
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>>1081715
>FIRST SCHOLAR (the learned adviser of the Lord-Captain, who guides him rightly in all things. Where the Lord-Captain works in the big picture, the First Scholar works in details)

Fuck yeah, let's get some 40K intrigue going on here
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>>1081715
(minor correction: the first field should say "Careers". Actual rank on ship will be decided after career)
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>>1081715
>>MASTER-AT-ARMS
>>
>>1081715
>LORD-CAPTAIN (the master of the ship and all those upon it.)
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>>1081742

So wait, if we put in a vote for Lord-Captain would rank effect the size of the ship we're working with or how far down in the family that holds the Warrant we are or if we're like a first mate?

Because I might change my vote, I just don't want to be at the top of the heap right from the get go
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>>1081738
repushing my option before I get outvoted

Look at this, there is nothing more glorious than having awesome robot parts replacing weak fleshy bits
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>>1081715
>FIRST SCHOLAR (the learned adviser of the Lord-Captain, who guides him rightly in all things. Where the Lord-Captain works in the big picture, the First Scholar works in details)
>>
>>1081715
>>LORD-CAPTAIN (the master of the ship and all those upon it.)
>>1081735
i concur
>>
TL;DR
Where the waifus at?
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>>1081750
(The ONE exception to this is Lord-Captain: this is a Career that locks you into being AT LEAST in the highest ranks of the ship)
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>>1081766
Right in that yonder airlock friend
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>>1081768
O/pyzBQv, DpFS0Hdo, and MXhxlGMA may re-cast their votes, if they so choose.
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>>1081768

Thanks for clarifying, looks like Lord-Captain won anyways, which I am cool with playing, just want some room to grow with the character
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>>1081768
hm.

being a bit down the line in the family doesn't sound like that bad of a prospect really
>>
>MAGOS EXPLORATOR
>>
>>1081768

Do you support Discords?
>>
ded
>>
>>1081885
The deadest, but a pretty good run. No major shitstorms

7/10 quest
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>>1081762
>>1081744
>>1081735

You are a member of the House which works on this ship, likely raised for most of your life to serve as an officer. this ship is your first charge.

Second field: RANK (automatically filled: CAPTAIN)

Third field: WORLD OF BIRTH (CLASS ONLY)

>AGRICULTURAL, MINING, OR OTHER (TITHE-GRADE MUNDUS) (You were one among the countless billions who serve beneath the Throne until you were taken in by your House. Powerful in will and faith, but sheltered from the forbidden knowledge of Chaos and Xenos.)


>HIVE (TITHE-GRADE MYRIAS) (You grew up among the countless hordes of the Hive-Worlds: planets overtaken by vast arcologies that tower into the stratosphere. Cunning, wary, and accustomed to crowds and technology, you struggle in the wilderness and have a poor constitution due to easy living or chemical pollution)

>NONE (VOID-BORN) (You were born part of a ship and part of its crew. You find artificial gravity and the black of space comforting, and are touched by the fickle hand of the Warp, making you lucky. However, many find your presence unsettling.)

>NONE (INDENTURED NAVAL STAFF) (Raised in the culture of the Imperial Navy. Fierce and a natural commander, you flounder in affairs down on-planet, or in scenarios that don't involve warfare)

>NONE (TITHE-GRADE NOBILIS) (You were of noble blood even before the House took you in. Well-heeled and well-connected, you bring the troubles of your old family with you onto your ship)

>NONE (TITHE-EXEMPT: WARRANT OF TRADE) (You joined the House honestly, by virtue of birth. The world of the Rogue Trader is your bread and butter, but the enemies of your family dog your footsteps with redoubled effort).
>>
>lord captain
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>>1081904
NONE (VOID-BORN)
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>>1081904
>VOID BORN
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>>1081904
>NONE (VOID-BORN) (You were born part of a ship and part of its crew. You find artificial gravity and the black of space comforting, and are touched by the fickle hand of the Warp, making you lucky. However, many find your presence unsettling.)
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>>1081885
>>1081897
>Not even out of chargen

>shitposting in the thread
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>>1081904
>VOID-BORN
>>
>>1081904
>>NONE (TITHE-GRADE NOBILIS) (You were of noble blood even before the House took you in. Well-heeled and well-connected, you bring the troubles of your old family with you onto your ship)

intrigue and feuds yes
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>>1081918
Just curious, how long is your vote window?
>>
So is the bonus for voidborn we get some warp powers?
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>>1081904
>and are touched by the fickle hand of the Warp
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>>1081944
Usually a half-hour to an hour. Trying to keep things moving at pace for chargen, though, because there's a LOT of stuff to cover (seriously. This is an EXTENSIVE chargen.)


>>1081949
Nope! You're just luckier (as in, you have a 10% chance to instantly recover Fate (a mechanic that helps balance things out against the high difficulty threshold of the 40k universe) when you spend it). The larger benefits are the fact that you don't take penalties for working in low-G or zero-G and that you start with training in Stellar Navigation and Fighter Piloting.
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>>1081972
>EXTENSIVE chargen
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>>1081984
Already downloading Rogue trader so I understand what I'm voting for
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>>1081972
>Nope! You're just luckier (as in, you have a 10% chance to instantly recover Fate (a mechanic that helps balance things out against the high difficulty threshold of the 40k universe) when you spend it). The larger benefits are the fact that you don't take penalties for working in low-G or zero-G and that you start with training in Stellar Navigation and Fighter Piloting.

Well that's not so bad.

If it's going to be pretty extensive may as well drop full info on what we'll be getting with options.

Some anons may well have been looking forward to having tentacles with that void-born choice.
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>>1081972
But I want to be a space wizard
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>>1081998
Space wizard a shit, Space knight is where its at
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>>1081998
It's okay anon, utilizing Fate is like being a space wizard. We just have to screw up first.
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>>1082010
t. a lala man
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>>1082013
Lalah is shit too, Char could have done better
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>>1081972

>EXTENSIVE chargen

Please stop, I can only get so erect
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>>1082023
Lala as in gey

As in everybody who can't force choke a bitch
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>>1082010
Space schemer is the patrician choice lad
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>>1081993
Tithe-Grade Mundus: "Default" background. Slight boost to Will, start with extensive knowledge of the Imperium from a layman's perspective. Know very little about Xenos or Chaos.

Hive-Worlder: Start with a boost to Fellowship and a penalty to Toughness. Can navigate crowds without penalty. Start with Tech-Use. Take penalties to Survival and Intelligence tests in/relating to non-urban environments.

Void-Born: Bonus to Will, penalty to Strength. Start with Stellar Navigation and Small Voidcraft Piloting skills. No penalties in low or no-G environments. Penalty to Fellowship when dealing with non-Void Born humans.

Naval Staff: Bonus to Will and Fellowship: penalty to Perception. Start with Stellar Navigation OR Pilot Small Voidcraft. Bonus to Command checks during combat. Take various combat penalties on-planet.

Noble: Bonus Fellowship, Low Will. Bonus to Fellowship checks in formal situations. Random Peer representing family connections. Start with extra Profit Factor (basically a bigger expense account). Have a randomly-generated enemy in the Imperium.

Rogue Trader Family: Bonus to Intelligence and Fellowship. penalty to Toughness and Willpower. You get a fancier ship. You have a random, SECRETIVE enemy who may strike at any time.
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>>1082062

Still going with Void Born, thanks for the extra clarification though, what is your opinion on Discord?
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>>1082074
Never used it, myself. Guess it'd be cool, though? I'll look into it.
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>>1082062
>Penalty to Fellowship when dealing with non-Void Born humans.

Isn't that going to be a large part of what we do?
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>>1082062
Why wouldn't void born have penalties to planets and jazz?
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>>1082078

Also dealing with other Void Born's as well we will be spending a lot of time in space and I want those bonuses for the environment, there will be other options in chargen to up the Fellowship score depending on what we pick
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>>1082078
Yes, but your bonuses as a result of your rank will outweigh it, at least for dealing with people on-board ship.

>>1082084
Because Void-Born can serve on normal security teams that go planetside, as opposed to Navy men, who leave ground fighting to the Imperial Guard.
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>>1081921
>>1081916
>>1081914
>>1081911

Tall. Pale. Haunting. In the right light and with contacts and prosthetic, you might pass for a very fat-faced Eldar.

Field Four: CIRCUMSTANCES ABOARD SHIP

>STOWAWAY (FAILURE TO DISCLOSE STOWAWAY STATUS WILL RESULT IN IMMEDIATE EXECUTION) (an unemployed hanger-on, you are resistant to Fear and are good at avoiding notice. Slight bonus to your choice of Will or Agility. You've had to do some messed-up shit to survive, and as such, start with 1d5 Insanity or Corruption (your choice))

>MAINTENANCE CREW (Member of the maintenance crews that roamed the ship's non-Mechanicus-controlled decks in a never-ending war against rust and loose bolts. Start with Slight of Hand and your choice of an Intelligence or Perception bonus. Working Maintenance often involves descending into the nightmare realm of the bilges: what you've seen there changed you forever. Start with 1d5 Insanity or Corruption (your choice))

>SECURITY TEAM (Part of the lower ranks of security aboard the ship. Start with Quick Draw, Intimidate, and your choice of a bonus to Weapon Skill or Ballistic Skill. You prefer violence to words and aren't quite stable: take a penalty to Fellowship and 1d5 Insanity.)

>DECK-HAND (You did menial work aboard the ship. Start with Unshakable Faith and a bonus to either Fellowship or Will. Penalty to Weapons Skill.)

>ADEPT (you performed bureaucratic or scholarly work on-board the ship. Start with Logic or Peers (Academics) (your choice), as well as a bonus to either Intelligence or Fellowship (also your choice). Penalty to Toughness.)

>JUNIOR OFFICER (You started near the top, then climbed the rest of the way. Start with Decadent (resistant to drugs) and a bonus to either Agility or Fellowship (your choice). Life at the top makes you dull-witted and vulnerable to the whispers of the Ruinous Powers: start with a penalty to Perception and 1d5 Corruption.)

>SPECIAL: BILGE RAT (You were born in the bilges, where radiation and chemical spills mix with weak warp-shielding to make monsters. Start with Peer (Mutants) and resistance to poisons, as well as a bonus to either Toughness or Willpower. You also start with a random mutation. Said mutation inflicts a Fellowship penalty.)

First three in agreement decides.
>>
>>1082172
>JUNIOR OFFICER (You started near the top, then climbed the rest of the way. Start with Decadent (resistant to drugs) and a bonus to either Agility or Fellowship (your choice). Life at the top makes you dull-witted and vulnerable to the whispers of the Ruinous Powers: start with a penalty to Perception and 1d5 Corruption.)

I think this is the best bet for our Lord-Captain, can't ignore the drug resistance and bonus to Fellowship
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>>1082172
>SECURITY TEAM
Fighting skills will always be useful
>>
Rolled 1 (1d5)

>>1082172
>SECURITY TEAM
Will we be rolling that d5? In any case, have at least one.
Also, going for
>Ballistic Skill
as the bonus.
>>
>>1082172
>ADEPT, Logic, Intelligence
>>
>>1082205
I'll back this
>>
>>1082205
Yes, you will be rolling it.
>>
>JUNIOR OFFICER (You started near the top, then climbed the rest of the way. Start with Decadent (resistant to drugs) and a bonus to either Agility or Fellowship (your choice). Life at the top makes you dull-witted and vulnerable to the whispers of the Ruinous Powers: start with a penalty to Perception and 1d5 Corruption.)
>>
>>1082241
>>1082205
>>1082184
You rose to the rank of Captain from the ranks of the ship's security teams. Hardened by your service, you are a lethal shot with a hellrifle, and managed to keep your mind mostly intact during service.

Fifth Field: REASON FOR JOINING SERVICE

>FAILED TO PASS MANDATORY PURITY TESTS (you were judged and found wanting by the Imperium, and offered service among the Rogue Traders as a penance)

>OFFERED POSITION AS ALTERNATIVE TO LIFE SENTENCE/EXECUTION (you are a criminal, condemned by the Arbites, Inquisition, or the underworld itself: service among the Rogue Traders was your only way to avoid death or exile to a Penal World)

>DECLARED HERETICUS MINIMUS: OFFERED SERVICE AS ALTERNATIVE TO REDEMPTION (Your personal philosophy or lifestyle is at odds with the Creed: service was the only way to avoid the judgment of the Faith or its agents)

>CONVICTIONS (PERSONAL) (You serve at your own free will, whether for the good of the Imperium, all mankind, or your Dynasty)

>CONVICTIONS (ECCLESIARCHAL) (Your faith in the Emperor is true, and drives you to spread His light among the stars.)

>CONVICTIONS (OTHER) (Your reasons to journey outside of Imperial space are idiosyncratic and unusual)

First three in agreement decide, then proceed to field 5A, "details".
>>
>>1082344
To clarify, this is, in fact, me.
>>
>>1082344
>>DECLARED HERETICUS MINIMUS: OFFERED SERVICE AS ALTERNATIVE TO REDEMPTION (Your personal philosophy or lifestyle is at odds with the Creed: service was the only way to avoid the judgment of the Faith or its agents)
>>
>>1082344
>CONVICTIONS (PERSONAL) (You serve at your own free will, whether for the good of the Imperium, all mankind, or your Dynasty)

We're an Adventurer just like in the Holo-Vids we grew up on
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>>1082344
>CONVICTIONS (PERSONAL) (You serve at your own free will, whether for the good of the Imperium, all mankind, or your Dynasty)
>>
>>1082344
>>CONVICTIONS (PERSONAL) (You serve at your own free will, whether for the good of the Imperium, all mankind, or your Dynasty)

greed/ambition
>>
>>1082379
I feel like everyone does something like that, how about we do something like being motivated by wanting immortality or finding the meaning of life
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>>1082436

I could go for something different.

How about instead of just plain old money, establishing a dynasty? Social ladder climbing, for the purpose not of simply just getting rich, but establishing your bloodline as well heeled people?
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>>1082436
>being motivated by wanting immortality or finding the meaning of life
Finding the missing piece of DAoT tech which will allow the God-Emperor to rise from the Golden Throne.
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>>1082462
>establishing your bloodline as well heeled people?
Wanting a place to call home so that we can go there and be a family man?
It's just that "home" will either be a trade fleet or a planet.
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>>1082344
>OFFERED POSITION AS ALTERNATIVE TO LIFE SENTENCE/EXECUTION (you are a criminal, condemned by the Arbites, Inquisition, or the underworld itself: service among the Rogue Traders was your only way to avoid death or exile to a Penal World)

Much more interesting than generic "Muh own power"

Wouldn't mind playing someone who has to balance debts and favors until he earns his freedom or is able to strike back against those who would exploit him

Plot twist we're being extorted/forced by a Genestealer magus

Nah but you get the point
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>>1082436
Finding true beauty beyond the borders of the Imperium?
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>>1082480
Tends to go hand in hand.

>>1082496

My first thought was on the run from the criminal underworld, but chose to get the ball rolling.

If there's support for it I could go for switching over.

give underworld connections too I would imagine? Big debts etc, plot points. Still be a greedy fucker
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>>1082344
>CONVICTIONS (PERSONAL) (You serve at your own free will, whether for the good of the Imperium, all mankind, or your Dynasty)
>>
>>1082436

What about the simple joy of exploration, seeing things no human has ever seen and being places and planting a flag for the God-Emperor
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>>1082523
Eh I saw it as a particularly powerful crime boss or Inquisitor going "Oh shit I killed a rogue trader? Well, I can't go kill myself in space. Wait, don't we have that one fuck who owes us a shit ton of money/kidnapped his only remaining family/ can convict him of high heresy/ implanted him with mind control etc etc... Pedro! Bring him in!"

Or something
>>
>>1082365
>>1082374
>>1082379
>>1082524

FIELD 5A: DETAILS

>FOR THE GREATER GLORY OF THE IMPERIUM (You wish to push back the frontier for the glory of Him on Earth and his temporal servants, the Council of Terra. Bonus to Will and start with My Armor is Contempt (reduces the amount of Corruption you gain slightly). Penalty to interacting with Chaos or Xenos in a non-hostile manner.)

>FOR THE BETTERMENT OF ALL MANKIND (You are a well-heeled philanthropist at heart, wanting to aid the unfortunate humans who have never even heard of the Imperium, as well as the underprivileged in Imperial society. Gain your choice of a bonus to Intelligence or Perception. Start with -1 Profit Factor due to philanthropic efforts.)

>FOR THE BENEFIT OF MY DYNASTY

(You want to enrich your House with the Frontier's treasures. Your efforts have already led you to make enemies with another House, who have sworn vendetta against you and left you with a nasty wound from an assassination attempt (penalty to Toughness). Your shrewd and ruthless business practices give you +1 to your starting Profit Factor.)

First three in agreement decide. An important side-note: this is what pulled the protagonist into the world of the Rogue Trader, NOT NECESSARILY their own long-term goals and personal motivations. That will be covered under section 7, "Motivations".
>>
>>1082554
>>FOR THE BENEFIT OF MY DYNASTY
>>
>>1082554
>FOR THE BETTERMENT OF ALL MANKIND (You are a well-heeled philanthropist at heart, wanting to aid the unfortunate humans who have never even heard of the Imperium, as well as the underprivileged in Imperial society. Gain your choice of a bonus to Intelligence or Perception. Start with -1 Profit Factor due to philanthropic efforts.)
>>
>>1082554
>>FOR THE BETTERMENT OF ALL MANKIND
You can fix profit factor
>>
>>1082554
>>FOR THE BETTERMENT OF ALL MANKIND
>>
>>1082594
>>1082600
>>1082605

homos
>>
>>1082554
>FOR THE BETTERMENT OF ALL MANKIND (You are a well-heeled philanthropist at heart, wanting to aid the unfortunate humans who have never even heard of the Imperium, as well as the underprivileged in Imperial society. Gain your choice of a bonus to Intelligence or Perception. Start with -1 Profit Factor due to philanthropic efforts.)

Bonus to Perception
>>
>>1082594
>>1082600
>>1082605
>Bonus to Perception
>Bonus to Intelligence
First two in agreement decide.
>>
>>1082611
>Not wanting to be someone who started out with good intentions but grew bitter and world-weary from repeated losses and tragedies
>>
>>1082621
Perception definitely.
>>
>>1082621
Perception
>>
>>1082628
>void born freak
>caring about the vast majority of humanity

idk, just don't feel right

>>1082621
int

we're already antisocial as fuck and none too money, we need to at least be smart
>>
>>1082644

Optimism is the best place to start with 40K so that it can start to be ground down slowly
>>
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>>1082638
>>1082615
>>1082639
You are a rarity in the Imperium: a man who believes in charity and kindness. But merciful is not the same as foolish, so you keep your eyes peeled both for the innocent and helpless, and for those who would take advantage of your kindness to their own selfish gain.

>YOU HAVE REACHED THE END OF THIS FORM. REPORT TO THE ADJACENT ROOM FOR INQUISITORIAL PURITY TESTING.

++Love the Emperor, for He is the Salvation of Mankind++

++Obey His Words, for He will lead you into the Light of the Future++

++Honor His Servants, for they speak with His Voice++

++Tremble before His Majesty, for we all Walk in His Immortal Shadow++

++PSYCHO-INTERROGATION COMMENCING: LET NOTHING BE CONCEALED FROM THE GAZE OF THE INQUISITION++

>Field 6: Your Worst Memory

>Blood, lasgun fire, death (You have seen war's hideous face. You gain Weapon Training with one kind of weapon (Plasma, Bolt, Melta, Powered Melee, Laser, Solid-Slug, or Primitive), or Leap Up to start, as well as Hatred of Imperial Guard, Imperial Navy, Void Pirates, Chaos Cults, Mutants, Eldar, Orks, Tau, Tyranids, or Necrons (your choice). Your Hatred penalizes interactions with members of the faction in question and causes you to attack at the slightest provocation unless you pass a Will test.)

>Plague, famine, disaster (You have lived through a horrid calamity, such as being adrift in realspace for an extended period. You get Light Sleeper and your choice of Hardy (increased Health) or Nerves of Steel (panic less easily) to start with. Your background has made you adverse to taking risks, especially financial, and reduces your starting Profit Factor by 1.)

>Madness, impossibility, the blackest warp-winds (You have suffered through some maddening voyage the likes of which are spoken of in the ghost-stories of superstitious voidsmen. Gain Forbidden Lore (Chaos, The Warp, Dark Eldar, Tyranids, Necrons (your choice)), or Resistance (Fear). Your experience has changed you forever, and not in a good way: Take 1d5 Insanity points.)

>Jeering daemons, twisted flesh, the flicker of a Gellar field (You have borne witness to the Ruinous Powers's might on full display, and it has hardened you to them. Gain Resistance (Psychic Powers) and Light Sleeper. Mere exposure to the power of Chaos has put your immortal soul at risk: take 1d5 Corruption points.
>>
>>1082761
>>Blood, lasgun fire, death (You have seen war's hideous face. You gain Weapon Training with one kind of weapon (Plasma, Bolt, Melta, Powered Melee, Laser, Solid-Slug, or Primitive), or Leap Up to start, as well as Hatred of Imperial Guard, Imperial Navy, Void Pirates, Chaos Cults, Mutants, Eldar, Orks, Tau, Tyranids, or Necrons (your choice). Your Hatred penalizes interactions with members of the faction in question and causes you to attack at the slightest provocation unless you pass a Will test.)
Bolt and Orkz
>>
>>1082761
>>Blood, lasgun fire, death (You have seen war's hideous face. You gain Weapon Training with one kind of weapon (Plasma, Bolt, Melta, Powered Melee, Laser, Solid-Slug, or Primitive), or Leap Up to start, as well as Hatred of Imperial Guard, Imperial Navy, Void Pirates, Chaos Cults, Mutants, Eldar, Orks, Tau, Tyranids, or Necrons (your choice). Your Hatred penalizes interactions with members of the faction in question and causes you to attack at the slightest provocation unless you pass a Will test.)

Plasma, nids

home ship was taken over by genestealers maybe?
>>
>>1082761
>Jeering daemons, twisted flesh, the flicker of a Gellar field (You have borne witness to the Ruinous Powers's might on full display, and it has hardened you to them. Gain Resistance (Psychic Powers) and Light Sleeper. Mere exposure to the power of Chaos has put your immortal soul at risk: take 1d5 Corruption points.

Psychic Power Resistance is fucking legit
>>
>>1082786
Like this. Seconding.
>>
>>1082761
>Blood, lasgun fire, death (You have seen war's hideous face. You gain Weapon Training with one kind of weapon (Plasma, Bolt, Melta, Powered Melee, Laser, Solid-Slug, or Primitive), or Leap Up to start, as well as Hatred of Imperial Guard, Imperial Navy, Void Pirates, Chaos Cults, Mutants, Eldar, Orks, Tau, Tyranids, or Necrons (your choice). Your Hatred penalizes interactions with members of the faction in question and causes you to attack at the slightest provocation unless you pass a Will test.)
Plasma, Tyranids.
>>
>>1082761
I'mma back this guy >>1082786 because I know Resistance Pyshyic powers is by degrees. Where as if we we're a blank they wouldn't effect us at all.
>>
>>1082786
This there is no such thing as diplomacy with nids anyway. So its not like we'll really be suffering much of a loss.
>>
>>1082806
>>1082786
>>1082798
Hideous aberrations dance before your eyes, slaughtering your former shipmates. You were the only survivor of Deck 47: all others fell before the wretched Xenos monsters. Of all of your weapons, only Plasma seemed to fill them with anything resembling fear: you have trained with it ever since, and sworn an oath to burn the monsters of Tyran from the galaxy.

++CURSORY SCANS INDICATE NO HERETICAL THOUGHTS: INITIATING DEEP SCANS++

>Field 7: Motivation

>Endurance (You seek to grow stronger by the trials you face in the void: +1 Health)

>Fortune (You seek vast wealth above all else: whoever has the most Thrones, wins. +1 Fate Point.)

>Vengeance (Someone wronged you, and you have lived the rest of your life prosecuting vendetta against them and theirs. Gain Hatred of one group, chosen by you)

>Renown (You want to leave a mark on history the equal of Haarlock, Land, or Macharius. You gain either Air of Authority (Command tests are extra effective) or Peers in an Imperial organization of your choice.)

>Pride (You want your allies to adore you and your enemies to fear you. Gain a bonus to Toughness or a randomly-generated piece of Minor Archeotech)

>Prestige (the Imperium is a ladder: you want to be near the top, with the High Lords, if possible. Gain your choice of Talented in one skill, or Peers in one Imperial organization.)
>>
>>1082875
Prestige, lets get some real power.
>>
>>1082875
>>Vengeance (Someone wronged you, and you have lived the rest of your life prosecuting vendetta against them and theirs. Gain Hatred of one group, chosen by you)
Gotta kill those nids
>>
>>1082875
>Renown (You want to leave a mark on history the equal of Haarlock, Land, or Macharius. You gain either Air of Authority (Command tests are extra effective) or Peers in an Imperial organization of your choice.)

Air of Authority
>>
>>1082875
>>Prestige (the Imperium is a ladder: you want to be near the top, with the High Lords, if possible. Gain your choice of Talented in one skill, or Peers in one Imperial organization.)
>>
>>1082875
>>Prestige (the Imperium is a ladder: you want to be near the top, with the High Lords, if possible. Gain your choice of Talented in one skill, or Peers in one Imperial organization.)
>>
>>1082875
>Renown (You want to leave a mark on history the equal of Haarlock, Land, or Macharius. You gain either Air of Authority (Command tests are extra effective) or Peers in an Imperial organization of your choice.) Air.

Yo OP where did you the RT books from anyway?
>>
>>1082875
>Renown (You want to leave a mark on history the equal of Haarlock, Land, or Macharius. You gain either Air of Authority (Command tests are extra effective) or Peers in an Imperial organization of your choice.)
Peers in the Imperial Navy.
>>
>>1082903
Why, from a legal seller of books just like everyone else! https://mega.nz/#F!Pl0UgbJa!vDtTXMKnvZ26fUbuw4X9t

>>1082883
>>1082890
>>1082891
>>1082896
>>1082903
>>1082906

Tiebreaker vote. First two in agreement decide.

>Renown

>Prestige
>>
>>1082917
>>Prestige
>>
>>1082917
>Renown
>>
>>1082917
>Renown
>>
>>1082917
>Renown

Ah I see, A shame they stopped selling them around me because of the companies punlish agreement. Thank you, Old hard-drive crashed and I lost these. Now I must wait for the folder to be received.
>>
>>1082917
Renown
>>
>>1082917
Renowned

Already focused on being an officer. That air of authority bonus will be mighty useful.
>>
>>1082937

Is there not a command oriented skill?
>>
>>1082948

There is, it's Fellowship (I am pretty sure, I do not have the book in front of me)
>>
>>1082948
Yes, it's called Command. Air of Authority enhances it.

>>1082937
>>1082934
>>1082931
>>1082923
>>1082922
++DEEP SCANS INDICATE NO DESIRES OUTSIDE OF ACCEPTABLE PARAMETERS. CLEAR FOR DUTY AND PRESENT WARRANT OF TRADE++

You are released from the tender clutches of the Inquisition and have your Warrant of Trade presented to you.

>FIELD 8-13: THE WARRANT OF TRADE AND ASSOCIATED HOUSE

>FIELD 8: ERA OF ISSUE

>The Age of Rebirth (12 Ship Points, 10 Profit Factor, ship may install 1 Archeotech component): This document bears a heavy weight, having been issued in the Imperium's youth, when the embers of the Heresy were still cooling. It carries a terrible weight with it, for the House to which it was issued will no doubt be vast, sprawling, and full of rivalries and feuds that date back ten thousand years, and the eyes of the Imperium are on every member of that House.

>The Forging (10 Ship Points, 8 Profit Factor): Issued during the solidification of modern Imperial structures, this document likely belongs to a House that has long passed any period of activity, and which now sees fit to squat over a sector like an immense toad, controlling a cluster of stars as a semi-autonomous fiefdom. Any Trader from this house will draw attention to himself by resuming his ancestor's exploratory ways.

>The Age of Apostasy (8 Ship Points, 6 Profit Factor) Issued in the discouraging centuries surrounding the reign of Vandire the Mad, this Warrant of Trade bears the stain of that insane tyrant's misrule. The House it belongs to will be viewed with some suspicion, and usually want to show signs of redemption.

>The Age of Redemption (6 Ship Points, 4 Profit Factor) Issued in the time after the rise of Sebastian Thor, the House that bears this charter will likely be driven to the frontier out of a hunger to serve the Imperium.

>The Waning (4 Ship Points, 2 Profit Factor) Issued within the past millennium or so, you may, in fact, be in the first or second generation to bear this charter. The House is likely united behind the cause of exploring new worlds and expanding its influence.

First three in agreement decide.
>>
>>1083013
>The Age of Rebirth (12 Ship Points, 10 Profit Factor, ship may install 1 Archeotech component): This document bears a heavy weight, having been issued in the Imperium's youth, when the embers of the Heresy were still cooling. It carries a terrible weight with it, for the House to which it was issued will no doubt be vast, sprawling, and full of rivalries and feuds that date back ten thousand years, and the eyes of the Imperium are on every member of that House.

How long does it take you to bring up the tab? I've been waiting 30 minutes for the folders to be 'received' ;-;
>>
>>1083018
Pretty quickly. Might be you.
>>
>>1083013
>The Age of Apostasy (8 Ship Points, 6 Profit Factor) Issued in the discouraging centuries surrounding the reign of Vandire the Mad, this Warrant of Trade bears the stain of that insane tyrant's misrule. The House it belongs to will be viewed with some suspicion, and usually want to show signs of redemption.
>>
>>1083013
>The Waning (4 Ship Points, 2 Profit Factor) Issued within the past millennium or so, you may, in fact, be in the first or second generation to bear this charter. The House is likely united behind the cause of exploring new worlds and expanding its influence.

Scrappy new kid on the block
>>
>>1083013
>>>The Waning (4 Ship Points, 2 Profit Factor) Issued within the past millennium or so, you may, in fact, be in the first or second generation to bear this charter. The House is likely united behind the cause of exploring new worlds and expanding its influence.
>>
>>1083013
>>The Waning (4 Ship Points, 2 Profit Factor) Issued within the past millennium or so, you may, in fact, be in the first or second generation to bear this charter. The House is likely united behind the cause of exploring new worlds and expanding its influence.
>>
>anon's don't know how much useful or important these points are.
>>
>>1083047
well I mean you could go into detail

less sounds harder so that sounded good
>>
>>1083058
Less is actually much easier, More means we have a much rougher but far more entertaining time along with If I remember correctly a chance at a larger ship.
>>
>>1083065
well, in that case I'll change vote to age of rebirth

could we get some clarification QM?
>>
>>1083018
This.

We gonna need those points and good luck finding archeotech after this.
>>
>>1083065
>>1083076

Having fewer Ship Points at the end of things means having a less-advanced and smaller ship. Profit Factor is what you have instead of a wallet: the higher the score, the better-quality your equipment and the larger deals you can manage. However, portions of a Warrant of Trade that reward large scores in both tend to have other penalties (increased rivals and enemies, vendettas, and other baggage).
>>
>>1083076
Best Trader Warrants the oldest ones because they got the fewest restrictions. Technically if your warrant is old enough you can get away with shit that would get any other rogue trader hunted by the Inquisition. They are literally that good and a good GM will never run out of ideas due to the age of the dynasty.

Sadly they are also the rarest.

Another invaluable fact is dat piece of archeotech which money can't buy. Its a goddamn nightmare to get in game once you've passed the start.

Profit points can always be made back in game. Ultimately they are disposable. Good ships on the other hand not so much. ship points gets you a better ship and best of all a customizable one.
>>
>>1083076
if the fucking thing would load, I'd tell you.
>>
>>1083101
The nice thing about younger warrants is less baggage as >>1083099 points out.

Ship points are valuable because the start is the only time you can get a customized ship.
>>
>>1083099
>>1083101

Well ok, change to age of rebirth it is for me then
>>
>>1083077
>>1083076
>>1083018
>>1083076
>>1083077
>>1083018

Your House is old and storied, with more than one Speaker for the Chartist Captains among its past ranks. Over those long millenia, it has accumulated many enemies and allies alike.

FIELD 9: CURRENT FORTUNES OF THE HOUSE

>Fallen From Grace (4 Ship Points, 2 Profit Factor): this House has fallen on hard times, with dwindling fleets and coffers. Fortunately, this means that many of its former rivals now view it as beneath notice.

>Struggling (6 Ship Points, 4 Profit Factor): this House is struggling to get by, with many of its current ventures tanking and bringing profits down with it. Its most powerful foes have forgotten it, but lesser enemies may sense that now is the time to act against them.

>Stable (8 Ship Points, 6 Profit Factor): by some small miracle, this House has reached financial stability. Its enemies circle it like wolves, waiting for a moment to strike.

First three in agreement.
>>
>>1083142
>>Fallen From Grace (4 Ship Points, 2 Profit Factor): this House has fallen on hard times, with dwindling fleets and coffers. Fortunately, this means that many of its former rivals now view it as beneath notice.
If we're going to have a lot of enemies better to start with them not paying attention to us
>>
>>1083146
This.

It would best to take things slow to start. We can't underestimate how many enemies we have due to the age of the warrant.
>>
>>1083142
>Stable (8 Ship Points, 6 Profit Factor): by some small miracle, this House has reached financial stability. Its enemies circle it like wolves, waiting for a moment to strike.
>>
>>1083142
>Struggling (6 Ship Points, 4 Profit Factor): this House is struggling to get by, with many of its current ventures tanking and bringing profits down with it. Its most powerful foes have forgotten it, but lesser enemies may sense that now is the time to act against them.
>>
>>1083142
Changing this >>1083162 too back this guy >>1083164


btw that uh link, It does not work for me or 4 other friends. So Good luck then.
>>
>>1083142
>>Struggling (6 Ship Points, 4 Profit Factor): this House is struggling to get by, with many of its current ventures tanking and bringing profits down with it. Its most powerful foes have forgotten it, but lesser enemies may sense that now is the time to act against them.

i mean, lets keep it a little spicy
>>
>>1083168
Found the problem! Try this one: https://mega.nz/#F!Pl0UgbJa!vDtTXMKnvZ26fUbuw4X9tg
>>
>>1083173
What was the issue? am I retarded and copied it wrong?
>>
>>1083187
I am the retard. I missed the last letter. Mea culpa.

>>1083169
>>1083168
>>1083164
Despite its vast size and scope, your House is struggling to maintain itself. Your journey into the frontier will likely be watched by your family for possible profit.

FIELD 10: METHOD OF ACQUISITION

>Reward (16 Ship Points, 2 Profit Factor): Your House is founded on a reward from one of the nascent High Lords of Terra to your distant ancestor. The High Lord's organization most likely holds deep ties with your House to this day, and may treat your House as an extension of their authority. The internal culture of the House is likely dominated by a similar mindset as their patron's.
(the original nine seats of the High Lords belong to the Administratum, The Adeptus Arbites, the Inquisition, the Adeptus Mechanicus, the Navigators, the Scholastica Psykana, the Ecchlesiarchy, the Adeptus Astronomicon, and the Officio Assassinorum)

>Intrigue (12 Ship Points, 2 Profit Factor): This Warrant of Trade was acquired through cunning artifice: stolen out from another, bought through bribes, or even claimed by default after a series of assassinations. The House is known for subtlety and mastery of political maneuver.

>Administratum Trade Mandate (10 Ship Points, 4 Profit Factor): the will of the Administratum issued your House the Warrant for the economic enrichment of the Imperium. They still bear the mark of their mercantile beginnings.

>Ministorium Bequest (8 Ship Points, 6 Profit Factor): For their faith and service to the Creed, the Ecchesiarchy threw their weight about and granted your House a Warrant of Trade. They are renowned for their piety.

>Prize of War (6 Ship Points, 8 Profit Factor): A reward for Naval service gave birth to your House. The military tradition still burns within them.

>Blackmail (4 Ship Points, 10 Profit Factor): your House did the unthinkable and blackmailed the High Lords of Terra themselves into issuing them a Warrant of Trade. In doing so, they have earned the eternal mistrust of at least ONE of the core organizations of the Imperium.

>Exile (2 Ship Points, 16 Profit Factor)

Your ancestor was issued a Warrant of Trade as an alternative for removing them by an assassin's blade. The name of that ignoble ancestor dogs the family to this day.

First three decide.
>>
>>1083292
>>Prize of War (6 Ship Points, 8 Profit Factor): A reward for Naval service gave birth to your House. The military tradition still burns within them.
>>
>>1083292
>>Intrigue (12 Ship Points, 2 Profit Factor): This Warrant of Trade was acquired through cunning artifice: stolen out from another, bought through bribes, or even claimed by default after a series of assassinations. The House is known for subtlety and mastery of political maneuver.

Intrigue you say?
>>
>>1083292
>Intrigue (12 Ship Points, 2 Profit Factor): This Warrant of Trade was acquired through cunning artifice: stolen out from another, bought through bribes, or even claimed by default after a series of assassinations. The House is known for subtlety and mastery of political maneuver.
>>
>Tfw might finally get a super huge ship in a quest for once.
>>
>>1083292
>Reward (16 Ship Points, 2 Profit Factor): Your House is founded on a reward from one of the nascent High Lords of Terra to your distant ancestor. The High Lord's organization most likely holds deep ties with your House to this day, and may treat your House as an extension of their authority. The internal culture of the House is likely dominated by a similar mindset as their patron's.

Officio Assassinorum.

All the fun of murdering your way to the top, now with MORE EVERSORS!
>>
>>1083292
Changing my vote too >reward

I DIDN'T EVEN SEE THAT.
>>
>>1083365
>>1083292
SHIP POINTS
H
I
P

P
O
I
N
T
S
>>
>>1083365
political machinates>edgelord assassins
>>
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>>1083394
>He thinks political machinations in the Imperium doesn't equal edgelord assassins!
>>
>>1083394
>Being so new to Warhammer.

I bet you think Age of Shit is the best thing in the world too.

>>1083292
We capped at Cruisers or..?
>>
>>1083292
>reward

Qm do you have a twitter or is this a one shot?
>>
>>1083292
>Blackmail (4 Ship Points, 10 Profit Factor): your House did the unthinkable and blackmailed the High Lords of Terra themselves into issuing them a Warrant of Trade. In doing so, they have earned the eternal mistrust of at least ONE of the core organizations of the Imperium.

Most fun option is most "fun"
>>
>>1083365
>>1083381
>>1083393
In exchanged for "unmentioned services", your family were gifted a Warrant of Trade at the behest of the first Grandmaster of Assassins. Often, your voidships have carried unlisted passengers to the planets their targets rested upon, or fired a single, man-sized torpedo down onto a world unsuspecting of the doom unleashed upon it. The taking of lives by subtle means is second nature to your House.

FIELD 11: PRIMARY BUSINESS

>Corsairs (12 Ship Points, 2 Profit Factor): Loot, pillage, and raid: your House takes what they want at the point of a power saber. Loyal, disloyal, it matters not: those who fail to pay the tribute suffer their wrath.

>Mercenaries (10 Ship Points, 4 Profit Factor): Where there is righteous battle, your House is there to make a profit off of it. Their private armies have served in many armed conflicts and operations, and their navies-for-hire are held in high renown.

>Merchants (8 Ship Points, 6 Profit Factor): Metals, shipping, goods and services: your family provides these and more. Their trade empire likely holds a virtual monopoly over at least one sector.

>Governance and Investment (6 Ship Points, 8 Profit Factor): Your family holds a sector in their solid grasp, and make their fortunes through governance. Only the High Lords can bring them to heel in their own domain.

>Criminal activity (4 Ship Points, 10 Profit Factor, may purchase a Xenotech component during ship creation): Your family's wealth comes from... shady activity, much of it outside of Imperial territory. "Unconventional" designs are common amongst your family's fleets.

First three in agreement win.

>>1083446
Definitely not a one-shot. Have a lot of free time. Don't have a twitter, but might make one for this.

>>1083442
With a family this old? Nope.
>>
>>1083462
>Mercenaries (10 Ship Points, 4 Profit Factor): Where there is righteous battle, your House is there to make a profit off of it. Their private armies have served in many armed conflicts and operations, and their navies-for-hire are held in high renown.

That seems the best, While ensuring our enemies don't rally to easily against us.

Also which book has the other ships in it? The main only goes to the Cruiser.
>>
>>1083462
>>Corsairs (12 Ship Points, 2 Profit Factor): Loot, pillage, and raid: your House takes what they want at the point of a power saber. Loyal, disloyal, it matters not: those who fail to pay the tribute suffer their wrath.
Space Pirates are always the best choice
>>
>>1083462
>Merc's

Please do or make a discord. Its free software and stuff. Last RT quest i saw the guy just disappeared.
>>
>>1083462
>>Mercenaries (10 Ship Points, 4 Profit Factor): Where there is righteous battle, your House is there to make a profit off of it. Their private armies have served in many armed conflicts and operations, and their navies-for-hire are held in high renown.
>>
>>1083442
Bigger ships cost more ship points anon. Bigger isn't always better. Gotta buy the components with those points too. Preferably the most difficult to acquire ones first for obvious reasons.

>>1083462
I am really torn between corsairs or mercs.

While i like those extra two ship points with the corsair option it may not be worth the bad rep. Actually now that I think about-

CORSAIRS

WE GOT THE OLDEST WARRANT WE CAN GET AWAY WITH SO MUCH BULLSHIT.

Plus having a high lord like us helps a lot too...
>>
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>>1083462
>On one hand, Big Boss SPESS mercs
>On the other, Ship points

>MERCS
>>
>>1083462
>Mercenaries (10 Ship Points, 4 Profit Factor): Where there is righteous battle, your House is there to make a profit off of it. Their private armies have served in many armed conflicts and operations, and their navies-for-hire are held in high renown.

The "loyalty matters not" schtick of the Corsairs would be a Bad Thing for a House that the Assassinorium pops in on frequently.
>>
>>1083510
I know but we also need to focus on wealth. Merc's splits it down Plus, if we get something larger then a Cruiser. We're gonna be fucking riding high for so much.
>>
>>1083510
Yeah, we can get away with Bullshit but it has to be bullshit the Grandmaster of Assassins would approve of. So running around raiding loyal Imperials is probably a no-no.
>>
>>1083462
>>Mercenaries (10 Ship Points, 4 Profit Factor): Where there is righteous battle, your House is there to make a profit off of it. Their private armies have served in many armed conflicts and operations, and their navies-for-hire are held in high renown
>>
>>1083529
You don't raid Imperials who the Grandmaster like. You raid xenos and Imperials the Grandmaster doesn't like
>>
>>1083529
The grandmaster of assassins would prefer us over a loyal imperial who they aren't nearly connected to. So you know he wont give a shit if we target the competition. I am just saying.

Still though merc wins so its not that big a deal.

We are absolutely gonna be expected to help out in their operations though. So I can see how a merc army could really save our ass should a mission go wrong. IN which case an army right there may be of vital interest and importance.

Lots of potential profit...but it could also just has easily prove very costly should it go too wrong.

>>1083519
Wealth can be earned in game.

>>1083539
Exactly.

In this case its worth noting the Grandmaster will prefer dealing with a dynasty with connections to him over the competition that doesn't.

So long as we are smart enough to not target imperials who have powerful friends like ours(like the Inquisition for instance). We should be fine.
>>
>>1083462
>Criminal activity (4 Ship Points, 10 Profit Factor, may purchase a Xenotech component during ship creation): Your family's wealth comes from... shady activity, much of it outside of Imperial territory. "Unconventional" designs are common amongst your family's fleets.

You don't know minmaxing til you ram a Eldar shielding system into your systems despite the ports not matching
>>
>>1083555
My point was its the best equal one here, Plus the other one had a server lack of loyalty so eh..
>>
>>1083462
>Mercenaries (10 Ship Points, 4 Profit Factor): Where there is righteous battle, your House is there to make a profit off of it. Their private armies have served in many armed conflicts and operations, and their navies-for-hire are held in high renown.
>>
>>1083518
>>1083509
>>1083491
>>1083480
>>1083530
>>1083563

War has been your family's business since the Age of Rebirth (and possibly earlier: some remembrancers put a variation of your House's crest at some of the lesser-known battles of the Heresy and Great Crusade), and you are good at it. Negotiations are often settled with your House by means of hellpistols and hand cannons. Your rise from Security to Captain is a natural outcome among such flush war-dogs.

FIELD 12: HOUSE'S MOST NOTABLE/FREQUENT CLIENT

>Battlefleet (12 Ship Points, 2 Profit Factor): You have served alongside the Battlefleets of the Imperial Navy many a time, and have earned their respect (and access to their ship models) in doing so.

>Adeptus Mechanicus (10 Ship Points, 4 Profit Factor): The Mechanicus has contracted your family to augment their Skitarii in engagements, and have frequently traded ship upgrades in lieu of Thrones.

>The Ecclesiarchy (8 Ship Points, 6 Profit Factor): Many a Bishop or Cardinal has paid your family to fight their wars for them.

>Merchants (6 Ship Points, 8 Profit Factor): Those Houses that lack men-at-arms have used your family as escorts: or to take out the competition.

>Private Individuals (4 Ship Points, 10 Profit Factor): True guns for hire, your House has done the dirty work of Planetary Governors, Inquisitors, other Rogue Traders: anyone who can afford their substantial fees.

first three decide!
>>
>>1083595
>>Adeptus Mechanicus (10 Ship Points, 4 Profit Factor): The Mechanicus has contracted your family to augment their Skitarii in engagements, and have frequently traded ship upgrades in lieu of Thrones.
>>
>>1083595
>>Adeptus Mechanicus (10 Ship Points, 4 Profit Factor): The Mechanicus has contracted your family to augment their Skitarii in engagements, and have frequently traded ship upgrades in lieu of Thrones.
>>
>>1083595
>Adeptus Mechanicus (10 Ship Points, 4 Profit Factor): The Mechanicus has contracted your family to augment their Skitarii in engagements, and have frequently traded ship upgrades in lieu of Thrones.

Dat access to better tech.
>>
>>1083595
>Adeptus Mechanicus (10 Ship Points, 4 Profit Factor): The Mechanicus has contracted your family to augment their Skitarii in engagements, and have frequently traded ship upgrades in lieu of Thrones.


You know, I never understood something. The Adeptus Mechanicus BUILDS the ships. They should've had the access to ship models and stuff. While the Battlefleet is more starting with a companion ship or an easier time with the fleet in general.
>>
>>1083595
>>Private Individuals (4 Ship Points, 10 Profit Factor): True guns for hire, your House has done the dirty work of Planetary Governors, Inquisitors, other Rogue Traders: anyone who can afford their substantial fees.

May as well double down

also probably syncs well with being in with the assasinorium
>>
>>1083595
>>Adeptus Mechanicus (10 Ship Points, 4 Profit Factor): The Mechanicus has contracted your family to augment their Skitarii in engagements, and have frequently traded ship upgrades in lieu of Thrones.
>>
>>1083595
>The Ecclesiarchy (8 Ship Points, 6 Profit Factor): Many a Bishop or Cardinal has paid your family to fight their wars for them.
>>
>>1083595
>Adeptus Mechanicus (10 Ship Points, 4 Profit Factor): The Mechanicus has contracted your family to augment their Skitarii in engagements, and have frequently traded ship upgrades in lieu of Thrones.
>>
>>1083609
Think specialist over generalist.

Admech like using ships that have a lot finicky tech built in that they can most easily utilize. So bigger isn't necessarily better for them especially as they aren't always on the war front.

The Warfleet naturally has different concerns then the admech. Yeah they may borrow their expertise but that's it.

Plus there is such thing has civilian shipyards. So of course the battlefleet and even have the Inquisition have their own shipyards.

The Admech are the tech experts but that doesn't mean they own and operate every single piece of tech in the imperium. They have better things to do then replace light bulbs.
>>
>>1083601
>>1083602
>>1083604
>>1083609
>>1083616

The flag of your House has been the salvation for many a besieged Forge World, and those Magi that feel emotion hold a deep respect for them.

FIELD 13: REPUTATION

>Famous (14 Ship Points, 4 Profit Factor): Your House are heroes of the Imperium, beloved by its people and loathed by its enemies.

>Infamous (6 Ship Points, 12 Profit Factor): Your House are feared by the small folk and their rivals, and strike nameless terror into those who see your war-ships entering orbit.

First four in agreement decide.
>>
>>1083646
>>Infamous (6 Ship Points, 12 Profit Factor): Your House are feared by the small folk and their rivals, and strike nameless terror into those who see your war-ships entering orbit.
We always play the hero in quests, lets go full villain and be super hammy
>>
>>1083646
>Famous (14 Ship Points, 4 Profit Factor): Your House are heroes of the Imperium, beloved by its people and loathed by its enemies.
>>
>>1083646
>Famous (14 Ship Points, 4 Profit Factor): Your House are heroes of the Imperium, beloved by its people and loathed by its enemies.

Having the common masses adore us is gonna make it that much harder for our enemies and competition to go up against us.
>>
>>1083646
>>Infamous (6 Ship Points, 12 Profit Factor): Your House are feared by the small folk and their rivals, and strike nameless terror into those who see your war-ships entering orbit.
>>
>>1083646
>Infamous (6 Ship Points, 12 Profit Factor): Your House are feared by the small folk and their rivals, and strike nameless terror into those who see your war-ships entering orbit.

The Chariot of the Assassinorum.
>>
>>1083646
>Famous

So what are the total points so far we have acquired? I sadly wasn't here for the start of this quest.
>>
>>1083646
>>Infamous (6 Ship Points, 12 Profit Factor): Your House are feared by the small folk and their rivals, and strike nameless terror into those who see your war-ships entering orbit.
>>
>>1083645
(A common joke in my RT group is that impudent or incompetent rune-priests in the Mechanicus are transferred to the "Chamber Lumigant", where they spend a few months changing burnt-out lightbulbs to learn humility.)
>>
>>1083669
>>1083664
>>1083662
>>1083653
So we're just gonna give up 14 ship points that we'll be unable to get later on for what reason?
>>
>>1083679
I liked Famous, but it didn't seem fitting for a House that works hand in hand with the Old Man in the Moon.
>>
>>1083679
roleplay

minmaxing is lame
>>
>>1083679
So we can play a character
>>
>>1083689
Fair enough.

>>1083691
>>1083694
>retarded
Alright fair enough as well.
>>
>>1083701
>autism
>>
>>1083679
Hey I voted for famous because it makes us that much more difficult to deal with. Especially for our enemies. Plus its not like anyone is gonna suspect heroes to be delivery assassin laden packages.

To me at least its less obvious and fucks over our enemies that much more.
>>
>>1083715
Thats why I asked those who were voting for the one that opens us up for more attacks and even more rivals.
>>
>>1083679
not a fane of gettingt points for points fun play is better
>>
>>1083737
well least you had a decent point, But thats opening us for a massive can of worms with being infamous.
>>
>>1083749
While true, so does Famous. A House from the Age of Rebirth could walk to Mars from Terra on the enemies it's going to have.
>>
>>1083749
infamous is not always bad but think baout this too the people we help we would be heros to others they would hate us ether way peopel would hate us but lest like this we dont care too much.
lest see what happens. i mean the qm could just post things without some of the pooints/ stats so people do it for fun/lore then at the end find out what we working with stops the power gaming somewhat
>>
>>1083762
Yes but my point is with the people loving we can have far more chances and warnings where as if they fear us and somebody is going to kill the guy they fear... well who would tell on them?
>>
>>1083749
>>1083769

don't you want a challenge lad?
>>
>>1083774
Well at this point I ain't really got a choice. Lol.
>>
>>1083769
welll the people both love and fear all the powerfully in the emporium
>>
>>1083653
>>1083662
>>1083664
>>1083669
Your House is feared as "The Assassinorum's Charioteers": where you pass, nothing grows again for a score of years. Outside the Assassinorum and the Mechanicus, you have few allies in the Imperium: most foes hold their blades back, not out of respect, but out of sheer terror at the form retaliation might take. Your colors are bone-white, night-black, and blood-red. Your crest, a dagger upon a wheel.

>Total Ship Points: 60

>Total Profit Factor: 35

THE VESSEL

(Keep in mind that you have 60 points to work with, and that those don't all have to be spend on one vessel: you can have a small fleet, if you so choose).

First, deciding the class of your first ship:

>Transport: lacking agility or speed, these ships are meant to move large shipments around.

>Raider: Swift, yet fragile, these ships are meant for naval warfare.

>Frigate: with power that belies its speed and size, Frigates are all-purpose craft.

>Light Cruisers: Powerhouses built for war and deep-void missions.

>Cruisers: Mighty warships, and the largest class of ship you have access to with your Ship Points.
>>
>>1083831
>>Cruisers: Mighty warships, and the largest class of ship you have access to with your Ship Points.
>>
>>1083831
how much do things cost
>>
>Light Cruisers: Powerhouses built for war and deep-void missions.
>>
>>1083831
>>Light Cruisers: Powerhouses built for war and deep-void missions.
>>
>>1083831

>Cruisers: Mighty warships, and the largest class of ship you have access to with your Ship Points.
>>
>>1083831
>cruiser please
>>
>>1083831
>>Cruisers: Mighty warships, and the largest class of ship you have access to with your Ship Points.
>>
Cruiser eats up too many ship points better spent on weapon systems and defenses fyi.
>>
>>1083856
>no cost posted what so ever.
>>
>>1083838
In general, the bigger the ship, the more expensive, but that can vary based on the precise model. Once we decide what KIND of ship we want to roll around in, then I'll get into the nitty-gritty of stats.
>>
>>1083875
I aint the op I'm just assuming he's pulling straight from the core rulebook for the Rogue Trader RPG. I'll post the points from that but he might've muddled them around a bit for the game considering it wouldn't be right to spend all our points on the hull.

Transports are 20
Raiders are 30-40
Frigates are 40
Light Cruisers are 55
Cruisers are 60
>>
>>1083831
>Light Cruisers: Powerhouses built for war and deep-void missions.

I don't think we can afford a heavy cruiser and they are slow. Admittedly they have a lot of space and are very powerful.

>>1083876
Did you change the prices from the books then?
>>
>>1083855
>>1083849
>>1083846
>>1083837
>CRUISER PATTERNS:

>Lunar-class: the workhorse of military fleets the galaxy over, the Lunar is the line ship of the legendary Battlefleet Gothic.

Speed: 5 Manoeuvrability: +10
Detection: +10 Hull Integrity: 70
Armour: 20 Turret Rating: 2
Space: 75 Ship Points: 60
Weapon Capacity: Prow 1, Port 2, Starboard 2


>Conquest-class: this class dates back to the Great Crusade, and some still refer to it using its old, outdated classification as a "Star Galleon". Born to plunder planets and claim treasure.

Speed: 4 Manoeuvrability: +5
Detection: +10 Hull Integrity: 65
Armour: 16 Turret Rating: 1
Space: 56 Ship Points: 52
Weapon Capacity: Port 2, Starboard 2
Comes with 2 Cargo Holds already installed (and thus starts with a -4 Power deficiency). Can take Transport and Cruiser components, but must always take the Cruiser version of a component if available.

>Ambition-class

A rare model built for private ownership by a trade consortium, this cruiser is a status symbol for wealthy governors and Rogue Traders alike.
Speed: 5 Manoeuvrability: +12
Detection: +15 Hull Integrity: 66
Armour: 17 Turret Rating: 2
Space: 75 Ship Points: 57
Weapon Capacity: Prow 1, Port 2, Starboard 2

First to get three decides: can vote for a different class to see options in that class within budget.
>>
>>1083909
Nope. Just drawing from the full range.
>>
>>1083922
>>Ambition-class
>>
>>1083922
>Ambition class
>>
>>1083922
>Ambition-class

>tfw anon's fucked you with the points because of being retarded and then a team of retard's throw it on you.
>>
>>1083922
Still voting Light Cruiser

If that doesn't go through then
>Conquest Class

We'll probably spend at least 5 points on weapons/defenses remaining 3 can be used for crew amenities.
>>
>>1083922
ok, beyond getting the ship what all will we be able to spend points on
>>
>>1083947
engines, shields, gun batteries (we have space for 4), upgraded crew amenities (barracks, armoures etc), reinforced armour/bulkheads.
>>
>>1083953
yes but how much do they cost
>>
>>1083961
more then you fucking have.
>>
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>>1083961
1-2 points each, fuck it here's one of the appendices op is pulling from

hence wanting to go with one of the cheaper light cruisers so we'd have a good 10 points to spend on this stuff
>>
>>1083932
>>1083970
>min maxing autist bitches eternally because everyone else doesn't pick the "right" choices

enough lad
>>
>>1083971
Yea, we should probably go with a light cruiser, or the conquest class.
>>
>>1083922
As QM, I realize I have made a mistake by just showing full-size Cruisers. Will rectify by showing Light Cruisers and re-starting vote with expanded lineup.

>Dauntless-class: the Imperial Navy's vanguard ship, the Dauntless has impressive maneuverability combined with massive weapon potential.
Speed: 7 Maneuverability: +15
Detection: +20 Hull Integrity: 60
Armour: 19 Turret Rating: 1
Space: 60 Ship Points: 55
Weapon Capacity: Prow 1, Port 1, Starboard 1

>Endeavor-class: a fearsome torpedo boat meant for void combat.
Speed: 6 Maneuverability: +12
Detection: +15 Hull Integrity: 60
Armour: 20 Turret Rating: 2
Space: 58 Ship Points: 57
Weapon Capacity: 1 Port, 1 Starboard, 2 Prow (of these
slots, 1 prow slot pre-equipped with components)

Comes packaged with a Voss-pattern Torpedo tube.

>Defiant-class: a dedicated carrier pattern.
Speed: 6 Manoeuvrability: +12
Detection: +15 Hull Integrity: 60
Armour: 20 Turret Rating: 2
Space: 55 Ship Points: 58
Weapon Capacity: 1 Port, 1 Starboard, 1 Prow (of these slots,
1 port and 1 starboard slot pre-equipped with components)

Comes packaged with two Launch Bays.

>Lathe-class: a Mechanicus design, meant more for exploration than warfare.
Speed: 5 Manoeuvrability: +12
Detection: +15 Hull Integrity: 63
Armour: 20 Turret Rating: 1
Space: 60 SP: 55
Weapon Capacity: Dorsal 1, Prow 1, Port 1, Starboard 1

Once again, first to three, and while I appreciate banter, I'd prefer not to have this thread degenerate into aggressive shitposting at other players.
>>
>>1083983
>>Dauntless-class: the Imperial Navy's vanguard ship, the Dauntless has impressive maneuverability combined with massive weapon potential.
>>
>>1083974
There's a difference between wanting to minmax and knowing that op forget to mention that weapon systems costs are on top of ship costs and that op forgot to mention cost ranges so everyone voted for the biggest option.
>>
I'm just waiting for some stuck up noble to try and screw us over because he thinks the Assassinorium is just a scary story
>>
>>1083974
>knowing how to build a ship in RT
>this is autistic.

I see you get out often my friend.
>>
>>1083922
>>1083983
How in the fuck does the Lathe have heavier armor than the Ambition?
>>
>>1084006
1. The Ambition is, quite literally, a vanity piece. You buy it to show everyone you are so rich you can own a fucking FAST, FLASHY CRUSIER-CLASS STARSHIP AND BLOW UP POOR PEOPLE WHO PISS YOU OFF WITH IT.

2. The Mechanicus tend to make things blocky and tanky.
>>
>>1083983
Well, conquest is still the better choice, unless we want to go with a frigate
>>
>>1083983
Just tossin out a vote for you to post the Frigate class ships just for the sake of completion

and the fact that I'd be all for having one of the splat book variants and decking it out from head to toe
>>
>>1083996
I don't think we can call upon the assassinorium at will unlike the Inquisition anon. I sorta wish we could but if we could all our enemies would be very very assassinated.

>>1083983
Ah I forgot how shit basic mechanus designs were again. Fuck.

You always get stuck using the battlefleet models on bigger ships if you don't wanna suck. Been too long since I last paid rogue trader.

>>1083995
At least cruisers got space. Running out of space gets old real quick on smaller ships.

Admittedly there are some kick ass small ship hulls to choose from though. I still hold fondness for that pirate heretech hull...oh god was that thing lovely.

>>1084040
I will admit to being biased against frigates.

Its like the worst of both worlds but popular choice because of them being 'balanced'.

To me that just means they equally shit at everything and good luck at not being shit at everything with the lack of space.
>>
>>1084040
You know what let's just move this along

Second Vote for Conquest.

It'll let us spend points on all weapon bays and get 2-4 general ship upgrades
Can we get a third?
>>
>>1083922
>Ambition-class
>>
>>1083922
>Ambition class

Keeping my vote the same
>>
>>1083983
>Dauntless-class: the Imperial Navy's vanguard ship, the Dauntless has impressive maneuverability combined with massive weapon potential.

>>1084052
Admittedly frigates are good for specializing at a very affordable cost in rogue trader. Just using a balanced frigate is hell with the lack of space and size.

Which is a god send if your low on ship points.
>>
>>1084052
>>1084052
I didn't mean it like that, I meant like how one lord governor flaunts his heresies because no one in the system can do anything. To our faces. By the "guest" quarters
>>
>>1084046
Gonna level with you: there's only one Frigate design that isn't just a scaled-down version of a Cruiser, and that's the Turbulent, the "lucky frigate":
Speed: 7 Manoeuvrability: +18
Detection: +15 Hull Integrity: 40
Armour: 20 Turret Rating: 1
Space: 42 Ship Points: 42
Weapon Capacity: Dorsal 2
Fiery Temperament: For some reason, the plasma drives on a Turbulent tend to burn hotter than on comparable vessels. Though this isn’t enough to compensate for the added mass,
it does give more power. Any plasma drive installed on a Turbulent has its Power Generated increased by +2.
Antiquated Communications: All Command Tests on a Turbulent suffer a –5 penalty.
>>
>Lunar-class: the workhorse of military fleets the galaxy over, the Lunar is the line ship of the legendary Battlefleet Gothic.
>>
>>1083983
>>Conquest-class: this class dates back to the Great Crusade, and some still refer to it using its old, outdated classification as a "Star Galleon". Born to plunder planets and claim treasure.
>>
So, honest question, why do people want the Conquest? For a House (in)famous for Mercenary action and "VIP transportation", a hybrid transport/cruiser seems kind of... off.

And it doesn't really seem to have a niche, as it were. Too slow and fragile to be a slugger and too gun-heavy to really be a pack beast.
>>
>>1084120
points
>>
>>1084120
Anon's call getting as many points as you can for a 1 time deal 'min-maxing' and so its a stupid thing to do. So now we gotta pick a shittier vessel to make up for it.
>>
>>1084120
Points and the fact that it has 2 weapons emplacements on each side.

Plus we can get a barracks or servitor upgrade and reinforced armour for proper merc stuff and noy just void combat.
>>
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>>1084140
>>
>>1084130
>>1084140
>>1084147
Ah, so necessity. Gotcha.

>>Conquest-class: this class dates back to the Great Crusade, and some still refer to it using its old, outdated classification as a "Star Galleon". Born to plunder planets and claim treasure.
>>
>>1084149
>Anon in his natural habit unable to provide a real reply so he must call them autistic or post autistic pictures. Because Common logic is no fun and we must throw it all away.
>>
>>1084120
(I think it's for flavor reasons: an ancient ship from the Great Crusade belonging to an ancient house is real appealing. Plus, it looks slick)

>>1084111
>>1084062
>>1084040
>>1084168

>Hull: Conquest-class Star Galleon
Remaining Space: 56
Current Power Level: -4
Remaining Ship Points: 8

PLASMA DRIVES:

>Jove-4 drive (the standard model)
Takes up 14 Space, generates 75 Power.

>Jovian "Warcruiser" drive (a high-energy variant used to power lances. Still in prototyping.)
Takes up 17 Space, generates 85 Power, grants 2 Ship Points.

>Jovian 8.3 drive (an experimental next-generation model built to be nigh-indestructable: the Mechanicus will reward those who aid in their "beta test")
Takes up 15 Space, generates 74 power, +1 Ship Point. Has only a 30% chance of failing when critically hit in void combat.

>Archeotech Jovian drive (a relic of the Mechanicum that generates impressive power for very little space.)
Takes up 10 space, generates 75 power, costs 3 Ship Points, is Archeotech.

>>1084149
>>1084179
Knock it off, you two.
>>
>>1084183
First two that agree decide. Also, the pic I meant to post.
>>
>>1084183
>>Jovian 8.3 drive (an experimental next-generation model built to be nigh-indestructable: the Mechanicus will reward those who aid in their "beta test")
>Takes up 15 Space, generates 74 power, +1 Ship Point. Has only a 30% chance of failing when critically hit in void combat.
gonna go with being the mechanicus's personal tester, especially since we seem to be good with them.
>>
>>1084183
>>Jovian 8.3 drive (an experimental next-generation model built to be nigh-indestructable: the Mechanicus will reward those who aid in their "beta test")
>>
>>1083646
You know, it's interesting how the option that's supposed to make people terrified of us apparently makes people deal with us more. You'd really expect those bonuses to be reversed.

The Infamous families are infamous in part due to their ships, but people shun them. The Heroes have everyone willing to work with them, but they take ship losses doing so.
>>
>>1084183
>>Jovian 8.3 drive (an experimental next-generation model built to be nigh-indestructable: the Mechanicus will reward those who aid in their "beta test")
>>
>>1084183
>>Jovian 8.3 drive (an experimental next-generation model built to be nigh-indestructable: the Mechanicus will reward those who aid in their "beta test")
Takes up 15 Space, generates 74 power, +1 Ship Point. Has only a 30% chance of failing when critically hit in void combat.

Might as well keep sucking up to the Mechanicus.
>>
>>1084202
>>1084206
>>1084211

>Plasma Drive: Jovian 8.3
Remaining Space: 41
Current Power Level: 70
Remaining Ship Points: 9
Installed Non-vital Components: 2 Cargo Bays.

WARP ENGINES:

>Strelov 2 (the standard Warp Engine)
Draws 12 power, takes up 12 space.

>Miloslav H-616.b (an older, borderline-heretical design. Moves at great speed, but seems to draw misfortune to itself)
Draws 10 power, takes up 12 space. All Warp journey times are halved, but Warp encounters occur more frequently.

>Markov 1 Warp Engine: originally developed for transports, the Conquest can take this component as well thanks to its unique design. Another Mechanicus prototype.
Draws 12 power, takes up 12 space, adds 1 Ship Point, reduces all Warp travel times by 1d5 weeks.

>Albanov 1 (another Mechanicus prototype, designed for slow, but safe, journeys)
Draws 10 power, takes up 11 space, adds 1 Ship Point. Less likely to have bad Warp Encounters and exits the Warp reliably close to target.

First two in agreement decide.
>>
>>1084256
Fuck. Rider on Albanov: doubles Warp travel times.
>>
>>1084256
Void Krackens are not our friends....
>Albanov 1
>>
>>1084256
>Markov 1 Warp Engine: originally developed for transports, the Conquest can take this component as well thanks to its unique design. Another Mechanicus prototype.
Draws 12 power, takes up 12 space, adds 1 Ship Point, reduces all Warp travel times by 1d5 weeks.

When the Assassinorium find out we had the option to make faster deliveries and turned it down. They ain't gonna be happy with us. Plus it will help make the mechanicus happy.
>>
>>1084256
>>Markov 1 Warp Engine: originally developed for transports, the Conquest can take this component as well thanks to its unique design. Another Mechanicus prototype
>>
>>1084266
Shit good point...
Changing to this
>>
>>1084269
>>1084266
>Warp Engine: Markov Mark 1
Remaining Space: 29
Current Power Level: 58
Remaining Ship Points: 10
Installed Non-vital Components: 2 Cargo Bays.

GELLAR FIELDS (vital tech to survive the Warp, these are what keep daemons OUT of your ship).

>Gellar Model (standard)
Draws 1 Power, takes up no space.

>Warpsbane Hull (Your ship's conventional field is reinforced by the blessings of an on-ship legion of priests of the God-Emperor, who have adorned the ship with sacred icons and wards. The Ecclesiarchy will reward you for loyally taking a full delegation of their priests aboard).
Draws 1 Power, takes up no space, adds 2 Ship Points. Adds a bonus to Warp Navigation.

>Belcane 90.R Gellar Field (an old, outdated field that offered superior handling. Known for possessing minor flaws that increased the risk of Warp incursions)
Draws 1 Power, takes up no space. Adds a bonus to Warp Navigation, but makes Warp Encounters more dangerous.

>Emergency Field (a high-power model that, in an emergency, will deploy automatically)
Draws 2 Power, takes up no space. Has an 80% chance of deploying during an emergency jump, mitigating all negative side-effects of an unplanned Warp transition.

>Mezoa Gellar-Void Integrant (an experiment in hybridizing Void Shield and Gellar Field technology, of controversial nature)
Draws 0 Power, takes up no space. Slightly less effective at warding off Warp entities than a normal Gellar Field, and is effected by Critical Damage to the Void Shield.

First to two.
>>
>>1084299
>menoz gellar-void
>>
>>1084299
>Mezoa Gellar-Void Integrant (an experiment in hybridizing Void Shield and Gellar Field technology, of controversial nature)
Draws 0 Power, takes up no space. Slightly less effective at warding off Warp entities than a normal Gellar Field, and is effected by Critical Damage to the Void Shield.

Seems like a fair off-set to spend on the next few upgrades I think?
>>
>>1084299
>>Emergency Field (a high-power model that, in an emergency, will deploy automatically)
>>
>>1084299
>>Emergency Field (a high-power model that, in an emergency, will deploy automatically)
>>
>>1084299
Hey QM were the Mezoa Gellar-Void integrant and Emergency field you're own creation?
>>
>>1084328
Nope! The Mezoa is from Hostile Acquisitions, the "bad guy" book for RT.

>>1084310
>>1084304
>GF: Mezoa Gellar-Void Integrant
Remaining Space: 29
Current Power Level: 58
Remaining Ship Points: 10
Installed Non-vital Components: 2 Cargo Bays.

VOID SHIELDS

>Single Void Shield
Draws 5 Power, takes up 1 Space.

>Double Void Shield
Draws 7 Power, takes up 1 Space.

Voss "Glimmer" Void Shields (energy-saving shields that are notoriously unreliable)
Costs the same as normal shields, but -2 power and have a 30% chance of failure when deflecting hits.

>Repulsor Shields (a more advanced model designed to "sweep away" particulate matter from the ship)
Costs +1 Power than standard, negates penalties for navigating nebulas, ice rings, and dust clouds.

>Castellan Shields (Archeotech design capable of immense shield outputs)
Costs +2 Ship Points more than standard and occupies Archeotech slot. During an enemy vessel's turn, the Enginseers may activate the Castellan's true power, doubling the number of void shields active.

First to two.
>>
>>1084361
>>Repulsor Shields (a more advanced model designed to "sweep away" particulate matter from the ship)
>>
>>1084361
>Repulsor Shields (a more advanced model designed to "sweep away" particulate matter from the ship)

Have we used the Archeotech slot or did we lose that?
>>
>>1084367
>>1084366
You still have the Archeotech slot.

>Void Shields: Repulsor design

Single, or double?
>>
>>1084371
Double.
>>
>>1084361
>>Repulsor Shields (a more advanced model designed to "sweep away" particulate matter from the ship)

Curious, what all Archeotech will we have access to? Shouldn't we go ahead and select what we will pick for it and then go through the rest?
>>
>>1084371
Double please, First time going through this process of making ships.
>>
>>1084371
>double
>>
>>1084371
>double

cant wait to hind put in space rable or surprise attack people from it couse they cant get they ship though it lols
>>
>Tfw 4 more items to go.
>>
>>1084406
>We die in the first battle
>>
>>1084406
Just wait till to the non critical components.

I don't know how we get to select crew or equipment which will also take awhile. Especially if we get the option to use Only War, Dark Heresy, and the Sphess Marine materials to further expand the possible options.

I do rather like the Only War's ability to further customize equipment...and the Sphess Marine stuff is damn useful later in the game. Makes it so you actually stand a damned chance against the real scary enemies and most importantly ensuring high profit points still has something it struggles with.
>>
>>1084421
an Ogryn bodyguard would be cool
>>
>>1084375
>>1084377
>Void Shields: Twin-Layer Repulsors
Remaining Space: 28
Current Power Level: 50
Remaining Ship Points: 10
Installed Non-vital Components: 2 Cargo Bays.

>Ship's Bridge

>Combat Bridge: the common Navy model, designed for warfare.
Draws 2 Power, takes up 2 Space. Grants a bonus to repair tests so long as the bridge is undamaged.

>Command Bridge: Equipped with an arsenal of cogitator-relays to grant the captain supreme control of his vessel, but notoriously fragile.
Draws 3 power, takes up 2 space, grants +1 Ship Point. Ads a bonus to Command and Weaponry tests related to the ship, but has a 70% chance of becoming unpowered when hit.

>Commerce Bridge: Designed for trade ships and equipped with an arsenal of tools to aid in merchant labor.
Draws 1 power, takes up 1 space. Makes Commerce missions easier.

>Armored Bridge: developed for heavy combat ships, this bridge can take a beating.
Draws 3 Power, takes up 2 Space. Has a 60% chance to ignore Critical damage.

>Ship-Master's Bridge: An elite bridge design meant for winning battles.
Draws 4 power, takes up 3 Space. Grants a bonus to all Navigation and Command tests and a large bonus to attacks with the ship's weapons.

>Exploration Bridge: Experimental Mechanicus technology, this bridge is optimized for exploring new worlds.
Draws 4 power, takes up 2 space, grants +1 Ship Point. Grants a bonus to planetary analysis and makes Exploration missions easier.

>Smuggler's Bridge: a modified Commerce bridge meant for shady dealings
Draws 1 Power, takes up 1 Space. Makes Criminal missions easier.

>Flight Command Bridge: a bridge developed for coordinating flight wings.
Draws 2 Power, takes up 2 Space. Grants a bonus to Command tests to organize attack wings and fighter craft, and makes missions involving such craft easier.

>Invasion Bridge: a bridge developed for planetary conquest operations.
Draws 4 Power, takes up 3 Space. Grants a bonus to orbital strikes and assists ground forces with navigation.

>Antique Bridge (Archeotech): a bridge of ancient design, equipped with an arsenal of internal monitoring system and masterful control systems.
Draws 2 Power, takes up 1 Space, costs 2 Ship Points and the Archeotech slot. Grants a bonus to all Social and Command tests while in the bridge and grants a bonus to Maneuverability.

This is a toughie, so: I'm going to bed, I'll see how this shakes out when I wake up.
>>
>>1084421
Crew selection will be a semi-simplified process, although I will allow for player input. Don't want chargen to dissolve into an ABSOLUTE grind.
>>
>>1084437
When will you get back up to run again? So I don't miss out on this shit.

>>1084433
>Exploration Bridge: Experimental Mechanicus technology, this bridge is optimized for exploring new worlds.
Draws 4 power, takes up 2 space, grants +1 Ship Point. Grants a bonus to planetary analysis and makes Exploration missions easier.
>>
>>1084433

>Exploration Bridge: Experimental Mechanicus technology, this bridge is optimized for exploring new worlds.
Draws 4 power, takes up 2 space, grants +1 Ship Point. Grants a bonus to planetary analysis and makes Exploration missions easier.

Seems the most useful. Rt's explore stuff after all right?
>>
>>1084433
>>Ship-Master's Bridge: An elite bridge design meant for winning battles.

I mean, we are supposed to be mercs and such right?
>>
>>1084433

>Ship-Master's Bridge: An elite bridge design meant for winning battles.Draws 4 power, takes up 3 Space. Grants a bonus to all Navigation and Command tests and a large bonus to attacks with the ship's weapons
>>
>>1084421
>Sphess Marine materials to further expand the possible options.

We can have Marines for our boarding operations?
>>
>>1084433
Our guy is specialized for command so obviously gotta choose a bridge option for that sorta thing.

In that regard not gonna vote for flight command bridge. Fighters suck ass in 40k.

So should we use up the archeo slot or not...otherwise the best option would be the Command Bridge.

>Command Bridge: Equipped with an arsenal of cogitator-relays to grant the captain supreme control of his vessel, but notoriously fragile.

Ah command bridge it is. If I remember correctly there are some really amazing archeotech options later on.

>>1084452
Space Marines are equivalent to a level 4 rogue trader character at their first level. So its gonna be awhile before we can get even 1.
>>
>>1084452
Yup. You can have everything, space marines, orks, sisters of battle, eldar, tau, assassins, ect
>>
>>1084458
Oh damn, that's cool
>>1084459
By "Everything" do you mean we can have one of every chapter?
>>
>10 hours of Chargen so far
This has to be a record
>>
>>1084458
Ship-Masters bridge seems a stronger choice doesn't it? Fragile bridge on a slow not so maneuverable ship.

Any case, be nice to simply get a list of archeotech to choose from
>>
>>1084458
Whoops meant

>Ship-Master's Bridge: An elite bridge design meant for winning battles.

Should of double checked that.

>>1084459
I remember once we had this ork character who this guy played. Most fucking terrifying character who wasn't even a goddamn space marine. Now he wasn't a one man army or anything.

Oh no he was something worse.

Conquered entire worlds with instant fortresses that rained from the sky, endless mechs(not even orks or grots but actual goddamn mechs), and could call down his own goddamn WAGH near the end.

He was even more deadly the goddamn assassin at times using some grots and spores to sow utter chaos. Managed to assassinate several rivals and took down entire freaking ships.

Once his character got stranded in a system for a few years. When we showed up a few years later the entire place was crawling with orcs,roks, and was well on his way to building an ork fleet. Later said ork fleet really saved our asses.

Worst of all it was all within the rules.

He was banned from playing ork characters ever again after that. Fucker could conquer worlds and destroy entire fleets on his own.

By far the deadliest character I ever heard of in a rogue trader game.
>>
>>1084483
Funniest part was his character wasn't even that strong. It was just the absurd bullshit he was able to pull off. He was deadliest when it came to war campaigns on worlds.

His ability to deal with fleets was no joke with the rok spam and orky reinforcements. Best of all he was quite the sneaky cunt managing to sabotage entire fleets and fortified space stations. After awhile the GM started throwing more politics and espionage in due to that supposedly being the weakness to his character.

Espionage turned out not to be such a good idea against him. Sure he character wasn't that well built for it but holy shit I never knew a pack of snotlings could be so evil or some liberal use of ork spores so nasty.

Sadly his character did indeed have a weakness and that was politicking.
>>
>>1084483
I'm back, baby! First order of business: https://discord.gg/jPpUJms Welcome to The Bilges, the official Rogue Trader Quest Discord! Ask the QM anything, chat with your fellow players, or vent your shitposting urges here, rather than in the thread.

Second: we appear to have decided on a bridge!

>Bridge: Ship-Master's Bridge

Remaining Space: 25
Current Power Level: 46
Remaining Ship Points: 10
Installed Non-Vital Components: 2 Cargo Bays.

Next: before we go any further (and because I suspect many of our players are still asleep or busy), let's generate our vessel's Machine Spirit!:


Roll 1d10: doubles decide. Just keep rolling!
>>
Rolled 4 (1d10)

>>1084849
>>
Rolled 6 (1d10)

>>1084849
>>
Rolled 1 (1d10)

>>1084849
>>
Rolled 2 (1d10)

>>1084849
>>
Rolled 2 (1d10)

>>1084849
here's hoping we get something warpy
>>
Rolled 1 (1d10)

>>1084849
>>
Rolled 3 (1d10)

>>1084849
I HATE DUBS
>>
Rolled 7 (1d10)

>>1084849
Check this 5.
>>
Rolled 6 (1d10)

>>1084849
>>
>>1084849
just to move things along... changing to "first three rolls in agreement". dubs are a horrible meme anyways.
>>
Rolled 5 (1d10)

>>1084849
>>
>>1084849
>>
Rolled 7 (1d10)

>>1084849
>>
Rolled 9 (1d10)

>>1084849
>>
Rolled 5 (1d10)

>>
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Rolled 4 (1d10)

>>1084849
>>
Rolled 9 (1d10)

>>1084849
Rollin
>>
Rolled 10 (1d10)

>>1084849
>>
Rolled 1 (1d10)

>>1084849
For the sake of keeping things moving...
>>
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>>1085272
Oh no.
>>
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>>1085272
>>1084885
>>1084871
>A Nose for Trouble: Something about this ship quivers at the thought of battle, always probing the cosmos for a new victim. Add +5 to the ship’s Detection, and reduce this ship’s Armour by 1, due to its many battles. Occasionally, the crew may find themselves in fights they might have preferred to avoid.

UPDATED SHIP STATS:


Speed: 4 Manoeuvrability: +5
Detection: +15 Hull Integrity: 65
Armour: 15 Turret Rating: 1
Space: 56 Ship Points: 52
Weapon Capacity: Port 2, Starboard 2

Now, roll 1d10 for the ship's history! First three rolls in agreement decide.
>>
>>1085290
>qm says dubs decide.
>dubs were reached.
>>
Rolled 1 (1d10)

>>1085290
>>
Rolled 8 (1d10)

>>1085290
Rolling like this can take up to 21 rolls
>>
Rolled 8 (1d10)

>>1085290
>>
>>1085298
Except I changed that before then, dummy.

>>1085304
Fair point: after this, only first TWO in agreement will be required for this kind of roll.
>>
>>1085309

Already done then, good executive decision
>>
Rolled 4 (1d10)

>>1085290
>>
Rolled 2 (1d10)

>>1085290
Can you seriously stop being fucking retarded? This is not how you do anything on quest and this makes them unappealing as fuck.

>>1085309
>keep things rolling
>QM does the roll even though the other guy had fit the rolls.

Wow and I thought you were doing good last night.
>>
Rolled 3 (1d10)

>>1085290
Oh god this is still technically chargen.
>>
Rolled 5 (1d10)

>>1085290
>>
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>>1085314
>>
>>1085315
Then maybe the system is not for you.
>>
>>1085315

Now to be fair we're chargening our ship (which might get blown to pieces in our first engagement), it's a very special system
>>
>>1085314
Well, no one's making you take part in this. Sorry that my perceived incompetence has left a foul taste in your mouth.
>>1085310
Well, I meant "after this particular roll". Don't want to get more people like >>1085314 being bitter because they perceive me as being super arbitrary.

>>1085315
Yep. When I said "intensive chargen", I MEANT IT. Still, could be worse.
>>
>>1085344
Fuck it lets fill that out too
>>
>>1085326
Just because I wouldn't gm it doesn't mean I won't or can't play it!

>>1085344
>>1085352
Give us a point buy reference for this, let's fuckin' do it!
>>
>>1085357
Its not even the same system
>>
>>1085362
>>1085357

Yeah, no. It's a Burning Wheel variant, and you couldn't pay me money to touch Burning Wheel without a big-ass overhaul of the system.
>>
>>1085314
are you legit crying?
>>
>>1085362
I know, but knowing it's unnecessary doesn't need to stop me from wasting a buttload of time on it.

>>1085366
Patreon. jk, keep on keeping on. It's actually pretty good to know all this stuff prior to play.
>>
>>1085369
Autistic screeching isn't crying my man
>>
>>1085369
He got upset last night because we picked a choice or two that wasn't optimal
>>
>>1085374
>>1085379
If you want to bantz, you can at least roll as well: we still need 3-to-match for this roll. Not trying to be a killjoy or anything, just want to keep things moving.
>>
Rolled 7 (1d10)

>>1085384
Alright I'll roll again
>>
Rolled 8 (1d10)

>>1085384
Just so I'm not a hypocrite.
>>
Rolled 3 (1d10)

>>1085384
>>
>>1085369
>crying

Are you legit retarded? He changed shit mid-way through rolls and now we gotta keep rolling until we get 3 matched up. Its stupid. Plus his new so eh, i forgot about that bit.

>>1085379
>Upset

I see you are also new to 4chan in general.
>>
Rolled 6 (1d10)

>>1085384
Why not just go with the best roll from the first three? It's a system that works quickly, and with as few problems as possible.
>>
>>1085431

It's rolling for a chargen option, I am relatively certain that the actual game will run by normal rolling rules
>>
i mean we already have 3 8s

>>1085426
>REEEEEEEEEEEEEE
>>
Rolled 3 (1d10)

>>1085431
What op is doing is a bit of a mess but the chart he's pulling from has no best roll.

should've honestly just stuck with first 2 identical then moved on to the next decision 2 hours ago.
>>
>>1085387
>>1085304
>>1085306
And we have a winner (I swear I'm not doing this deliberately)

>Temperamental Warp Engine: The ship suffers a flutter in its Warp Engines, an inconsistency that no amount of maintenance or supplication can eliminate. Whenever the ship travels through the Immaterium, there is a 60% the journey takes an additional 1d5 weeks,and a 40% chance that travel time is reduced 1d5 weeks instead (potentially causing the ship to arrive before it left!). However, once in a great while, the ship will leave the warp to unexpectedly find itself someplace other than its intended destination.

Now with that out of the way, we move on to life-support systems:

>M-1.r Life Sustainer (a cheap life-support system that keeps the crew alive, and does essentially nothing else)
Draws 4 Power, takes up 2 Space. Morale losses aboard the ship are 1 point worse.

>Vitae-Pattern Life Sustainer (a more sophisticated pattern that filters the stink of burning fuel, oil, and sweat from the atmosphere, and the chemical taste from the water.)
Draws 5 Power, takes up 3 Space.

>Clemency-Pattern Life Sustainer (the standard Navy pattern, which incorporates plentiful oxygen tanks and emergency void suits throughout the ship)
Draws 5 Power, takes up 5 Space. Permanently increases Morale by 1, and reduces Morale and Crew losses from depressurization by 4 each.

>Euphoric Life Sustainer (Popular among the criminal set, this system can pump euphoria-inducing chemicals into the ship's atmosphere and water to keep the crew complacent.)
Draws 5 Power, takes up 3 Space, grants +1 Ship point. So long as drug flow is turned on, crew has +10 Morale, but -10 Crew Rating, and enemy raiders not equipped with air filters have -10 to their Hit-and-Run attacks. When turned off after being active, crew has -10 morale for the next 24 hours as they sober up.

First three in agreement decides.

>>1085441
Yeah, I should have done that.

>>1085437
The rest of the game will run with normal rules.
>>
>>1085454
>>Clemency-Pattern Life Sustainer (the standard Navy pattern, which incorporates plentiful oxygen tanks and emergency void suits throughout the ship)
We probably shouldn't drug our crew.
>>
>>1085454
>Clemency-Pattern Life Sustainer (the standard Navy pattern, which incorporates plentiful oxygen tanks and emergency void suits throughout the ship)
We've already got shit Warp problems and reduced Armor, AND we're supposed to be mercs who provide fighting forces to others. We need to consider that we're likely to suffer hull breaches and depressurization.
>>
>>1085454
>Clemency-Pattern Life Sustainer (the standard Navy pattern, which incorporates plentiful oxygen tanks and emergency void suits throughout the ship)

With a warp engine that might wind us up in trouble this sounds pretty good.
>>
>>1085454

>Clemency-Pattern Life Sustainer (the standard Navy pattern, which incorporates plentiful oxygen tanks and emergency void suits throughout the ship)
Draws 5 Power, takes up 5 Space. Permanently increases Morale by 1, and reduces Morale and Crew losses from depressurization by 4 each

Best for not dying after getting in a shootout on Admechs behalf
>>
>>1085454
>Clemency-Pattern Life Sustainer (the standard Navy pattern, which incorporates plentiful oxygen tanks and emergency void suits throughout the ship)
>Draws 5 Power, takes up 5 Space. Permanently increases Morale by 1, and reduces Morale and Crew losses from depressurization by 4 each.
>>
>>1085454
>>Clemency-Pattern Life Sustainer (the standard Navy pattern, which incorporates plentiful oxygen tanks and emergency void suits throughout the ship)

>>1085463
I like the idea of having it to fuck over boarders or gaining an upper hand in talks on board but yea
>>
Wow that's some goddamn consensus right there.
>>
>>1085473
>>1085468
>>1085467
>>1085466
>>1085465
>>1085463
Well that was quick.

>Life-Support: Clemency-Pattern Life Sustainer


Remaining Space: 20
Current Power Level: 41
Remaining Ship Points: 10
Installed Non-Vital Components: 2 Cargo Bays.

>Crew Quarters:

>Pressed-Crew Quarters (Barely any better than the Navy standard, these quarters are cramped and uncomfortable)
Draws 2 Power, takes up 3 Space. Permanently reduces Morale by 2.

>Voidsman Quarters (The standard for most Rogue Traders and long-distance merchants, this gives the crew a degree of personal space in their quarters.)
Draws 2 Power, Takes up 4 Space.

>Bilge-Rat Quarters (The Quarters are all concentrated in a single massive warren in the heart of the ship. While the long walks to and from their posts and the hot, dark, and vermin-infested nature of the bilges are unpopular, this layout also reduces the risk of losing sleeping crew members in depressurization incidents)
Draws 2 Power, takes up 3 Space. Permanently reduces Morale by 3, but decreases Crew loss from depressurization events by 2.

>Slave Quarters (The definition of "the bare minimum", these quarters- really nothing more than repurposed storerooms- inspire resentment among the crew, but use up very little space and power)
Draws 1 Power, takes up 2 Space. Permanently reduces Morale by 5.

>Cold Quarters (In addition to Void-Standard housing, this arragement also includes massive cryo-static chambers in the heart of the ship which house hundreds of "reserve" crew members who cycle in and out of cryo-sleep with the active crew. In emergencies, these "reserves" can be drawn on to make up for losses.
Draws 4 Power, takes up 5 Space, grants a Ship Point. Once per week, reduce a source of Crew loss to zero.

>Clan-Kin Quarters (The crew of this ship have developed their own insular and primitive culture well outside of the norms of the Imperial Creed. These "clan-crews" are ferociously loyal and live in vast "settlements" made out of converted ship chambers. Their strange ways can be both boon and bane.)
Draws 2 Power, takes up 5 Space, grants a Ship Point. Grants a +5 Bonus to Command tests to repel Hit-And-Run attacks, and reduces all sources of Morale loss by 1.

First three in agreement.
>>
>>1085564
>>>Clan-Kin Quarters (The crew of this ship have developed their own insular and primitive culture well outside of the norms of the Imperial Creed. These "clan-crews" are ferociously loyal and live in vast "settlements" made out of converted ship chambers. Their strange ways can be both boon and bane.)
>>
>>1085564
>Clan-Kin Quarters (The crew of this ship have developed their own insular and primitive culture well outside of the norms of the Imperial Creed. These "clan-crews" are ferociously loyal and live in vast "settlements" made out of converted ship chambers. Their strange ways can be both boon and bane.)
>>
>>1085564
>Clan-Kin Quarters (The crew of this ship have developed their own insular and primitive culture well outside of the norms of the Imperial Creed. These "clan-crews" are ferociously loyal and live in vast "settlements" made out of converted ship chambers. Their strange ways can be both boon and bane.)

It's also nice flavor for an older house and ship
>>
>>1085564
>Clan-Kin Quarters (The crew of this ship have developed their own insular and primitive culture well outside of the norms of the Imperial Creed. These "clan-crews" are ferociously loyal and live in vast "settlements" made out of converted ship chambers. Their strange ways can be both boon and bane.)
Draws 2 Power, takes up 5 Space, grants a Ship Point. Grants a +5 Bonus to Command tests to repel Hit-And-Run attacks, and reduces all sources of Morale loss by 1.
>>
>>1085564
>Draws 4 Power, takes up 5 Space, grants a Ship Point. Once per week, reduce a source of Crew loss to zero.
Voidsman size quarters would make us comfortable given our background, and I dislike needing to play nice with the appointed heads of the clans that the Clan-kin would require of us.
>>
>>1085564
>>Clan-Kin Quarters (The crew of this ship have developed their own insular and primitive culture well outside of the norms of the Imperial Creed. These "clan-crews" are ferociously loyal and live in vast "settlements" made out of converted ship chambers. Their strange ways can be both boon and bane.)

>>1085581
also on us being a void born
>>
>>1085564
>>Cold Quarters (In addition to Void-Standard housing, this arragement also includes massive cryo-static chambers in the heart of the ship which house hundreds of "reserve" crew members who cycle in and out of cryo-sleep with the active crew. In emergencies, these "reserves" can be drawn on to make up for losses.
>>
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>>1085571
>>1085577
>>1085581
>>1085582
>>1085591
Whelp, one more Vital Component and we're on to weapons systems and gubbins!

Remaining Space: 15
Current Power Level: 39
Remaining Ship Points: 11
Installed Non-Vital Components: 2 Cargo Bays.

>Agur Arrays (scanning systems). Agur Arrays take up no Space, as they are mounted on the surface of the ship, and cannot be damaged except by critical hits.

>M-100 Array (the standard array of agurs used on commercial ships)
Draws 3 Power.

>M-201.b Array (a higher-power array used by high-end ships)
Draws 5 Power, adds +5 to Detection

>R-50 Auspex Multi-Band (an agur array adapted for exploration at the cost of combat performance)
Draws 4 power, adds +5 Maneuverability for the purposes of avoiding celestial objects and phenomena, -2 Detection, makes Exploration missions easier.

>Deep-Void Agurs (the highest-power agurs commonly used, and sacred relics to the Mechanicus)
Draws 7 Power, grants 1 Ship Point, adds +10 to Detection.

>BG-15 Scanners (A military design meant to be used on planetary conquest craft)
Draws 5 Power. +5 bonus for firing on planetary targets. Makes Military missions easier.

>X-470 Ultimo Array (an immense, high-energy scanning array used to hunt down enemy ships)
Draws 6 Power. Adds +10 to Detection and +15 to locating ships on Silent Running. Enemies firing on this ship add +5 to their ballistic tests.

>W-240 Passive Detection Array (a silent, elegantly-designed system of receivers spread over the entire ship)
Draws 3 Power, adds one Ship Point. Allows scans to continue when Running Silent. Cannot engage in active scans, forcing data-gathering to rely on probes or away teams.

First to three.
>>
>>1085667
>Deep-Void Agurs (the highest-power agurs commonly used, and sacred relics to the Mechanicus)
Draws 7 Power, grants 1 Ship Point, adds +10 to Detection.
>>
>>1085667
>deep void agurs
>>
>>1085667
>Deep-Void Agurs (the highest-power agurs commonly used, and sacred relics to the Mechanicus)

Seems like the best all around choice, was interested in the Passive Array but not being able to engage in active scans is a big loss
>>
>>1085667
>>BG-15 Scanners (A military design meant to be used on planetary conquest craft)

Just thinking, with the merc stuff maybe we should grab something to help with invasions
>>
>>1085685
>>1085672
>>1085671
This don't underestimate those sneaky xenos.

Shame the archeotech scanners aren't an option.
>>
>>1085667
>BG-15 Scanners (A military design meant to be used on planetary conquest craft)
Draws 5 Power. +5 bonus for firing on planetary targets. Makes Military missions easier.
>>
I hope we have enough power and space left over for weapons.
>>
>>1085671
>>1085672
>>1085685
>Agurs: Deep-Void
Remaining Space: 15
Current Power Level: 32
Remaining Ship Points: 12
Installed Non-Vital Components: 2 Cargo Bays.

Okay, now that we've decided what the skeleton of the ship looks like, let's put on some meat! Do we want to start by looking at:

>Weapons Systems (your primary means of defense in an uncaring universe)

>Archeotech Weaponry (Weapons that make the Emperor weep tears of joy when fired)

>Cargo Holds and Passenger Components (Where you store goods and people who aren't part of the crew)

>Augments and Enhancements (Fancy bits that do any number of useful things)

>Additional Facilities (medical bays, temples, and trophy rooms)

>Non-Combat Archeotech (Miracle devices from a lost age)
>>
>>1085730
>Non-Combat Archeotech (Miracle devices from a lost age)
>>
>>1085730
>>Non-Combat Archeotech (Miracle devices from a lost age)
>>
>>1085730
>>Non-Combat Archeotech (Miracle devices from a lost age)
>>
>>1085730
>Non-Combat Archeotech (Miracle devices from a lost age)
>>
>>1085730
>Non-Combat Archeotech (Miracle devices from a lost age)
>>
>>1085730
>Non-Combat Archeotech (Miracle devices from a lost age)
>>
>>1085667
>Deep-Void Agurs (the highest-power agurs commonly used, and sacred relics to the Mechanicus)
Draws 7 Power, grants 1 Ship Point, adds +10 to Detection.
>>
>>1085730
>Non-Combat Archeotech (Miracle devices from a lost age)
>>
>>1085754
>>1085749
>>1085744
>>1085739
>>1085738
>>1085734
>>1085857

Alright!

>Teleportarium (This sought-after device is capable of creating micro-tears in the fabric of space-time to instantly and safely transport forces of up to twenty men from the Teleportarium chamber to any point within 12,000 kilometers, or vice-versa)
Draws 1 Power, takes up 1 Space, costs 1 Ship Point. Adds a +20 to Hit-and-Run tests and allows Hit-and-Runs to be carried out without the need for a piloting test. Has many other uses (for example, the rapid insertion or extraction of forces to or from a planet's surface.)

>Warp Antennas (These massive Force-Stave networks allow Navigators to lock onto the signal of the Astronomicon more easily. An external component)
Draws 1 Power, costs 2 Ship Points. Adds a +20 to locate the Astronomicon (a vital step in Warp travel), but inflicts a -10 on Warp Encounters (the Warp Antennas make your ship more visible to warp-sensitive creatures and daemons)

>Warp Sextant (A fluid suspension chamber networked to a veritable host of cogitators, that allow Navigators to guide ships through the Warp with a minimum of fuss)
Draws 4 Power, takes up 1 Space, costs 2 Ship Points. Adds a +20 to the Navigator's Perception and Navigation (Warp) tests.

>Emergency Energy Reserves (An immense network of reserve power systems capable of powering the ship in emergency scenarios. Highly volatile)
Draws 2 Power, takes up 1 Space, costs 2 Ship Points. Allows either Weapons or Speed (one at a time) to be unaffected by crippling. If hit, has a 25% chance of exploding, dealing 1d5 Hull damage and setting a random component on fire.

>Suspension Chambers (Immense DAoT stasis chambers, made to hold thousands of crewmen at any one time. Crew are held in perfect suspended animation until re-activated. Can be used to replenish massive crew losses or to stretch rations)
Draws 3 Power, takes up 2 Space, costs 3 Ship Points. When activated, Crew drops by 50 and Morale drops by 5. When deactivated, Crew increases by 50. While active, doubles the time the ship can remain in the void before suffering Crew or Morale loss by cycling crew members in and out of hypersleep.

>Null Bays (identical to the technology used in the Black Ships, these chambers can contain psychics in a way that suppresses their powers)
Draws 1 Power, takes up 2 Space, costs 1 Ship Point. Can hold up to 100 Psykers in solitary confinement at a time, during which they have -60 to using Psychic powers. All missions related to capturing rogue psykers, Chaos witches, or Xenos psykers are easier. While cells are active, max crew Morale drops by 3 from null feedback.

>Witch-Agur (a complex scanning device that allows Navigators to detect the movement of "nearby" objects in the Warp)
Draws 1 Power, costs 2 Ship Points. Navigator may make an Awareness test to locate the movement of objects in the Warp several hours away, and allows them to predict their location and time of arrival.
>>
>>1085868
>>Teleportarium (This sought-after device is capable of creating micro-tears in the fabric of space-time to instantly and safely transport forces of up to twenty men from the Teleportarium chamber to any point within 12,000 kilometers, or vice-versa)
>>
>>1085868
But wait! There's more!
>>
>>1085868
How many can we get?
>>
>>1085889
1
>>
>>1085885
>>1085889
>>1085896
Don't vote yet, MORE is coming.
>>
>>1085868
>>Teleportarium (This sought-after device is capable of creating micro-tears in the fabric of space-time to instantly and safely transport forces of up to twenty men from the Teleportarium chamber to any point within 12,000 kilometers, or vice-versa)
Draws 1 Power, takes up 1 Space, costs 1 Ship Point. Adds a +20 to Hit-and-Run tests and allows Hit-and-Runs to be carried out without the need for a piloting test. Has many other uses (for example, the rapid insertion or extraction of forces to or from a planet's surface.)

Precision Strikes on command centers/etc. seem useful given our mercenary disposition.
>>
>>1085897
Teleportarium is extremely overpowered anon. Its a free get out of jail card whenever we end up in deep shit and aren't in the warp.

I am waiting because if I recall correctly there is another archeotech that is also amazing later down the list.
>>
>>1085908
yup, the Void Abacus. We can always get a telpotarium installed by paying the tech priests. But the Void Abacus... that is like finding STC in perfect working order.
>>
>>1085908
>Teleportarium is extremely overpowered anon. Its a free get out of jail card whenever we end up in deep shit and aren't in the warp.

kinda makes me not want to choose it really
>>
>>1085886
>Cogitator Interlink (a borderline-heretical pseudo-AI system that assists in running the ship)
Draws 1 Power, takes up 1 Space, costs 2 Ship Points.
Improves Crew Rating by +5 at all times.

>Energistic Conversion Matrix (a complex energy management system that allows you to re-route power from the rest of your ship to your engines)
Draws 1 Power, takes up 1 Space, costs 1 Ship Point. Allows you to redirect up to 5 points of Power to your engine for 1 point of Speed. Cannot generate more than 5 additional Speed. All depowered systems are non-functional until repowered.

>Gyro-Stabilization Matrix (a system of cogitators that allow for machine-assisted void navigation)
Draws 1 Power, takes up 1 Space, costs 1 Ship Point. Prevents the total modifiers for Come to New Heading, Adjust Speed and Bearing, or Evasive Maneuvers from ever coming out as lower than +0.

First three that agree from this post on.

>>1085932
Sadly, the Void Abacus is not a ship component, and is therefore falls outside the scope of Starting Ship Components.
>>
>>1085943
>>Teleportarium (This sought-after device is capable of creating micro-tears in the fabric of space-time to instantly and safely transport forces of up to twenty men from the Teleportarium chamber to any point within 12,000 kilometers, or vice-versa)
>>
>>1085943
>>Teleportarium (This sought-after device is capable of creating micro-tears in the fabric of space-time to instantly and safely transport forces of up to twenty men from the Teleportarium chamber to any point within 12,000 kilometers, or vice-versa)
>>
>>1085943
Really? All the old games I was part of allowed us to start with one if we picked it.

>Cogitator Interlink (a borderline-heretical pseudo-AI system that assists in running the ship)
Draws 1 Power, takes up 1 Space, costs 2 Ship Points.
Improves Crew Rating by +5 at all times.
>>
>>1085943
I'm still voting for the Teleportarium
>>
>>1085943
>cogitator interlink
>>
>>1085920
Ah you were right anon. I couldn't remember its name but I remembered how amazing it was at bypassing warp storms and entering places where navigators couldn't otherwise go. Oh the riches you could find because of it...

>>1085921
Its indeed overpowered as hell. Its only weakness is its no help with warp fuckery, but anything else and you're fine.

>>1085943
>Teleportarium (This sought-after device is capable of creating micro-tears in the fabric of space-time to instantly and safely transport forces of up to twenty men from the Teleportarium chamber to any point within 12,000 kilometers, or vice-versa)

It is then.

>>1085954
I could of sworn it was a ship component too anon.
>>
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>>1085955
>>1085951
>>1085950
Alright, your ship has the rarefied Teleportarium, the end-all-be-all of transport technology! What do we want to install next?

>Weapons Systems (your primary means of defense in an uncaring universe)

>Cargo Holds and Passenger Components (Where you store goods and people who aren't part of the crew)

>Augments and Enhancements (Fancy bits that do any number of useful things)

>Additional Facilities (medical bays, temples, and trophy rooms)
>>
>>1085943
>Teleportarium (This sought-after device is capable of creating micro-tears in the fabric of space-time to instantly and safely transport forces of up to twenty men from the Teleportarium chamber to any point within 12,000 kilometers, or vice-versa)
>>
>>1085966
>Augments and Enhancements (Fancy bits that do any number of useful things)
>>
>>1085868
>Suspension Chambers (Immense DAoT stasis chambers, made to hold thousands of crewmen at any one time. Crew are held in perfect suspended animation until re-activated. Can be used to replenish massive crew losses or to stretch rations)
>>
>>1085966
>>Weapons Systems (your primary means of defense in an uncaring universe)
>>
>>1085966
>Weapons Systems (your primary means of defense in an uncaring universe)

Gotta get the most important stuff first.
>>
>>1085966
>Weapons Systems (your primary means of defense in an uncaring universe)
>>
>>1085966
>Weapons Systems (your primary means of defense in an uncaring universe)
>>
>>1085966
>Weapons Systems (your primary means of defense in an uncaring universe)

We must have the best punch punch shooty shooty dakka bits.
>>
>>1085966
>Weapons Systems (your primary means of defense in an uncaring universe)
>>
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>>1085984
>>1085982
>>1085979
>>1085978
>>1085977
>>1086043
>>1085984

Alright! Now, we'll do this book-by-book, using pictures (to save time). First, the core.
>>
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>>1086048
Next, Into the Storm
>>
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>>1086054
Finally, Battlefleet Koronus.
>>
>>1086064
>>1086054
>>1086048
First three in agreement decide for each weapons slot. Reminder: you have 2 Port slots and 2 Starboard slots. You also have:

14 Space
31 Power
11 Ship Points.
>>
Pair of hecutor pattern plasma batteries don't look bad, 16 power, 6 space, 4 sp

Maybe a pair of missile batteries as well?
>>
>>1086088
Torpedoes have better range and if I recall correctly we'll have access to boarding torpedoes.

Our ship is big and slow. So we can't really rely on it catch anything. On the plus side we can mount some very big guns.

I do agree on the hecutor pattern plasma batteries. Those things are amazing.
>>
>>1086097
Space is limiting us a fair bit
>>
>>1086064
Voting for 1 Hecutor plasma battery each for port and starboard
And we probably want something low on space and power for the others so Mars pattern macrocannons

Uses
10 space
24 power
6 Ship points
>>
>>1086088
I'll back it if we have 1 on each side
>>
>>1086097
We have a teleportarium do we really need boarding torpedoes?
>>
>>1086099
All we need is one torpedo tube we can do a lot with 1 torpedo tube.

>>1086112
in 40k ships have insane amounts of manpower. We can't capture ships with just teleporters. Boarding tubes combined with a teleporter on the other hand can do an awful lot.

Especially because we are slow as fuck. If we had a fast ship we could just rely upon boarding actions.

>>1086106
Problem with macrocannons is they require quantity to do much. Now i ain't dissing macro cannon batteries because they can do a lot of damage but they have some annoying limitations to keep in mind.
>>
>>1086106
Well missile batteries would save us a bit more space and power, either one should do well enough though. Cept maybe there are different types of missiles we can use?

>>1086110
yea don't much agree with having our ship have disproportionate firepower on facings

>>1086117
Smallest tube is 5 space tho, suppose maybe tubes on one side and missiles on the other
>>
>>1086064
>>1086054
>>1086048
Port Slots:
Hecutor-Pattern Plasma Battery
Mars Pattern Macrocannons
Starboard Slots:
Hecutor-Pattern Plasma Battery
Mars Pattern Macrocannons

14 - 3 - 3 - 2 - 2 = 4 Space Left
31 - 8 - 8 - 4 - 4 = 7 Power Left
11 - 2 - 2 - 1 - 1 = 5 Ships Points Left

Damage Output:

Range 11-6: 1d10 + 2
Range 6-0: 2d10 + 4

OP, is there any way we can spend Ship Points for extra Space/Power? Was sorta hoping we could grap Ryza Nova Cannons and have space to spare.
>>
>>1086068
missile batteries on all, my friends proved they are OP wiht good gunnery
>>
>>1086148
No, there is not (directly). You CAN trade 1 Ship Point and 6 Space for 10 Power by installing Auxiliary Plasma Banks, but I believe this is a moot point.
>>
>>1086123
If we do a missile and torpedo tube on one side. We could potentially use the missiles to help cover any torpedo launches. Make it more likely they can get through. Plus its only temporary. Once we get another ship we can switch out the components for something else.

Just to start with we are really gonna want something that can help us capture more ships so as to expand our fleet. We are slow so its gotta be something that isn't our slow ass ship.

The Hecutor plasma batteries meanwhile are really nice and most importantly they aren't big but still pack a serious punch. All the while with good range.

>>1086152
They are pretty sweet, but torpedoes are even better. Especially when combined with a teleporter.

Problem is torpedo bays are bulky which is why it should only be temporary measure.
>>
So I think everyone is agreed on the plasma batteries (1 each side)

That leaves 2 slots and
8 space
15 power
7 ship points

We really have 3 options for what to place if we still want space for other upgrades
Macrocbatteries (mostly as filler since they have the cheapest options)
Missile Batteries
Hold Landing Bays (not that familiar with the system but we have 2 cargo holds and our ship is allowed to take transport hull type upgrades)and unless I'm mistaken they'd be pretty good for dumping loads of troops and tanks onto a planets surface if we focus on Ship vs Planet combat.
>>
>>1086162
i only have a problem with torps because limited ammo and they dont stack wehn you fire a bunch at the same time /and/ still have to bypass armor.

I had some problems with them on heavier ships, but then again they work great against most everything frigate and lighter. Chalk it up to personal preference, i just like the missiles after what my friends managed with them.
>>
>>1086164
>Missile Batteries

Seems like the more efficient option to me
>>
>>1086164
If we wanna specialize towards ship vs planet we should of gotten the bombardment cannons. Not to mention using fighters and bombers are underpowered as hell.

There is like only ONE that isn't utter shit and its bit overpowered to the point of soloing its so ridiculously good.

I also don't see the agreements on having plasma batteries on each side.

I just see agreement on plasma batteries and leaning towards missile batteries.

>>1086177
I am only a fan of torpedo bay because currently we be so very slow.

Missiles also don't have the greatest range and we need something to capture ships/deal with speedy assholes.

Torpedoes happen to be really good against fast small ships that would otherwise be the bane of our existence.

Remember we don't have any other ships to screen for us. SO a small speedy ships can and will absolutely fuck us.

Plus once its only temporary as i agree with you anon.

Its just I have seen what small fast ships can do against big slow ones who don't have support. We used it all the time in rogue trader to fuck over opponents whom we normally wouldn't stand a chance against. We have ALSO had it used against us when WE were the big slow bastards and we forgot to get the ride loadout...or support.

I have been on both ends.

If we don't have something to deal with fast ships we are gonna get fucked so hard.
>>
>>1086164
>Hold Landing Bays

I would like to have the flexibility to launch fighters or transports to facilitate planetary assaults or explorations
>>
Will we go chaos?
>>
So, has this thread reached an agreement on weapons? What I'm seeing is:

Port: Hecutor-Pattern Plasma Batteries, Jovian Missile Batteries

Starboard: Hecutor-Pattern Plasma Batteries, Jovian Missile Batteries
>>
>>1086212
Sounds good.
>>
>>1086207
Not even rogue traders with the oldest of warrants(and hence can get away with the most bullshit) can get away with messing with chaos.

>>1086212
and we are so very fucked when we encounter a fast ship with long ranged capabilities. Which we will because pirates just so happen to love that load out for like half their ships.

The other half meanwhile are meant for boarding and those other guys are used to screen for them.
>>
>>1086203
Ah, my group upgraded the quality of their batteries to best and gave them strength and range. They had a Conquest Galleon as well.

It was a pricey one, but damn did it ever pay off. up to 7 stacking hits to 1 hit on a torp.
>>
>>1086203
>Torpedoes happen to be really good against fast small ships that would otherwise be the bane of our existence.

Since we can only stick torpedoes on one side, they won't be helping us much
>>
>>1086203
>If we don't have something to deal with fast ships we are gonna get fucked so hard.
Is there anything left that could handle that duty?
As a merc Rogue Trader, won't the Hold Landing Bays be something we need? Couldn't it also have anti-fighter squadrons that would take down small ships?
>>
>>1086207
no thx
>>
>>1086212
No pressure or anything. Just wondering.

>>1086204
You can already launch ground transport vessels. The Landing Bays allow you to deploy fighters, bombers, assault boats, and landing craft on an industrial scale.

>>1086207
If you do, expect to flee into the hinterlands and join up with a greater force of Chaos worshippers. Hope you like being some Chaos Marine's metaphorical (or possibly literal) catamite.
>>
>>1086229
>You can already launch ground transport vessels. The Landing Bays allow you to deploy fighters, bombers, assault boats, and landing craft on an industrial scale.

Well, a mix of fighters bombers and assault boats might not be that bad...
>>
>>1086224
Its easier to turn the ship then it is to fly completely around it. So its not that big a problem.

>>1086203
oh we had it coming the time we played a big slow bastard with no support. We all forgot about what happens if you dealing with a fast long ranged ships...as a big slow ship with short ranged focused weaponry.

We absolutely deserved to get fucking wrecked by a bunch of goddamn shitty space pirates. Who picked us apart at long range while their boarding focused ships waited for an opening...it wasn't pretty.

>>1086220
We are just starting out. We can't upgrade our shit yet and we gotta have something to capture ships with. Which is critical in the beginning.

>>1086226
In rogue trader fighters and bombers in space are hilariously underpowered to utterly awful degree.

The closest thing to an exception is a single assault boat and that is literally it.

If we don't have something to deal with fast long ranged ships we are gonna get fucking wrecked by the first batch of space pirates. Fuck they'll practically cream themselves seeing our big slow short ranged ass with 0 support.
>>
>>1086212
I'd vote for swapping one of the missile batteries for a Hold landing bau but that's just me.

Especially considering our admech connections might let us load up on Landing crafts and tanks.
>>
>>1086250
well, 11 range isn't that bad is it?

>>1086264
I could go for that
>>
>>1086250
also

with our teleporter couldn't we just teleport bombs onto their quick little ships if a surgical strike team won't do the job?
>>
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>>1086275
>tfw you teleport a bomb onto the enemy ship's bridge
>>
>>1086275
Void shields block Teleportarium signals. Once you overload their shield, they're sitting ducks.
>>
So, I'm seeing:

>2 Plasma Batteries, 2 Missile Batteries

and

>2 Plasma Batteries, 1 Missile Battery, 1 Launch Bay

Anyone want to vote between these two?
>>
>>1086293
so you're saying we could teleport bombs at their shield

but seriously though, is 11 range considered short?
>>
>>1086275
legit tactic and mentioned in at least one of the core books. Best served with a one-liner.
>>
>>1086303
>Let the Armada be but instead warn EarthGov and let them shell each other
>>
>>1086303
>2 Plasma Batteries, 2 Missile Batteries
>>
>>1086304
Not really. At all. Unless you're rocking some seriously cheesy setup.
>>
>>1086267
It is.

The top 2 pirate designs are both speed based. One is just short ranged boarder and the other is a long ranged screener.

They are designed that way and used by pirates for good reason.

>>1086275
It wont do anything unless you find the munition storage. Which is always heavily guarded.

>>1086304
Its not consider long range. Just look at the posted images.

We gonna get fucked by the first pirate gang we find.
>>
>>1086303
>2 Plasma Batteries, 1 Missile Battery, 1 Launch Bay
Since if we don't take torpedoes, we're sitting ducks for long-ranged ships that can simply stay out of our range.
>>
>>1086323
and any of these listed ranges can be considered doubled with an attack penalty. 11 range isnt bad at all. better than most macrobatteries and lances
>>
>>1086323
Well, you're good against the two most common Xenos pirates, at least:

>Freebootaz: Their ships move like groxes and they tend to have 0 grasp of tactics beyond "DAKADAKADAKADAKA RAM DA GITZ!!! WAAAAGGHHHH!!!!!!"

>Eldar Corsairs: They don't use Void Shields, rendering their ships vulnerable to the Teleportarium at all times.
>>
>>1086303
>>2 Plasma Batteries, 1 Missile Battery, 1 Launch Bay
>>
>>1086303
ReConfirming vote for the 1 launch bay since I assume thats what we are doing.
>>
>>1086341
>rendering their ships vulnerable to the Teleportarium at all times
What's the largest explosive device we can fit in the Teleportarium?
>>
>>1086303
>2 Plasma Batteries, 1 Missile Battery, 1 Launch Bay
>>
>>1086363
Okay... let's say you can transport about 1,500 kg of mass using one Teleportarium pulse.

>>1086364
>>1086346
>>1086342
Port-Side weapons: Hecutor Plasma-Battery, Jovian Missile-Battery
Starboard-Side weapons: Hecutor Plasma-Battery, Landing Bay.

But what kind?

>Lathe: takes up less space, but depressurizes if unpowered.

>Jovian: Standard

>Hold Landing Bay (modification of one of the Cargo Holds, difficult to get in or out of, throws ship off-balance).

First to two.
>>
>>1086433
>Jovian: Standard
>>
>>1086433
>Jovian: Standard
>>
>>1086433

>Hold Landing Bay (modification of one of the Cargo Holds, difficult to get in or out of, throws ship off-balance).

Otherwise we'll have no space left for upgrades.
>>
>>1086433
>Jovian: Standard
>>
>>1086433
>Hold Landing Bay (modification of one of the Cargo Holds, difficult to get in or out of, throws ship off-balance).
>>
>>1086459
The escort bay would be the smallest. Even smaller then the hold landing bay.
>>
>>1086433
Jovian is 6 space we will literally have 0 left for any other upgrades
>>
>>1086446
>>1086449
>>1086468
>Jovian

(Okay, serious question: how much do you want to engage in small-scale void combat? Because taking the Escort bay just lets you deploy 1 squadron at a time instead of 2, while only taking up 4 space)
>>
>>1086478
Hold landing bay converts a cargo hold for space value and the Conquest comes with 2 holds.
>>
>>1086484
my vote was for symmetrical armaments, but in this case we may as well pack in as much power as we can get
>>
>>1086484
I am personally biased against small scale void combat because I know how underpowered it is.

>>1086487
hm if it wont cost any extra space I would agree.
>>
>>1086484
I don't want to deal with small-scale void combat.
>>
>>1086484
I want to be able to set up screens of fighter and bomber squadrons.
>>
>>1086484

Yeah rather have the escort bay at that point
>>
>>1086484
Personally I just want the holding bay for planetary combat and the ability to load up on the riches of victory. Mostly why I don't care about the balance.
>>
>>1086433
>>Hold Landing Bay (modification of one of the Cargo Holds, difficult to get in or out of, throws ship off-balance).
>>
>>1086523
>>1086515
>>1086494
>>1086493
Okay, Hold Bay it is, then.

Space: 7
Power: 11
Ship Points: 4

Speed: 4 Manoeuvrability: +5
Detection: +25 Hull Integrity: 60
Armour: 15 Turret Rating: 1
Space: 56 Ship Points: 52
Weapon Capacity:
Port: Hecutor Plasma Batteries, Jovian Missile Batteries
Starboard: Hecutor Plasma Batteries, Modified Hold Landing Bay (1 slot free)
Non-vital Components: 1 Cargo Hold, 1 Teleportarium

Now, what do you want to do with what space, power, and SP you have left?

>Cargo Holds and Passenger Components (Where you store goods and people who aren't part of the crew)

>Augments and Enhancements (Fancy bits that do any number of useful things)

>Additional Facilities (medical bays, temples, and trophy rooms)

(Friendly reminder: we have a Discord now!: https://discord.gg/jPpUJms )
>>
>>1086600
>Additional Facilities (medical bays, temples, and trophy rooms)
>>
>>1086600
>>Cargo Holds and Passenger Components (Where you store goods and people who aren't part of the crew)
>>Augments and Enhancements (Fancy bits that do any number of useful things)
>>Additional Facilities (medical bays, temples, and trophy rooms)

may as well list them all really, we haven't got a lot of space left to use
>>
>>1086600
>Additional Facilities (medical bays, temples, and trophy rooms)
>>
>>1086600
>Additional Facilities (medical bays, temples, and trophy rooms)
>>
>>1086600
Seeing as how little space, power, and ship points we have left, you should list everything because at this rate we're fucking ourselves out of getting stuff we might have wanted.

Unless that's exactly what you want to happen, which is a perfectly valid position as a QM to take.
>>
>>1086600
>Additional Facilities (medical bays, temples, and trophy rooms)
>>
>>1086626
+1 to this
>>
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>>1086616
>>1086621
>>1086628
>>1086626
>>1086611
Okay, I HAD fun little descriptions written up for all the Core Rulebook facilities, but then 4chan flushed all of that down the hole. So, I'm just going to post the names and costs right out of the rulebook, and if you're curious about one of them, just tell me it. Into the Storm is next, and it SHOULD have fun little descriptions.
>>
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>>1086699

Arboretum: Entire indoor gardens and parks exist on-board your ship, and their supplies increase max Crew by 3 and double the amount of time you can spend at void.

Asteroid Mining Facility: Too big for your ship.

Astropathic Choir-Chambers: Special chambers that amplify your Astropath's psychic powers. Makes him more useful in void combat and increases the effectiveness of his Astro-Telepathy.

>Broadband Hymn-Casters: Allows you to jam enemy signals and terrify them with deafening hymns of praise to the Emperor.
>>
>>1086699
The Librarium Vault, Trophy Room, and Observation Dome all sound interesting. Could we learn more about them?
>>
What about an Assassinorum Ready-room?

It'd obviously only be accessible by Officio members, with the obvious implied threat if we try to break in.
>>
>>1086737

Nonsense, we're the Lord-Captain and thus should still be able to access it (so that we can make sure it's ready), the implied threat is the rest of the crews concern
>>
>>1086729
same

also reclamation facility and murder servitors
>>
>>1086750
Fair, though the Assassinorum has some FANCY toys, and I expect they'd be very testy if we made any moves on it.

But yes, there'd have to be some access incase the Gellar fields fail and a Daemon or something spawns in there that needs purging.
>>
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>>1086723
Hostile Acquisitions!

Auto-Temple: an advanced temple that can be dropped safely from orbit onto a planet's surface, and dis-assembled and put back on-ship in two to three days. The priests increase max Morale by 2, and make all Creed missions very easy.

Laboratorium: A fortress for the Tech-Priest Explorators and Biologis aboard your ship to poke and prod to their heart's content. Grants them +20 to all research-related tasks.

Pharmacia: an on-ship drug lab, capable of reverse-engineering various drugs and reproducing them on an industrial scale. Makes Trade or Criminal missions where massive amounts of medical or recreational drugs could help very easy.

Sensorium: Gambling halls, theaters, bars, whorehouses: all of these are concentrated in the pleasuredome of the Sensorium. Max Morale is increased by 2 thanks to the presence of this chamber, and Charm and Commerce tests are made easier when you ply the other party with your Sensorium's pleasures.

>>1086737
Several options will, obviously, be re-flavored when appropriate. For example, the Murder-Servitors will instead be "retired" or "failed" Eversors, frozen in their cryo-pods and with bio-meltdown protocols set to a 10-minute timer.

>>1086729
Librarium Vault: a massive library aboard the ship that adds +10 to Investigation tests.

Trophy Room: the personal space of all the Captains who previously were masters of the ship. Filled with curios, journals, and some ASTONISHINGLY well-aged alcohols and drugs. Makes Criminal, Trade, and Exploration missions easier.

Observation Dome: This vast dome allows your crew to look out at the vast beauty of space, and gives your astromancers a good look at anything above your ship. Improves max Morale by 1 and makes Exploration missions easier.

>>1086755
Reclamation Facility: a chamber that allows the Mechanicus to "recycle" severely injured or dead crew into labor-servitors. Reduces all Crew losses by 3, but increases all Morale losses by 1 (the crew doesn't like seeing their old friends shuffling around, mindlessly tightening nuts).

Murder-Servitors (or, in your case, decommissioned Eversors): fire-and-forget weapons used in suicide attacks on the enemy shit. Adds +20 to Hit-and-Run tests and lets you choose which result you get on Hit-and-Run crits.
>>
>>1086600
>>Augments and Enhancements (Fancy bits that do any number of useful things)

Is there anything we should definitely hold out for here?
>>
>>1086781
I'm thinking knock-off Eversors, a Temple-shrine, a Librarium Vault, and a Laboratorium.

How many points do we have of each?
>>
>>1086781
Well trophy room seems pretty ic, and fairly useful.

Librarium seems useful

Arboretum as well, more manpower and extra supplies just in case we get into shit.

That's my vote, for now.
>>
>>1086815
I'd also be willing to support this if the Ever-servitors are included.
>>
>>1086781
I'm definitely thinking the Pharmacy, Trophy Room, Observation Room, and maybe the Laboratorium if we have space for it all.
>>
>>1086699
Voting for trophy room, arboretem, fancy crew quarters(can't remember the name), and barracks.

>>1086737
>Thinking there isn't a mysterious shipping container in the cargo hold that not even the captain has the access codes to open. Its been there as long as anyone could remember
>Thinking there isn't assassninorum rooms hidden in the bilge of the ship
>Thinking there isn't a murder cult that is actually just a front for the assassinorum while on board
>>
>>1086781
Laboratorium
Pharmacia
Librarium Vault
Trophy Room
>>
>>1086827
Its much better and easier just to get a dedicated mechanicus ship. Which is a godsend when you need to resupply and repair without there being a safe harbor nearby. Plus very useful for exploration and other tasks.

Just team up with a explorator and there we go. Don't even have to pay for it that way.
>>
>>1086782
It depends on what you want to do. I'm listing everything now, so your call.

>>1086781
The Battlefleet!:

Cloudmining Facilities: These facilities allow you to mine comets for fun and profit. It takes 6-15 days to mine a comet, and, when complete, you can either:
-Restore 1d5 Morale and extend void operations by another month (thanks to mined ice and oxygen)
-sell or use the mined comet to fund one of your missions.

Jamming System: This external component prevents you from Running Silent, but makes it difficult to do a scan of your ship.

Manufactorum: a factory on your ship! Speeds up repairs and makes Trade objective ever-so-slightly easier. Also can be used to manufacture Common items.

Medicae Deck: an entire dedicated deck for medical treatment. Makes things easier for your Chirugeon.

Meloduim: Allows you to pipe endlessly-varied pleasing music throughout the ship to improve morale. Max Morale goes up by 1 and Social tests are easier.

Plasma Scoop: lets you siphon Plasma directly from the heart of stars, a real saving on fuel.

Pilot Chambers: an area set aside for your fighter-teams, equipped with flight simulators and other training gear. Improves your fighter squadrons.

Salvage Systems: kit designed to let you salvage wrecked voidships for components.

Small Craft Repair Deck: a deck of the ship devoted to repairing downed fighters, bombers, and assault boats. Reduces your losses from attack runs.

>>1086845
>>1086830
>>1086827
>>1086815
>>1086806
Slow down there, peppernip! I'm listing ALL the things, just like some of you asked! Next up's the Augments.
>>
I'm just gonna put out a vote to save 1 point for reinforced bulkheads or some other kind of protection from enemy fire.
>>
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>>1086857
Whoops! Forgot the pic!
>>
>>1086845
Not enough ship points, if I'm reading the numbers right.
>>
>>1086781

Trophy room,
Barracks,
Pharmacia (combat drugs for our mercs)
And

Sensorium (R&R) or arboretium (supplies for drugs and food, possible training)
>>
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>>1086859
Core Augs!

Augmented Retro-Thrusters: +5 to Maneuverability.

Reinforced Interior Bulkheads: +3 to Hull Integrity.

Armor Plating: +1 Armor, -2 Maneuverability.

Armored Prow: +4 Armor on the front, increases ramming damage.

Tenebro-Maze: the interior layout of this ship is a labyrinth of passages, dead-ends, false doors, and hidden chambers, all of which is nigh-impervious to scanning. +10 to defending against Hit-and-Run actions, and you, not the opponent, chooses targets for Critical Hits.

>>1086875
First number is Power, second number is Space, third number is Ship Points.
>>
>>1086883

Tenebro-Maze: the interior layout of this ship is a labyrinth of passages, dead-ends, false doors, and hidden chambers, all of which is nigh-impervious to scanning. +10 to defending against Hit-and-Run actions, and you, not the opponent, chooses targets for Critical Hits.

need this
>>
>>1086879
>Trophy room,
>Barracks,
>Pharmacia (combat drugs for our mercs)
>And
>Sensorium (R&R) or arboretium
We don't have enough Ship Points left for any three items you want.
>>
>>1086883
>Dat Tenebro maze

Oh fuck the hell yes.

Reminder, we ARE a war-House. We WILL be seeing combat, and we will probably not get to pick our foes.
>>
Ok how about

Salvage systems
Crew reclamation

And we just dump enemy wreckage into our cargo bay and make a dime off it for further expansions.
>>
consider we have 4 points, and 7 space gentlemen

Trophy room 1, 1 space
Arboretum 1, 2 space

Pretty solid choices I think, and would allow us to grab something for two points or another two 1 point components

>>1086879
Where is barracks at?

Armour plating for 2 and 2 is a solid choice

Tenebro-maze seems nice, and quite in character for our ship and crew, at 3 space and 2 points
>>
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>>1086883
Into the Storm!

Auxiliary Plasma Banks: trade Space and SP for extra power! That blows up when shot! (leveling with you: this is a trap choice, don't take it)

Drop Pod Launch Bays: These bays let you hurl "Storm" Pattern Drop Pods (DPs modified to allow humans to survive the descent and impact). Now your men, too, can use the Steel Rain! Makes Military missions easier.

Empyrean Mantle: This External component allows your ships to move swift and silent, making it harder to pick you up during Silent Running.

Reinforced Prow: Armored Prow's little brother. Half the benefits of Armored Prow.
>>
Tenebro Maze, Murder Servitors, and Auto-temple.

Them's my votes.
>>
>>1086907
Agreed. Trophy Room and Arborium sound like solid choices for the moment.
>>
>>1086911
Hostile Acquisitions!

Variable Figurehead: change the figurehead and registry of your ship between five different identities. Yeah, this one's teeny.
>>
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>>1086922
>>
>>1086915
I could go for tenebro maze if you could go for trophy room and arborium. Afterall, we will still have some space left, and assuming we can amass money we will still have space to put things in later.

Such as murder servitors, who knows, assassinorum or mechanicus could even offer to outfit us with something like that in exchange for some service or another down the line.
>>
>>1086935
>>1086926
I'm gonna vote Tenebro Maze, Trophy room and Laboratorium
>>
My personal short list;

Tenebro Maze
Murder-Servitors
Arborium
Trophy Room
Empyrean Mantle
>>
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>>1086926
Battlefleet!

Defensive Countermeasures: Thermal bouys, vox-signal decoys, signal jammers: this one-shot-before-reloading-at-a-voidyard gadget makes hitting your ship almost impossible for 2-6 combat turns.

Flak Turrets: Extra point-defense for your ship, but makes signal-detection harder when firing.

Field-Bracing: the use of an EM field to boost Hull Integrity based on how much power you feed into it.

Fire-Suppression System: every Infernus Master's wet-dream. Makes managing fires much easier.

Lux-Net: an auxiliary power source that speeds up repairs when in a solar system.

Minelayer Bay: lets you fill the void behind you with mines. Nasty stuff.

Power Ram: It's a powerfield. for your ship's ram.
>>
>>1086940
lab is 3 points man
>>
>>1086961
Its really fucking useful though. I can't count.
>>
>>1086962
We are mighty friendly with the mechanicus, it's not out of the realm of possibility to get it later.
>>
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>>1086955
Okay, now for Cargo and Passengers. First, core (passing over Cargo Bays because you have the best version of those already)

Luxury Passenger Quarters: These lovely accommodations allow paying customers to travel in style, much to the resentment of the proles belowdecks. Makes Trade, Criminal, or Creed missions much easier, but lowers max Morale by 3.

Barracks: staffing for soldiers and mercenaries. Makes Military objectives much easier and adds +20 to Boarding and Hit-and-Run actions.
>>
>>1086935
True, and the same goes for Laboratorium.

Alright, I'll switch to Tenebro, Arboretum, and Trophy room.
>>
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>>1086986
Into the Storm!

Xenos Habitats: A set of specialized environments meant to make dealing with various Xenos races much easier. Adds +10 to Social tests with Xenos, but lowers max Morale by 2.
>>
>>1086996
What's that about Shadowblind bays?
>>
>>1086883
Tenebro maze is always must.

>>1086917
Agreed.

In total I support tenebro maze, barracks, trophy room, and arborium.

>>1086962
Its easier in the long run to shove them all in a support ship. Technically for all those kinda bonuses they don't have to be in your main ship to count...get it?

The key is multiple ships with specialized roles for maximum profit and efficiency.
>>
>>1086995
cool beans

i'm more or less set on that choice, but i do question if we should take the maze or barracks. Maze seems a top notch choice as far as defense goes, but I think that having that extra bite on attacks would be pretty useful
>>
>>1087005
>Put it on another ship
>Its easier

What? No its not.
>>
>>1086996
Basically smuggler's bays. Makes Criminal and Trade tasks easier. Didn't list them because I thought you wouldn't be too interested.

>>1086996
Battlefleet Koronus (Hostile Acquisitions didn't have anything besides another trade bay variant.)

Brig: A large prison site on the ship. Increases max Morale by 1 and improves your Intimidation tests i.e. preventing mutinies. Also makes Missions that involve transporting prisoners slightly easier.

Ship's Stores: allows you to store backup or salvaged components on-board your ship.

Well, that's it. Can I get a general consensus on at least a couple of items?
>>
>>1087012
I think at the very least trophy room is locked in, arborium seems to have fair support, and tenebro maze

but dat barracks tho
>>
>>1087006
It depends on whether we want to be a primarily Void-ship, or a primarily Orbit-ship. If we're looking to defend against borders more than deploy troops, we want the former. Else, we want the latter.
>>
>>1087011
In the long run its much easier. Stop thinking of making the ship that has everything and instead acquire other ships to fulfill specialized roles.

Otherwise you just end up screwing yourself over in the long run. Makes things so much easier.
>>
>>1087012
Barracks
>Power 2, Space 4, Ship Points 2
Tenebro-Maze
>Power 2, Space 3, Ship Points 2
And that's it.
It uses up all the space and ship points we had left.

I wish we had more to work with.
>>
>>1087012

My vote ;

>Tenebro Maze
>Trophy Room
>Arboretum

Should be 5/6/4 but I am not good at maths
>>
>>1087040
I will support this.
>>
>>1087044
I'll back this.
>>
>>1087044
i really want the barracks, but yea that'll do

we can always fit out a ship just for invasions and the like
>>
Whens exotic killy mega fauna pet?
>>
>>1087083

How about some ogryns

gotta have ogryn guards
>>
>>1087083
Kroots?
>>
>>1087044
Thirding this since we can get salvage and reclamation later.
>>
>>1087044
>>1087050
>>1087057
>>1087139

Alrighty, then! The full ship's profile:


Space: 3
Power: 5
Ship Points: 0

Speed: 4 Maneuverability: +0
Detection: +25 Hull Integrity: 60
Armour: 15 Turret Rating: 1
Space: 56 Ship Points: 52
Weapon Capacity:
Port: Hecutor Plasma Batteries, Jovian Missile Batteries
Starboard: Hecutor Plasma Batteries, Modified Hold Landing Bay (1 slot free)
Non-vital Components: 1 Cargo Hold, 1 Teleportarium, 1 Trophy Room, 1 Arboretum
Jovian 8.3 Void Drive: has only 30% chance of failure when critically hit.
Markov 1 Temperamental Warp Engine: always reduces travel time by 1d5 weeks, 60% chance of crapping out and also ADDING 1d5 weeks, 40% chance of subtracting an additional 1d5 weeks.
Mezoa Gellar-Void Integrated Double-Layer Repulsor Void Shields: -5 to Warp Encounters, negates penalties for navigating particle fields.
Clan-Kin Quarters: +5 bonus to repelling Hit-and-Run attacks, reduces all sources of Morale Loss by 1.

Total Max Morale: 101%

Total Max Crew: 102% (coming out to a total crew of 66,300)

"So, with the paperwork dealing with re-registering your ship filed away, the issue of your crew remains. The... previous captain had a specific group of trusted officers, but it is often customary for a changing of the guard in the Lord-Captain's office to involve a... purge of all positions from the third and second ranks, to reduce the risk of rebellion. I have the employment records here, my Lord, along with a list of ideal replacements, and-"

>Keep them! Just no more Emperor-dammed paperwork!

>Just fire everyone and hire the replacements! I'm getting a cramp in my signing-hand!

>Let me see those profiles, and I will decide for myself.

First three in agreement.
>>
>>1087232
>>Let me see those profiles, and I will decide for myself.
>>
>>1087232
>Let me see those profiles, and I will decide for myself.
Anything worth doing is worth doing right.
>>
>>1087232
>Let me see those profiles, and I will decide for myself.
>>
>>1087232
>Let me see those profiles, and I will decide for myself.
Might be some worthwhile folk among the officers. It's always good to have people familiar with the ship on your team.
>>
Also tho, before we start tossing people I'd like to see potential replacements
>>
>>1087232
>Just fire everyone and hire the replacements! I'm getting a cramp in my signing-hand!

Seriously whoever deigned that this much paperwork was needed must be thrown into the fucking eye of terror.
>>
>>1087232
>Let me see those profiles, and I will decide for myself.
>>
>>1087232
>Let me see those profiles, and I will decide for myself
>>
>>1087232
>>Let me see those profiles, and I will decide for myself.
>>
>>1087280
>>1087270
>>1087257
>>1087255
>>1087250
>>1087249
>>1087284
"First, those in the Second Rank, my lord":

First Officer: Casmirre von Golgoth, of Chryssia. A veteran of many campaigns, Casmirre is a man of few words and decisive action. A distant relative of the House, he has declined to take the command, citing a "lack of charisma".

Enginseer Prime: Magos Nikola. The head of the Mechanicus aboard your ship. Unflaggingly loyal, yet disturbingly blase with his own life and the lives of his men.

High Factotum (head of trade and logistics): Carnelia Proust. No, that isn't a typo. Yes, he is a man. Has a big chip on his shoulder over his name, which he vents in the form of snide commentary. Hive-Born lad.

>Sack them all and bring in some fresh blood!

>Fire the first officer: if he has no charisma, then there's no need to keep him around!

>Fire the Enginseer: I don't want my men treated like so many bolter shells!

>Fire the Factotum: I won't have some jumped-up hiver giving me lip!

>They're all fine; what about the Third Rank?
>>
>>1087370

>Fire the Factotum: I won't have some jumped-up hiver giving me lip!
>>
>>1087370
I'd like to see the list of replacements to actually compare the candidates against the current personnel. Otherwise, how can we decide, especially since the records don't even tell us anything about how loyal these men would be to us.
>>
>>1087370
>remove hiver
>>
>>1087370
>Fire the Factotum: I won't have some jumped-up hiver giving me lip!

I feel like we need to fire one of them at least and set up someone we know so we have a sure ally there but I like the other twos experience and honestly having a man who can order people to their deaths without hesitation is useful so long as we point them the right direction
>>
>>1087370

>Fire the first officer: if he has no charisma, then there's no need to keep him around!

>Fire the Factotum: I won't have some jumped-up hiver giving me lip!
>>
>>1087383
Replacement Candidates:

First Officer: Elisabeth Jessup. A fairly light-hearted hiver girl with extensive command experience. Can be trusted to follow orders.

Enginseer Prime: Father Mordecai: a priest of the Imperial Faith trained in the art of mechanism maintenance. Powerfully opinionated and devout.

High Factotum: Elder Locke: A former accountant from the world of Scintilla skilled in the arts of management. Assures us that despite his age, he remains as sharp as ever.
>>
>>1087414
I'd like to offer retirement packages for the First Officer and High Factotum, no strings attached. They've done good service for the House, and deserve a reward.
The offer is extended to the Enginseer, but I'd ask him to stay on if he can, since he knows the ship the best.

Secretly it's because I don't want someone who's even more of a tech zealot getting in the way of our technological indiscretions.
>>
>>1087414
Bring in the first officer to replace the fat fucking hiver.
>>
>>1087414
>replacing Admech with ecclesiarchy when we merc for admech

Sticking with
>>1087405
>>
>>1087414
Replace the Engineer and High Factorum. Also offer the outgoing ones some kind of retirement package.
>>
>>1087440
We'd be replacing an Admech Enginseer for one from the Ecclesiarchy, when we do merc work for the Admech.
Are you sure you've actually thought this action that goes against our House and background through?
>>
>>1087370
>Remove the Jumped up hiver with the younger surely more loyal one
>>
>>1087452
>>1087432
Are you sure about this idea? the ranks of High Factotum and First Officer require drastically different skill-sets.
>>
>>1087414
>>1087370
I am torn on the first officer while the lack of ambition is nice. The so called 'lack of charisma' especially as a first officer is worrying...but that is what he claims.

What do the men about him in terms of charisma?

>Fire the factotum.

I am tempted to replace the enginseer but replacing him with a highly opinionated priest who isn't even an admech sounds like a terrible idea. Especially with all our experimental tech and close dealings with the admech.
>>
>>1087450
I mistyped. I meant the First Officer, not the Engineer.
>>
>>1087457
Bah meant to ask what the men say about the first officer.

In the end that is what matters the most. Especially given his lack of ambition.

>>1087456
You didn't say anything about how good he is at the job. At least for the factotum.
>>
>>1087414
Keep the Enginseer, dump the other two.
>>
>>1087370
>no charisma
Means no chance of trying to usurp us lads, think about it.

I really don't see reason to replace any of them.

If any, the factotum. Head of trade and he's a surly asshole? Old accountant should do well.
>>
Sticking with firing the Factorum and hiring Elder Locke, also supporting severance package
>>
>>1087414
Keep the original First Officer and the Enineer
>>
>>1087457
The position of the First Officer is to carry out and execute the commands of the Captain.
Not having charisma can be a good thing, since it means that it's easier to have the First Officer take the blame for unpopular but necessary orders, and it's not for the First Officer to motivate or rally the crew; that's the Captain's role.
>>
>>1087457
>The so called 'lack of charisma' especially as a first officer is worrying...but that is what he claims.
Oh wait, you think he's lying about lacking charisma and is secretly plotting to mutiny?
I suppose that's a valid concern, then.
>>
>>1087457
"Ah. The men, my Lord, have little to say about Lord von Golgoth. They seem to be ambivalent about him, when they remember him at all."
>>
>>1087486
Its awfully difficult to became a first officer with a lack of charisma and ambition. So I find that claim suspicious.

At the same time hiring a goddamn hiver girl with no experience sounds like a terrible idea of a first mate. The current guy at least has proven himself but her?

Be much better of bribing away a Navy or Guardsman officer.
>>
>>1087496

It's in the profile that she has extensive experience

>>1087474
Also adding fire the First officer to this vote
>>
>>1087493
So let me get this straight this guy somehow managed to climb his way to first mate as a dynasty member, is hard to recall even for the men despite everything, AND isn't the ambitious?

Holy shit this guy is a freaking genius and a fucking beast.

I vote for keeping him.

It ain't just anybody who can somehow climb 40k officer ranks and still be forgettable.
>>
>>1087512
Are we sure he's not secretly a retired/failed Assassin?
Because, this sounds like he's maybe an Assassin.
>>
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>>1087512
I'm worried that he might try to turn us into a corpse as soon as we turn our back on him.
>>
>>1087520
That'd be pretty fucking choice

Really tho, distant kin? We'd be wrong to turn out kin
>>
>>1087512
If we fire him FOR THE LOVE OF GOD DON'T try to kill him and give him a EXTREMELY nice retirement package. There is 0 chance we can pull off killing him and he is guaranteed to will be one awful enemy to have. Even by our dynasty standards this guy is fucking terrifying holy shit.

>>1087520
Either that or the most nightmarish kind of noble possible.

In each case though he is absolutely someone we can't fuck with.

>>1087525
Seriously he is either an assassin or the most fearsome type of 40k noble possible.
>>
>>1087536
>>Assumptions
>>
>>1087536
Perhaps

and say we assume he is an absolute beast

Sounds like the kind of man whose loyalty I would like to earn, he would be a very valuable asset.
>>
>>1087512

I like that hes tied to our house by blood. Even less chance of mutiny.
>>
>>1087476
>>1087469
>>1087474
"A quite generous decision, my Lord. I shall inform Mr. Proust of his severance forthwith. Now, for the third rank:"

Master-at-Arms: Harald Lion-Beard. We recruited him at the age of 30 from a Feudal World, where he had served valiantly as a mercenary for many years. He has proven an invaluable asset to the ship, personally risking his life many times in the service of your predecessor. His culture has a strong honor component which has led my analysis to place him at the bottom of the list of possible mutineers. However, that same honor has led him to employ reckless and direct tactics fairly consistently.
>Proposed Replacement: "Dagger-Eye": a native to your ship and respected warrior of the Black Noose clan. Suffers from a melancholic demeanor, but has displayed a cautious streak absent in Harald.

Master Helmsman: "Snake-Runner": Chief of the White Spiral clan. A dog content with stealing the scraps that fall from his master's table. Make it clear that he does NOT have your permission to "help himself" to any smokables that might be "lying around", and things should work out.
>Proposed Replacement: Logis Blessed-be-the-Holy-Manifold Bryant. an expert on piloting systems, he comes with high recommendation from Forge World Lamarck. He apparently suffers from a "condition" that can only be treated by the conduction of lightning through his skull: as a result, he has never undergone cranial augmentation.

Master of Ordnance: "Three-Shots" Marsen. a former Imperial Navy officer dishonorably discharged for wasting ammunition. Has a tendency to fire on targets until either ordered to stop or ammunition stores are exhausted.
>Proposed Replacement: Jacob Adolf: a veteran of the First Tyrannic War's naval actions. DO NOT MAKE REPEATED CLICKING OR GRINDING NOISES IN HIS PRESENCE.

Master of Etherics: "Jakor the Hexed". a ship native, of the Great Spill. Highly superstitious, especially about alleged entities called "screamers" that interfere with vox signals. Becomes highly agitated when other crew members disturb his "shrine" of good-luck charms attached to his terminal.
>Proposed Replacement: Randall Aekor: Transferred to us after service in the Battlefleet Abbichena. Highly devout in word and deed.

Chief Chirugeon: Genetor Sarcan "The Razor": Genetor of the Adeptus Mechanicus, known for his dry wit and arrogant conduct. Few turn to him unless they need medical attention.
>Proposed Replacement: Father Alphonse. According to his own accounts, has been a medic on the forefront of every major disease outbreak in the Imperium. Actual records show that he is a competent hospitaller with a tendency to confabulate grandiose stories for the benefit of his own ego.

(Cont.)
>>
>>1087603
Master of Whispers: This would be me, my Lord: Gustave Roberts. I have been told by others that I have an impressive talent for unconventional thinking, to varying degrees of success. In case such a talent is displeasing to you, I have scouted a replacement: a Confessor Vladimir. He is a even-tempered man, careful to analyze data before committing to action.

Choir-Master Telepathica: Hassan al-Tallarn. I have never met a more talkative psyker in my life, and the fact that he often anticipates your responses by reading the upper layers of your mind merely makes it worse.
>Proposed Replacement: Sigurn. He doesn't talk much, and when he does, it is generally out of necessity. I believe he is a precognitive.

Warp Guide: Xanatov Mckaal: I know surprisingly little about him, given my profession. He spends most of his time not on-deck in his private quarters, painting.
>Proposed Replacement: Patronius Mckaal: A more reliably-controlled Navigator of the same line. Is fastidiously cleanly and detail-oriented, which provides an excellent psychological pressure-point.

>Keep them all: if they were good enough for my predecessor, they are good enough for me!

>Sack them all: let's do a clean sweep, let the crew know a new boss is in charge!

>Sack THESE ones (specify who) and keep the rest.
>>
>>1087633
>>Sack THESE ones (specify who) and keep the rest.

I could go for the nid war vet, other than that they all seem pretty solid in keeping on.
>>
>>1087603
>>1087633
Replace all except the Chief Chirugeon and Master of Whispers.
Offer a generous severance and retirement package to all.
Specifically speak with Harald and let him know that we hold his service to our predecessor fulfilled. In other words, let him down gently and within the bounds of his honor code, so he does not feel like his honor is being impugned or questioned.
>>
>>1087633
>Replace these 2 only

Choir-Master Telepathica: Hassan al-Tallarn. I have never met a more talkative psyker in my life, and the fact that he often anticipates your responses by reading the upper layers of your mind merely makes it worse.
>Proposed Replacement: Sigurn. He doesn't talk much, and when he does, it is generally out of necessity. I believe he is a precognitive.

Warp Guide: Xanatov Mckaal: I know surprisingly little about him, given my profession. He spends most of his time not on-deck in his private quarters, painting.
>Proposed Replacement: Patronius Mckaal: A more reliably-controlled Navigator of the same line. Is fastidiously cleanly and detail-oriented, which provides an excellent psychological pressure-point.
>>
>>1087633
>Sack THESE ones (specify who) and keep the rest.

Sack all of them except the surgeon (gotta love the AdMech), the Master-at-Arms (seems like a nice foil to us), and the Master of Whispers

The rest of them are comparable and I would rather have the ones we hired than otherwise
>>
>>1087603
Replace:

Helmsman
Ordnance
Etherics
Telepathica
>>
>>1087648
Sure, I'll go for replacing the psyker as well
>>
>>1087603
Replace
>Master Helmsman
More favour with Admech
>Choir Master
Prefer not to have our mind read constantly
>Warp Guide
Being fastidious is a good trait for people in charge of warp travel
>>
Replacing the helmsman could have issue with the clans you know
>>
>>1087603
Keep the master at arms. We got the first officer who should be able to handle him.

Replace the master helmsman. He doesn't seem trustworthy, The admech for all their traditions and eccentricities there is no doubting their expertise. So their recommendation should be quite skilled.

I don't see why we need to replace the master of ordnance. We are a rogue trader we should be able to afford the ammo loss. The replacement sounds too troublesome to deal with. repeated clicking and grinding isn't gonna be rare on a ship.

Replace the Master of Etherics.

Keep the chief chirugeon. Genetors are hard to find.

>>1087633
Replace the choir-master telepathica. Precog can really help a lot and isn't a chatter box who can read our mind.

Replace the navigator. Details and cleanliness matter when it comes to the tricks of the warp. He sounds like a superb replacement.

Those are my votes.
>>
>>1087633
>>Sack THESE ones (specify who) and keep the rest.

>Ordnance
>Warp Guide
>Choir-Master
>>
>>1087697
>>1087679
>>1087671
>>1087652
>>1087648
>>1087639
"So, we shall retire the Helmsman, Master of Etherics, Choir-Master, and Warp-Guide. Very well, my Lord. A restrained and sagacious judgement, if I may say so. An excellent way to indicate that a new Captain has come aboard while still keeping joined with tradition.

Now, normally the positions of the fourth rank are appointed by their superiors in the third and second, but in case you felt that you wanted to take a closer look at the day-to-day running of the ship, I have their records with me. Feel free to examine the ones you wish."

The files are labeled

>Ship's Confessor

> Drivesmaster

>Omnissianic Congregator

>Chief Bosun

>Infernus Master

>Twistcatcher

>Master of the Vox

>Purser

>Carto-Artifex

>Ship's Steward


>I tire of this paper-pushing: when do I take my command?
>>
>>1087752
>>>Ship's Confessor
>
>> Drivesmaster
>
>>Omnissianic Congregator
>
>>Chief Bosun
>
>>Infernus Master
>
>>Twistcatcher
>
>>Master of the Vox
>
>>Purser
>
>>Carto-Artifex
>
>>Ship's Steward

We came so far already, we need to see this through to the end
>>
>>1087752

>Ship's Confessor

> Drivesmaster

>Omnissianic Congregator

>Chief Bosun

>Infernus Master

>Twistcatcher

>Master of the Vox

>Purser

>Carto-Artifex

>Ship's Steward


I DEMAND IT ALL, I AM THE CAPTAIN. Also this is all super useful.
>>
>>1087758
>>1087759

why not
>>
>>1087752
>>I tire of this paper-pushing: when do I take my command?
>>
>>1087752
I think i'll take everything to look at.
>>
>>1087758
>>1087759
This.

We haven't even gotten to the other main character, equipment, trading, and troop options yet.

Fuck we need to hire a damn good seneschal after all this paperwork...this is what we are suppose to have a seneschal for damn it.
>>
>>1087780
This chargen is already the longest chargen a quest has ever had. This is either building to an amazing quest or a giant let down.
>>
>>1087789

Welcome to Rogue Trader, we do hope you enjoy the ride
>>
>>1087789
desu i've been waiting for a chargen quest

But seriously, this feeds my love of detail quite nicely.
>>
>>1087791
Hey at least we aren't having to roll up entire star systems.

Those poor GMs who have to roll and write all of that by hand, because they never downloaded the software for it...

Character stuff does take forever. Especially if you're playing the seneschal because your stuck with all the paperwork and handling all the trading. Explorators also deserve an honorable mention due to all the tech and other rolls they get stuck with.
>>
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>>1087766
>>1087759
>>1087758
>>1087775

Ship's Confessor: Father Walpurgis. A true elder priest who has served on this ship for over 40 years. A true institution of the ship, which makes him a possible threat: who knows if he may betray you?
>Proposed Replacement: ''Blazing Eagle". A ship native and priest-shaman in their cult. Lacks ambition: I believe that he would be completely content in this position.

Drivesmaster: Enginseer R-84. The fact that this tech-priest refuses to use a personal name is disturbing to me. He seems to have all the personality of a servitor.
>Proposed Replacement: Enginseer Cryptke. The man's extreme level of awareness of the "will of the machine-spirits" notwithstanding, at least he seems remotely human, and therefore vulnerable.

Omnissianic Congregator: Logis Harkonnen: The man seems to be barely aware of the world itself, so dedicated is he to maintaining the Machine-Spirit. He only found out the Captain died and we were in port when I personally told him.
>Proposed Replacement: Logis Zakiel: He has flirted with Malatek status over a dozen times in his experiments. Retain him at your own peril.

Chief Bosun: Severus Albion: a man of such an even temper that he barely shows emotion at all. Such a talent is both a risk and an asset.
>Proposed Replacement: Jakob Smythe: A practical man recruited from an honorable discharge from the Mordian Iron Guard. None finer when it comes to keeping boots shiny and backs stiff.

Infernus Master: Lucius Baker: The most vigilant Infernus Master I have ever seen. Once personally thrashed a crewman for smoking 49 meters away from the entrance to a munitions deposit instead of the regulation 50.
>Proposed Replacement: Harmonia "Iceberg" LaMont: a veteran of the fireteams beloved by the crew for her many acts of valor. A minor celebrity in the lower decks, not the least for her status as a Sanctioned Psyker.

Twistcatcher: "Snares". A man with a sadistic sense of humor, who loves to set traps in the bilges designed to trip up mutants with deformed feet. His actual name is not on record due to fire damage.
>Proposed Replacement: Solar Bartleby. A devout believer in redeeming mutants, rather than turning them over to the Mechanicus for recycling or simply shoving them out of the nearest airlock. Has been campaigning for "Snares"'s removal from power for almost a decade.

Master of the Vox: Sebastian Grey: a grizzled veteran of the vox-master's chair. I have never met a man more jaded. I humbly suggest giving him his long-deserved retirement.
>Proposed Replacement: William Higgs: A savant at vox operations we picked up on an Agri-World. A competent officer, but he tends to be a bit... rural.

(cont)
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>>1087810
Purser: Dominique Macharius: A respectable accountant whose family has served the House for seven generations. She has almost single-handedly kept this ship from falling into arrears.
>Proposed Replacement: Timm Lacquer: a ferociously loyal member of our accounting firms who is currently between assignments.

Carto-Artifex: Druze McKaal: a stalwart member of House Mckaal and father of Patronius Mckaal. I do not doubt his loyalty to the ship or the House.
>Proposed Replacement: Duncan Water-Strider: a Feudal Worlder who learned the art of navigation on a traditional ship. A highly deliberate man who never rushes.

Ship's Steward: Remy Stein: a bickering, conniving sort. I worry about his position towards you as the new captain.
>Proposed Replacement: "Aces" Mulligan: a former Munitorium steward who became too deep in debt with a casino owned by the House. His gambling habit makes him easy to control.

>Keep them all!

>Sack them all!

>Sack THESE (specify which positions) and keep the rest.
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>>1087815
Ask Sebastian Grey if he wants to retire. If so, keep him.

>replace ship steward
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>>1087810
>>Proposed Replacement: Jakob Smythe: A practical man recruited from an honorable discharge from the Mordian Iron Guard. None finer when it comes to keeping boots shiny and backs stiff.

>>Proposed Replacement: "Aces" Mulligan: a former Munitorium steward who became too deep in debt with a casino owned by the House. His gambling habit makes him easy to control.

I could go for these two.

>>1087817
And not a bad idea.
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>>1087815
Sack These:

Drivesmaster: Enginseer R-84.
Master of the Vox: Sebastian Grey
Ship's Steward: Remy Stein

Reasoning: An extreme level of awareness in the new Drivesmasters is most definitely a good thing
Give old Sebastian his retirement, jaded isn't a good thing.
"a bickering, conniving sort. I worry about his position towards you as the new captain." says it all.
>>
Okay, guys, I need to be a functional human being for a few hours at least tomorrow, so that's it from me for tonight. Tomorrow: the end of the paperwork and the start of ADVENTURES IN CAPITALISM! Hopefully!
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>>1087810
Don't bother replacing the ship confessor. That guy served on a rogue trader's ship for 40 years. He is the kind of eccelscharchy member who knows when to look the other way and rarest of all is of mild temperament. Otherwise he never would of lasted in that kind of position. We should avoid replacing him if possible because frankly his type is very rare.

Seriously though if we replace him with cult guy the eccelscharchy wont be happy. We should avoid antagonizing them when possible as whose better when it comes purging chaos taint from relics and more importantly ships? Especially given how his type is honestly rare. Its gonna suck finding a good replacement the eccescharchy wont mind.

Replace the drivemaster.

Replace the Omnissianic Congregator unless his replacement is delving into chaos tek heresy. In which case he eats a bullet as there is no winning with chaos.

Keep the chief Bosun. The fact he kept his even temper despite the dangers of warp travel for so long is a true testament to his value. The replacement unfortunately wont be nearly as experienced in such a capacity.

Replace the Infernus Master. A psyker even a sanctioned one is best kept close so as to keep a better eye on.

Replace the Twistcatcher his lack of popularity makes it more likely a potential chaos incursion or mutiny could fester more easily. His replacement meanwhile will allow us to better nip such problems in the bud.

Retire the Master of Vox as requested correction do what >>1087817
suggests.

>>1087815
Keep the purser best not to replace those who have shown such loyalty and commendable service so easily.

Keep the Carto-Artifex.

Replace the Ship's Steward but look around for a better a replacement.
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>>1087810
Sack the Infernus Master and the Twistcatcher
Reasoning being that the Infernus Master is too inflexible to be reliable in an unexpected situation and that the current Twistcather's activity is a hazard not only to mutants but also to crew man
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>>1087817
Also this
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>>1087810

Replace

>Drivesmaster
>Congregator
>Bosun
>Twist catcher
>Master of Vox
>Ship's Steward
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>>1087810
Seconding
>>1087825
>>
>>1087810
>>1087815
>Sack THESE
Drivesmaster, Chief Bosun, Infernus Master, Twistcatcher, Master of the Vox, Ship's Steward.
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>>1087825
>unless his replacement is delving into chaos tek heresy
His replacement will already cause problems with his experiments since he's been skirting malatek already and we've been warned against him.

>>1087820
Any reason for keeping the twist master that traps the bilges or the voxmaster we've been recommended to retire?
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>>1087925
>Any reason for keeping the twist master that traps the bilges or the voxmaster we've been recommended to retire?

If the voxmaster should care to retire that's just fine really.

I don't care for some mutant rights activist, and some wild bastard fond of traps might be half useful in repelling boarders.
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>>1087929
That same bastard who is fond of traps is a danger to our crew
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>>1087810
>>1087815
>Sack THESE
>Drivesmaster
>Infernus Master
>Twistcatcher
>Vox Master
>Ship's Steward
As before, offer them all nice retirement packages.
They're not being fired, they're being offered retirement.
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>>1087925
To clarify a point: malatek isn't the same as heretek. A heretek is a member of the Mechanicus who acts in open defiance of the Eight Warnings, and deserves a las-pulse through their optical lenses:

1. The alien mechanism is a perversion of the true path (don't mess with xenotech).

2. The soul is the conscience of sentience (self-motivated entities without a soul are evil).

3. A soul can be bestowed only by the Omnissiah (ONLY life-forms or Machine-Spirits can have a soul.)

4. The Soulless sentience is the enemy of all (THEREFORE, Artificial Intelligence, which thinks without being born and without the intercession of a Machine-Spirit is forbidden, as is the art of daemon-binding (generally the first step down the road to joining the Dark Mechanicus)).

5. The knowledge of the ancients stands beyond question (Archeotech is the height of technological progress, don't try to build anything more advanced than it or contradict data from the DAoT).

6. The Machine-Spirit guards the knowledge of the ancients (Don't contradict the wishes of the Machine-Spirits).

7. Flesh is fallible, but ritual honors the Machine-Spirit (Don't get clever ideas about how to deal with Machine-Spirits).

8. To break with ritual is to break with faith (Don't invent new technology unless you can demonstrate a clear, logical, and incremental connection to already-extant technology).

Malateks merely push the Law of the Mechanicus to its limits, but never actually break it, per se.
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>>1088358
>malatek

Oh, is that all?

Hmmm. This cuts both ways. On one hand, why the fuck do we have a Warrant of Trade if we don't intend to get away with everything that we can and then some! The thing is practically a license to smash the laws of the Imperium. Why not give the guy his own lab and see what he can build?

On the other hand, we're currently tight with the mechanicus. I doubt even the more liberal members would feel that just because our battalions are reinforcing an invaded forge world, that excuses proscribed implants, or whatever. We'd have to hide the guy and his works.

Hmmm. Disguise him as a vending machine.
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>>1088358

Well rule 5 and 8 are stupid as fuck, though they make more sense in a universe where new tech can be demon infested
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>>1087956
Yeah, a danger to the mutant dregs

Do we really want some whiny activist in a position of power?
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>>1088507

The new guy is a redemptionist, which means that he'll be preaching the word of the God-Emperor to them (lessening the chance of a bilge chaos cult), bringing the useful ones up to work (increasing our potential workforce), and putting down those too far gone for help. The benefits far outweigh the risks and the current Twistcatcher is basically asking for a large mutant population to grow and turn to other sources of worship
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>>1088571
>the current Twistcatcher is basically asking for a large mutant population to grow and turn to other sources of worship

You say that like it's a bad thing
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>>1088613
>Chaos Incursion
>Good
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