Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

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Ghost1 Dec 16, 2023 @ 1:57pm
Space battles - learning curve
Any battles or ways to get gear mid Act 2, lot of the fights are with heavier crusiers so far Murder class, etc Thanks
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Showing 1-6 of 6 comments
SirRice Dec 16, 2023 @ 2:03pm 
You pretty much have to go through every system and check which fights are possible and which are not. Then you do the easiest battles you can and work your way up, when you unlock ultimate abilities for your ship you can do the harder fights. I would recommend taking the torpedo ultimate first as it lets you shoot three torpedo salvos every turn. Though with the way ultimates work you won't have that ability again for several battles so you must save it for the hardest fights. Aside from that after you finish Janus at some point, i think after you build a couple projects, you'll get an event where you have to make a choice on what to do and one of those gives you sonic torpedos which are good for quite a while. That's how i did it, as for the rest of the parts you need you'll get them from turning in trophies to the Navy or as a reward for other stuff.
HB Dec 16, 2023 @ 2:23pm 
they really need to add a simple number that lets you know the difficulty before engaging.
zpc Dec 16, 2023 @ 2:28pm 
I never could adapt to torpedos - I prefer using use long range broadside weapons and lance weapons. Once I understood the movement concept it became quite easy tbh.

I recommend getting the escort ship fast from the colony projects in Dargonus (I chose Shield of the Emperor project) and spec into Silent Running and Shallow Jump once available. New Heading is crucial, Swing Run is a nice to have. Boarding party and Expeditious Reload are more fitting to my playstyle then Empyrean Storm (I took this ultimate as an "oh ♥♥♥♥ button" nevertheless). Completely ignore ramming upgrades and get all hull upgrades ASAP.

Never had any serious problems. Odaenathus XI I had to try twice because of the "new mechanism" there. With both Silent Running and the escort ship is pretty doable. Even fighting huge enemy ships (light cruisers) is a lot of fun - I tend to focus fire on them before going for the escorts.

Enemy torpedos I don't bother shooting at - I just evade them as their movement is as limited as that of all ships (and they can't do a 180°).
Last edited by zpc; Dec 16, 2023 @ 2:29pm
Sotanaht Dec 16, 2023 @ 2:35pm 
Don't forget to upgrade your skills. From the crew posts menu (part of the ship menu), you set companions to each of the 6 posts. Each companion has 2 skills specific to them (always 2 different posts). If you have them set to a post with that skill, and you've unlocked it through ship upgrades, and you've used that skill in battle at least once while the companion is assigned, and your ship hull is at full hp, you can upgrade the skill for 100 scrap.

Upgraded Torpedo Control lets you use the skill Torpedo Control immediately after launching a torpedo. If you launch a Torpedo within 5 blocks (in a nearly straight line) from an enemy, that means you can instantly hit the enemy, usually that's enough to kill the enemy outright.

Upgraded Shield Pulse makes the ability not cost any of your own shields, so it's a free way to disable enemy shields before shooting them

Upgraded weakness scan always puts the weakness on the side facing you, so that means you can immediately benefit from +35% damage.

Upgraded reload lets you reload torpedoes as well as cannons, letting you launch one every round, but Torpedo Control is probably better (remember, since each companion has only one skill per post, you can only have one or the other upgraded)

(note that upgrades are companion specific. For example I belive it's Jae and Yrliet that have Torpedo Control. If you upgrade Jae and then switch to Yrliet, you will have to upgrade her as well for another 100 scrap. So be sure to choose which companions get which skills wisely. Each post also has a required skill eg. persuasion which only affects the duration of the ultimate ability for that post)
Last edited by Sotanaht; Dec 16, 2023 @ 2:39pm
Joren Dec 16, 2023 @ 3:19pm 
Sometimes you get lucky with certain weapon drops too. Like I got myself a dorsal weapon that has like 280 degree coverage around my ship and is twice the range of the one you start with along with a long range cannon put on one of my broadside slots. Its enough to 1 round some of the ships in the first few encounters.
Flavalicious Dec 16, 2023 @ 3:39pm 
Ive been able to do every fight in the 2nd chapter as i ran across it without needing to circle back. Some more difficult then others. The murder class cruisers a bit of a pain in the ass, but its doable. The hardest fight by far for me to this point was against 2 imperial ships exactly like yours with 2 lighter ships in support.

Big part of the space battles is staying on the outsides and spreading out the enemies as much as possible. Whenever you get the chance just fly away from everything for a turn or two while you wait for shields and other cool downs to come back up.

Torps are pretty critical, you need the extra burst damage, they also draw enemy fire which can be helpful.
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Date Posted: Dec 16, 2023 @ 1:57pm
Posts: 6