Warhammer 40,000: Rogue Trader

Warhammer 40,000: Rogue Trader

View Stats:
Ship Weapons
Can someone give me a run down on how ship weapons work and which are good/bad? There is a lack of guides for this.
< >
Showing 1-5 of 5 comments
Balekai Mar 17, 2024 @ 7:55pm 
My unofficial guide until the end of Chapter 2, which basically gets you every optimal weapon you can get in game or miss to that point:

https://steamcommunity.com/app/2186680/discussions/0/4038104984929792177/

The one you can really miss and would care are the Audacity of Janus Aeldari Torpedoes from Janus Protectorate Event. They're special because they have no missile turn cooldown, so you can use them each turn and the same for the load 3 missiles per turn ultimate missile ability. They also do A tier damage (4 missiles doing 30 damage each).

Perfect for kiting enemies in tough battles and softening up everything if not just killing them all with torpedoes over about 5-6 rounds.
THAC0 Mar 17, 2024 @ 10:01pm 
Originally posted by Styles:
use your brain and read
2 many gamers these days want to have there hand held
look i get asking questions to a point but man ppl just dont wanna read coz there soo entitled these days
madpraxis Mar 17, 2024 @ 10:58pm 
Run down: You point them at the target you wish to fire at, and fire them.
Bigger numbers mean bigger damage.

Uh.... run down over, I guess... Cause that was it. All. Kaput. Done.
LIKE BRO THE WORDS ARE IN FRONT OF YOU ALREADY
:BFG2shoot::BFG2shoot::BFG2shoot:
Sin Mar 18, 2024 @ 2:44am 
Originally posted by The Spastic Tuna:
Can someone give me a run down on how ship weapons work and which are good/bad? There is a lack of guides for this.

Act 2 I'd go for:
Short burn torps (though honestly, just take the ones with the highest damage output. your skills will allow you to hit down the line, playing around with when you deploy them based on what you are facing is also something you just have to do a couple times until you get a feel for it)

second front facing weapon should always be a lance, I prefer the shorter range, wider firering arc version just so I don't have to steer the ship like a drunken helmsman.

I prefer medium range Macros with the highest damage I can find, but short range works as well, just more finiky to use and depending on your turn radius you might not want to try.

Turret ..well ..the wide firering arc lance.

Armor and Shields:
Torpedos got me once and once only. You can use your own as distraction, get the escort from your capital world or just outrun them, so ignore the shields with bonus against blast.
Front and rear are rearly hit, focus on your sides and proper manuvering.

Rest of the equipment is really just "bigger number makes happy noises".

Skills:
Reinforce Shields - Take it... just take it.

Warpchanneler - both of the non ultimates. Forcing an enemy craft to turn while dealing damage based on missing hp of the enemy ship is just gold. Also work on (enemy and ally) torpedos or enemy bombers if you messed up your manuvering.
5 tiles of additional forward movement. I mean... this is all about movement, so you might as well get more of it. Sometimes you just have to joust the enemy and teleporting forward can get you out of range for your turn around.

Expose weakness from auspex is not bad but only useful against a handfull of later game enemies.

Controle Torps is not as good as it looks but good enough to be mysecond or third pick after the warp channeler stuff.

The other two movement abilities are very much worth it, but I would go for reinforced shields and warpchanneler first.

Focused effort is extremly useful once you got both movement or both warpchanneler abilities.

Expeditious reload is not half as good as it semms, though it can lead to situational damage spikes.

Shield Pulse feels like a trap. Never used it. Any damage you take is scrap you lose and repairing your hull is expensive.

Ultimates:
All hands on deck (when ever you can use this in a difficult fight you win.) -> Max Overdrive -> What ever you want.



The passives:
Run Silent 1 and 2 make you go first. Going first in a turn based game is how you win.
Sanctified restart, Rugged Repair, Take it all are situationally useful but that really depends on how much damage you are taking, if you don't take damage than non of these are good. If you frequently limp out of combat rugged repair helps.
Personally I prefer Steady Hand - less cooldown = more abilities = Less Damage taken.
If you plan on taking take it all take it first so it gives you the most value.



This is not some optimized build order or such thing, if you want that please ask youtube, but this worked well on unfair difficulty, the very beginning not withstanding.
I did not know that you get a respawning escort ship and tried to do a bunch of fights without it. Huge mistake, that thing saves you so much scrap in repairs.
Bombast Apr 6, 2024 @ 5:48pm 
Originally posted by THAC0:
Originally posted by Styles:
use your brain and read
2 many gamers these days want to have there hand held
look i get asking questions to a point but man ppl just dont wanna read coz there soo entitled these days

Dude, there used to be an entire industry based around printed guides for video games. Whatever your opinions on assistance may be, you can't make this a generation thing.
< >
Showing 1-5 of 5 comments
Per page: 1530 50

Date Posted: Mar 17, 2024 @ 7:03pm
Posts: 5