Space Combat in Rogue Trader refers to all combat-related instances in which players have to use or pilot the voidship. There are different ships available depending on the version of the game, and there are also different posts abilities, depending on which Companions are covering said posts. The voidship also levels up as players defeat enemy ships. The voidship's level cap is 12.

Space Combat

The Might of His Navy

Let Slip the Dogs of War


Rendering each planet an island unto itself is the vast gulf of space, a void from which light struggles to cross and life cannot hope to thrive in. It is traversable solely due to the advent of void ships. Vast, labyrinthine vessels of adamantine and plasteel that trawl through the great expanse. Each is unto a city itself with generations of crew living and dying without ever knowing the touch of a planet’s atmosphere. But more than mere arks that transport man across the stars, they are veritable fortresses that wield enough firepower to lay siege to an entire celestial body.


However, one must possess a ship and have the know-how to direct it in even the worst circumstances. After all, it is only the most foolish of captains who shoulder blame unto their equipment rather than better their ability to master the void.

Ships Available


The von Valancius flagship is the mightiest voidship belonging to the von Valancius dynasty. Every system aboard this frigate has been tried and tested in innumerable engagements. Its weapons and turrets deliver hard-hitting volleys with pinpoint accuracy. Its plasma drives are rugged yet reliable in extreme conditions. The flagship's size and manoeuvrability are perfect for pursuing smaller, faster raiders and for hunting the countless pirates, xenos, and heretics in the Koronus Expanse. Numerous von Valancius Rogue Traders have acknowledged the exceptional performance of this vessel, and, with a few minor updates, the flagship has continued to faithfully serve the von Valancius dynasty.

  • Non-default ships are available to founders, as well as for the purchase of certain editions.

Sword-Class Frigate

Default ship. The Sword-class frigate is a classic combat-ship design, proven in thousands of battles, combining decent firepower, high speed, and respectable survivability.

  • Dimensions: 1.6 km in length, 0.3 km abeam at the fins, approx.
  • Mass: 6 megatonnes, approx.
  • Crew: 26,000, approx.

sword sword 2

Falchion-Class Frigate

The Falchion-class frigate is a more advanced and modern design that was developed only five centuries ago but has already proven to be as good as veteran frigates like the Sword-class.

  • Dimensions: 2.2 km in length, 0.3 km abeam at the fins, approx.
  • Mass: 6.5 megatonnes, approx.
  • Crew: 27,000, approx.

 falchion falchion 2

Firestorm-Class Frigate

The Firestorm-class frigate is a modification of the Sword-class, designed to deliver fire strikes against larger enemy ships, not shying away from engagements with a superior opponent.

  • Dimensions: 1.8 km in length, 0.3 km abeam at the fins, approx.
  • Mass: 6 megatonnes, approx.
  • Crew: 25,000, approx.

fire storm fire storm 2

 

Ship Characteristics


In order to bring righteous judgement to the Imperium’s many foes, one must familiarize themselves with the various mechanisms at play within a void ship. There are many systems and many officers who maintain a vigil over them. From the speed of the vessel to its armor’s ability to reduce incoming damage. All of these are paramount for the survival and success of any would-be dynasty figurehead.

Speed

The ship's speed. Speed determines the number of movement points a ship gains at the start of their turn.

Manoeuvrability

A parameter that determines how many cells a ship must pass before it can turn 45 degrees. The higher the ship's manoeuvrability rating, the fewer cells it must travel.

Damage Reduction

Reduction of damage suffered when ramming another voidship.

Damage Bonus

Additional damage dealt with voidship ram.

Ship Posts and Abilities


While controlling the Rogue Trader's flagship in combat, a total of 6 posts, representing various ship systems, are available for you to manage. As you level up your ship, you can select new abilities that your posts can use. Each post can have up to two basic abilities. These can be used each round, but they have a random cooldown time and each post can only activate one of its abilities per round.


In addition to basic abilities, each post can have one ultimate ability. Such abilities require time to charge. The gauge gradually fills each round of combat, at the end of combat, and during certain events outside combat. You can have multiple ultimate abilities from different posts charged up at once, but only one of them can be used in a single battle.


It is advisable to assign one of your companions to each post as the officer in charge. A specific skill or some other condition is required for each post, but your companions have special features that can improve some of your ship's abilities.

Abilities

 

Swing Run

The flagship flies in a straight line, making a full U-turn at the end of its movement.

Cooldown: (from 1 to 3) rounds at random.

! Can only be used during the acceleration phase.

Torpedo Control

Gives control of the nearest torpedo salvo, granting it 5 VMP. Only works on torpedo salvos that were launched on another turn.

Cooldown: (from 1 to 3) rounds at random.

Reinforce Shields

Reinforces a sector of the flagship's shields until that sector suffers damage.

The reinforced sector has increased chances of absorbing enemy attacks and loses only half of its strength when absorbing damage.

Only one shield sector can be reinforced at a time.

Cooldown: (from 1 to 3) rounds at random.

New Heading

While moving, the flagship may make its next turn at 90 degrees instead of the usual 45.

Cooldown: (from 1 to 3) rounds at random.

 

Warp Wave

Flows of the Immaterium cause an enemy ship to immediately turn 45 or 90 degrees depending on the ship's manoeuvrability. If the enemy ship has suffered hull damage, this abrupt turn additionally deals damage equal to (from 15 to 20)% of the ship's missing hull for a 45-degree turn and deals that damage twice for a 90-degree turn.

Does not affect ships larger than cruisers.

Cooldown: (from 1 to 3) rounds at random.

Arc Augury

The flagship's next shot gains +2 extra range.

Cooldown: (from 1 to 3) rounds at random.

Focused Efforts

Allows the use of both abilities of one selected post for one turn.

If one or both abilities are on cooldown, their cooldown time is reduced by −1 turn.

Cooldown: (from 1 to 3) rounds at random.

Expeditious Reload

Reloads all macro-cannons that were fired during the acceleration phase.

Cooldown: (from 1 to 3) rounds at random.

! Can only be used during the end phase.

 

Shield Pulse

Overloads the shields to disrupt the enemy's defences. If the enemy has shields, they are moved to the opposite side from where the attack hits. If the enemy has a holo-field, it loses several of its charges.

This overload expends 25% of the flagship's shields.

Cooldown: (from 1 to 3) rounds at random.

Strafe

The flagship fires up its manoeuvring thrusters and slides a short distance to one side.

Cooldown: (from 1 to 3) rounds at random.

Shallow Jump

The flagship makes a shallow warp jump in a forward direction.

Range: 5 cells.

Cooldown: (from 1 to 3) rounds at random.

Vulnerability Scan

The flagship's augurs scan an enemy ship to highlight its weak points.

All damage dealt to a weak point is increased by +30%. Only one weak point can be highlighted at a time.

Cooldown: (from 1 to 3) rounds at random.

 

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 Ultimate abilities

only one can be used in a single battle

 

Boarding Party

The flagship launches a boarding party to infiltrate an enemy ship, starting internal fires and possibly causing engine damage that cripples the ship for 1 round.

Can be used once per round.

All Hands on Deck

The flagship's torpedo tubes are loaded with 3 torpedo salvos instead of 1.

Corpuscarii Chant

At the end of each turn, the most damaged sector of the flagship's shields restores up to 50% of its strength.

 

Maximum Overdrive

Until the end of combat, the flagship's speed is increased by +2 and its manoeuvrability is increased by +1. The bonus damage dealt by Voidship Ram based on the distance travelled is increased by +100%.

Empyrean Storm

The flagship makes 7 attacks, each of which targets a random enemy in an 8-cell range and deals (from 8 to 14) damage.

Can be used once per round.

Premonition

The flagship's augurs scan the area for favourable tactical positions. While the flagship is in such a position, its evasion is increased by +35%.

 

 

Ship Shields


Most ships in the Imperium utilise void shields — energy fields that protect the vessel from enemy fire. For every point of damage absorbed by a shield, it loses one point of its charge. Your void shield has 4 sectors distributed along the sides of the ship. Each sector has its own independent charge, and if one of them is depleted, that shield sector will no longer be able to absorb damage even if the rest of the shields are intact.


The shield charge does not recover automatically mid-combat, but it is fully replenished between battles and can be recharged using the Restart Shields ability.


Shields do not always absorb the entirety of the damage dealt to the ship. Depending on how much charge a shield sector has, it might absorb all of the damage, half of it, or none at all. The more charge a shield sector has, the higher the chance of it absorbing damage. A fully charged shield is guaranteed to absorb all the damage it can. When the charge is at 50% or higher, the shield absorbs either all or half of the damage. When the charge is at 50% or lower, the shield absorbs either half or no damage.

Scrap and Repairs

Scrap

The resource used to repair the voidship. Use scrap to repair your ship and restore its hull integrity, improve the parameters of your ship's prow and hull, or upgrade the abilities of its posts. Scrap can be found while exploring star systems, collected after certain space battles, or purchased from merchants affiliated with various factions.


Your flagship carries a stockpile of scrap — spare parts and materials that can be used for repairs. Scrap can be spent on repairing your ship's hull integrity after a battle, improving system components, or adapting the ship's posts.


You can collect scrap from destroyed enemy ships and from a few other sources.


If you find yourself in desperate need of scrap to make repairs, you can dismantle an upgrade from one of the system components and receive a portion of the scrap you spent on the upgrade.

Ship Components

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In addition to the hull, a voidship has a number of components such as weapons, engines, and other ship parts. Most components can be replaced with ones of the same type, should you happen to procure them. You can make such replacements at any time outside combat.


There are many ways to obtain new ship components — you can collect them as spoils of war, receive during certain events, collect them as rewards from your colonies, or purchase them from a merchant in the Furibundus System, as long as you have a sufficiently high reputation with their faction.


Apart from replaceable components, your voidship also has two system components — elements of the ship's structure that cannot be replaced but can be upgraded.


There is one more limitation: you cannot install two weapons of the same type in the prow slots.

 

Developments provide the Flagship with passive bonuses and effects.

 

Rogue Trader Flagship Abilities

 

Name

Type

Effects

Improved Ram Flagship Development Voidship Ram deals twice the additional damage for each extra tile travelled.
Sanctified Restart  Flagship Development  Restart Shields now inflicts only -2 speed reduction and no firing range penalty.
Silent Running  Flagship Development  When approaching an enemy, the flagship shuts down non-essential systems and starts to drift, unnoticed, past enemy ships.
As a result, in most encounters, larger enemy vessels (frigates and larger) are surprised and act later.
 Silent Running II Flagship Development  Silent Running now makes the flagship act before all enemies in most encounters.
 Take It All! Flagship Development  The flagship now collects +10% more scrap from destroyed ships.
 Rugged Repair Flagship Development  Repairing the voidship requires 50% less scrap.
 Steady Hand Flagship Development  When using post abilities, there is a 20% chance its cooldown will be 1 round shorter.
 Steady Hand II Flagship Development  When using post abilities, there is a 50% chance its cooldown will be 1 round shorter.
 Swing Run Flagship Development  Cost --- 0 AP
Target point (unlimited range)
The flagship flies in a straight line, making a full U-turn at the end of its movement.
Cooldown: (from 1 to 3) rounds at random.
Can only be used during the acceleration phase.
Torpedo Control Flagship Development Cost --- 0 AP
Personal.
Gives control of the nearest torpedo salvo, granting it 5 VMP. Only works on torpedo salvos that were launched on another turn.
Cooldown: (from 1 to 3) rounds at random.
Reinforce Shields Flagship Development Cost --- 0 AP
Personal.
Reinforces a sector of the flagship's shields until that sector suffers damage.
The reinforced sector has increased chances of absorbing enemy attacks and loses only half of its strength when absorbing damage.
Only one shield sector can be reinforced at a time.
Cooldown: (from 1 to 3) rounds at random.
New Heading Flagship Development Cost --- 0 AP
Personal.
While moving, the flagship may make its next turn at 90 degrees instead of the usual 45.
Cooldown: (from 1 to 3) rounds at random.
Wrap Wave Flagship Development Cost --- 0 AP
One enemy creature (unlimited range).
Flows of the Immaterium cause an enemy ship to immediately turn 45 or 90 degrees depending on the ship's manoeuvrability. If the enemy ship has suffered hull damage, this abrupt turn additionally deals damage equal to (from 15 to 20)% of the ship's missing hull for a 45-degree turn and deals that damage twice for a 90- degree turn.
Does not affect ships larger than cruisers.
Cooldown: (from 1 to 3) rounds at random.
Arc Augury Flagship Development Cost --- 0 AP
Personal.
The flagship's next shot gains +2 extra range.
Cooldown: (from 1 to 3) rounds at random.
Focused Efforts Flagship Development Cost --- 0 AP
Personal.
Allows the use of both abilities of one selected post for one turn.
If one or both abilities are on cooldown, their cooldown time is reduced by -1 turn.
Cooldown: (from 1 to 3) rounds at random.
Expeditious Reload Flagship Development Cost --- 0 AP
Personal.
Reloads all macro-cannons that were fired during the acceleration phase.
Cooldown: (from 1 to 3) rounds at random.
Can only be used during the end phase.
Shield Pulse Flagship Development Cost --- 0 AP
One enemy creature within a 5- cell radius.
Overloads the shields to disrupt the enemy's defences. If the enemy has shields, they are moved to the opposite side from where the attack hits. If the enemy has a holo-field, it loses several of its charges.
This overload expends 25% of the flagship's shields.
Cooldown: (from 1 to 3) rounds at random.
Strafe Flagship Development Cost --- 0 AP
Target point (unlimited range).
The flagship fires up its manoeuvring thrusters and slides a short distance to one side.
Cooldown: (from 1 to 3) rounds at random.
Shallow Jump Flagship Development Cost --- 0 AP
Personal.
The flagship makes a shallow warp jump in a forward direction.
Range: 5 cells.
Cooldown: (from 1 to 3) rounds at random.
Vulnerability Scan Flagship Development Cost --- 0 AP
One enemy creature (unlimited range).
The flagship's augurs scan an enemy ship to highlight its weak points.
All damage dealt to a weak point is increased by +30%. Only one weak point can be highlighted at a time.
Cooldown: (from 1 to 3) rounds at random.
Boarding Party Ultimate Post Abilities Cost --- 0 AP
One enemy creature within a 20-cell radius.
Cooldown Rounds: 1
The flagship launches a boarding party to infiltrate an enemy ship, starting internal fires and possibly causing engine damage that cripples the ship for 1 round.
Can be used once per round.
All Hands on Deck Ultimate Post Abilities Cost --- 0 AP
Personal.
The flagship's torpedo tubes are loaded with 3 torpedo salvos instead of 1.
Corpuscarii Chant Ultimate Post Abilities Cost --- 0 AP
Personal.
At the end of each turn, the most damaged sector of the flagship's shields restores up to 50% of its strength.
Maximum Overdrive Ultimate Post Abilities Cost --- 0 AP
Personal.
Until the end of combat, the flagship's speed is increased by +2 and its manoeuvrability is increased by +1. The bonus damage dealt by Voidship Ram based on the distance travelled is increased by +100%.
Empyrean Storm Ultimate Post Abilities Cost --- 0 AP
Target point within a 8-cell radius.
Cooldown Rounds: 1
The flagship makes 7 attacks, each of which targets a random enemy in an 8- cell range and deals (from 8 to 14) warp damage.
Can be used once per round.
Premonition Ultimate Post Abilities Cost --- 0AP
Personal.
The flagship's augurs scan the area for favourable tactical positions. While the flagship is in such a position, its evasion is increased by +35%.

 




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    • Anonymous

      The ship combat is the worst ‘feature’ of the game.

      Here’s a tiny frigate escort. Go fight heavy cruisers, with their escorts whom are also bigger than you.

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