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Flying a spaceship


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#1 eponette

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Posted 27 July 2012 - 02:00 AM

My players want to steal a spaceship. A small one. Like a transport ship.

 

What are the rule so fly such a ship?

 

How can I handle a combat with this? The rules in Rogue Trader are for battleships, not spacecraft.

 

Thanks



#2 KommissarK

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Posted 27 July 2012 - 03:35 AM

You're going to have to clarify if its a warp capable vessel or not, and about how far they want to go with it.

If a ship like an Aquilla Lander, I would say it only needs a crew of 1, with the proper pilot skills (not sure what the subtype is actually called).

If a larger lander like say those used by the IG to land lots of troops, maybe two to actually crew it, but a Tech Priest wouldn't hurt.

 

The thing is, scale wise, ships tend to be either really small, or really, really big.

If the players want a warp capable ship, "stealing" isn't really the verb I would use. Those things have crew sizes in the thousands (for the exceptionally small ones). And worse yet, they may actually very well need them (or at least, they would need a full group of tech priests to maintain the plasma core/engines/geller fields/warp drives, probably a crew of at least 10-20 to man the bridge, and a navigator. And even then, I'm really not sure how far the ship would be able to go before something goes out of whack (lack of maintainance rituals being performed).



#3 Radwraith

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Posted 27 July 2012 - 04:41 AM

eponette said:

My players want to steal a spaceship. A small one. Like a transport ship.

 

What are the rule so fly such a ship?

 

How can I handle a combat with this? The rules in Rogue Trader are for battleships, not spacecraft.

 

Thanks

As Kommisark pointed out; It depends on how you define "Spacecraft". By the most current set of rules, Pilot (aircraft) would cover most orbit capable shuttle type vehicles. That said, There is no way a small cell of acolytes is going to Hijack a Voidship (The term for a Warp capable starship) without A LOT of help! Even if you could subdue or kill the crew you would need to have a new crew of Hundreds just to get the thing to move! (And then, not well!)Additionally, You would need various specialists for your command crew (See Rogue trader) and of course a Navigator if you ever want to see this universe again! 

Aircraft range in size from the tiny Arvus lighter to the Massive Halo barge but all fly under similar principles. It would be possible to steal (Hijack) one of these but your range would be pretty much limited to the planet's local orbit. Of course, If your Inquisitor has arranged a pickup from orbit with a friendly Rogue trader then a ride up (Read: shuttle) is all you need!



#4 FieserMoep

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Posted 27 July 2012 - 04:53 AM

It would be easier to hijack a small landing vessel and force the crew with your weapons  to do what you want.

I think you dont have any acolythe with Pilot (Spacecraft) which should  be enough for the smaller vessels that dont need a maintanance crew of their own. Normaly the IG Landingboats have 1 Pilot and 1 Copilot but those two are not needed to fly, one is enough, they just need a second one for the case one of them gets shot in the incomming fire and to assist.

 

For some rules have a look into Deathwatch and Rites of Battle, if I am right there should be many Vehicles with their profiles and some rules for vehicle Warware. But I am not sure.



#5 Cymbel

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Posted 27 July 2012 - 08:30 AM

If I am not wrong, I think I remember that there are some small warp capable ships that follow well plotted routes without a navigator, but even then they disappear fairly regularly. Something like that may work for the PCs.



#6 H2SO4

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Posted 28 July 2012 - 02:09 PM

Cymbel said:

If I am not wrong, I think I remember that there are some small warp capable ships that follow well plotted routes without a navigator, but even then they disappear fairly regularly. Something like that may work for the PCs.

I believe you mean the chartists?

They bypass the need for a Navigator by using charts and making shorter warp jumps, constantly re-calculating jump lengths and directions by reference to  their jump-charts. Which means they travel slower, take more jumps and are in greater peril, since they have no Navigators to warn them when a warpstom rises. They're also limited to the routes they know and have the charts for.

I don't think it's possible to hijack a proper warp-capable ship by a small group, unless they have a Navigator and we're talking about a pocket-sized* fast courier, a rare miniature* yacht or the hijacker happens to be an elite squad of space marines. I mean, in RT (the rpg) it is not possible to take over an enemy ship unless it's Crew or Morale has dropped to 0. (0 Crew - > no-one left to resist, 0 Morale -> there is an ongoing shipwide civil war with no-one in charge.) [* by IoM scale]

And that there is a hostile takeover by a RT with a ship of his own, 10.000-250.000 of crew and more money than god^H^H^H you can imagine plus other resources to match.

Heck, in RT if there is a rebellion and the character tasked to suppress it loses his roll against mutineers by 3 degrees or worse, the mutineers succeed in taking over the ship and the only way for the characters to survive is to leave in a hurry. (Yes, in RT you can lose your ship to a mutiny, if you fail a test badly enough.) In the end, there is just so much a small group can do against an enraged mob of unwashed masses of humanity.

So unless you can arrange for a ship-wide mutiny, with you leading it, taking over a whole ship is probably beyond the characters' means.

But why would you a need to take over a ship? Contact your Inquisitor to have him use his authority to commandeer the vessel, to arrange transport to your destination or just delegate the matter to another cell of acolytes / Imperial Navy / space marines / etc.

Also, you don't need to take over that ship. All you need, is to have the ships' commanding officer by the balls. If you have a firm grip, their hearts and minds will follow.



#7 eponette

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Posted 29 July 2012 - 09:55 PM

Thanks to all for your answers.

I meant a small spaceship with no warp ability. An easy way for the player to move around a planet.

If there is a dog fight one day between them and an other spacecraft (non warp), haw is it handled? They speak about putting heavy guns on the ship in case of. And what if they want to attack a ground target with the 'plane'? Rules somewhere? Any books (that I don't have)?

Thanks



#8 Cymbel

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Posted 30 July 2012 - 05:18 PM

There is an old DH vehicle rules floating around the internet, and "Into the Storm" from RT and Only War have their own in depth vehicle stuff.



#9 Radwraith

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Posted 03 August 2012 - 04:58 AM

eponette said:

Thanks to all for your answers.

I meant a small spaceship with no warp ability. An easy way for the player to move around a planet.

If there is a dog fight one day between them and an other spacecraft (non warp), haw is it handled? They speak about putting heavy guns on the ship in case of. And what if they want to attack a ground target with the 'plane'? Rules somewhere? Any books (that I don't have)?

Thanks

Generally it depends on what type of Aircraft/Spacecraft you're using. If it's a bomber or transport they don't generally dogfight so I would use the combat rules in RT ITS. For dogfights; I would use an opposed test where the winner may shoot at the loser with forward firing weapons (only). Each degree of success you beat your opponent by will give you a +5 to hit on the attack roll. (This will result in greater damage to the enemy aircraft.)






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