Friday, October 28, 2011

RTSU 1-41r38: One bug fix, two feature additions

 RTSU 1-41r38-40:
  • Fixed error where Miloslav G-616.b Warp Engine (T,R,F) would not display correct name if chosen in build tab.
  • Added ability to create custom plasma drive in the custom tab.
  • Added ability to create custom warp drive in the custom tab.
  • Fixed error where munitorium wasn't adding +1 to damage for the following weapons in the 4th Weapon Slot: Disruption Macrocannons, Disruption Macrocannon Broadside, Hecutor Pattern Plasma Battery, Hecutor Pattern Plasma Broadside, Stygies Pattern Macrocannons
  • Fixed calculation error for leftover power and Craftsmanship 'Power' efficiencies on the BUILD sheet.

Saturday, September 3, 2011

RTSU v1-41r15+

RTSU v1-41r15+:
  • Cleaned up Wode Pattern Mimic Drive text display on character sheet.
  • Added Character Sheet display for  Crew Quarters, Bridge, Void Shield, Augur Array for Craftsmanship 

Wednesday, August 31, 2011

Updated RTSU v1-41r14 is now available for download.  Some of the new Craftsmanship items won't show on the character sheet yet but should modify space power and cost properly.

Get it HERE

Tuesday, August 16, 2011

RTSU v1-41r10+ Updates

Added CRAFTSMANSHIP for Crew Quarters, Bridge, Auger Array, Void Shield.
.- Will be in the next released version tonight.

The drop box allows you to choose GOOD/BEST Craftsmanship - Space or - Power but if the space or power is already 1, it will not reduce it to 0 for space or power.  You must be aware of whether or not such a Quality upgrade will benefit your ship's components because the utility will not tell you directly, only in that space or power will not be modified in those circumstances.

RTSU 1-41r10 Fixed Aug Retro Error

Darkheyr from the FFG Forums said:  "When I select the frigate hull type (without entering '1' into the multiples field or checking off the actual component) for augmented thrusters, 3 power is deduced. Once I check off the box and enter the multiple, another 3 are deduced, and maneuverability updates. Essentialy, it takes 6 power instead of 3. This only happens for raiders/frigates."

 I found the error and fixed it.  Now power, correct amounts, is only deducted if the checkbox for augmented retros is checked, the pulldown for ship type is selected and the multiples number is >0.

Monday, August 8, 2011

RTSU v1-41, Fixed Space Display Error on Character Sheet

FIXED Space Display Error on Character Sheet RTSU v1-41r8
When you use Component Craftsmanship Quality to increase or decrease SPACE of a component the Space Remaining Number displayed on the character sheet without taking into account the quality changes.  Altered the Character sheet to make this number display correctly.

Sunday, July 24, 2011

Rogue Trader Station Generator Utility v1-00r2 Released

Something new.  A Station Construction utility in the vein of the RTSU.  The RTSG allows you to build a IoM station in modular sort of way.
  • Cruiser Components are used in all cases where cruiser components are available.
  • Hab Blocks are 'Crew Quarters'.  The total Space of components is used to derive a crew complement and a required number of Habs is indicated.  You choose the type of Habs.
  • Stationmaster Bridge is only Bridge Option at this point.  I used the Ship Master's Bridge Space Power and SP as a base. It provides the Bridge Component and Detection Base of +20.
  • Hydroponics Decks are Arboretums, the cruiser class component.  One is required per 100,000 population.
  • Base Turret Rating is One (1).
  • You can indicate on the BUILD sheet the name and class as well as the assumed non-crew inhabitants of the station.
  • Base Armour Plating is 6, additional levels of Armour Plating add 2 points at a cost of 1sp.  The only practical limit is cost.
Weapons are not implemented yet and it lacks a lot of bells and whistles but its character sheet is working and spits out the content in a neat, easily readable format.  More to come.

You can download the RTSGv1-00r2 HERE

Friday, July 15, 2011

Munitorium treating Hulls as Cruiser class beyond LUNAR , FIXED

Iridium from the FFG Forums pointed out a flaw in the Munitorium.  On vessels beyond the LUNAR in the hull selector the munitorium would treat it as a Cruiser for space and power.  FIXED in version 1-41r3.  TY Iridium.

Monday, July 11, 2011

Voidship Codex

VoidshipCodex project is underway and we are accepting contributors, site members, and artisans to make it happen. The Voidship Codex will be a fan made codex of vessels with original artwork and fluff.  It is intended to be a role playing aid for the Rogue Trader, Dark Heresy, Deathwatch and Black Crusade game systems published by FFG.

Sunday, July 10, 2011

RTSUv1-41r2 published with error fix

Routa-maa was kind enough to report an error:  the Clemency pattern Life Sustainer wasn't appearing correctly on the Character Sheet when selected.  It showed a Mr.1 LS instead.  FIXED.  New version is available for download at the bottom of the page.  Or you can click here:  RTSU1-41r2

Monday, June 20, 2011

RTSU v1-41 is ready for download

RTSU v1-41 is Published

Go all the way to the bottom of this blog for the link or download from here: RTSU v1-41

Sunday, June 19, 2011

Friday, June 17, 2011

RTSU Next Version Underway

Since the errata has rolled in i'll be making some additions as well as adding custom modules to the utility for anyone interested in using them:

  • AVENGER Class Grand Cruiser Hull Space 90 or 92?  Both are correct so I added a checkbox on the BUILD page to switch it back and forth.
  • REMOVED Custom Page 'Manufactorium' as the BFK Supplement adds a Manufactorium and the Custom version is no longer needed. 
  • ADDED Vampire-Launch Torpedo Tube custom modification (as inspired by this post on the FFG Forums).
This is a custom archeotech component that I've had in mind for a while. When you consider just how terribly massive the voidships are, 60-meter torpedoes really aren't all that big. They pack a helluva punch because they use unstable plasma warheads and other suitably calamitous weapons of horrific destruction. In Battlefleet Koronus, we're told that the reason torpedoes can only fire in the fore arc is that "the forces exerted upon a vessel when firing a salvo of torpedoes are such that only certain mounts can properly contain them." Essentially, you're lighting off an unshielded plasma drive, the engine of the torpedo, inside your ship, which presents a problem unless its countered by forward thrust and the launch tube is very heavily shielded. However, I am less than satisfied with the restrictions on how torpedo bays may be mounted and fired. While it makes sense given the technological recession of the Imperium, I decided to create an alternative inspired by modern cruise missiles and ICBMs. Enjoy!

Vampire-Launch Torpedo Tubes

A magnificent wonder of ancient technology, these systems where once the staple weapons of warships throughout the galaxy, but have grown extremely rare since the early days of the Imperium. "Vampire-Launch" torpedo tubes refer to a type of torpedo launch system, rather than a specific pattern. They use esoteric ejection systems to throw the torpedoes unlit into the void, oriented in whichever direction the master of ordnance desires, and awaken their plasma engines and machine spirits remotely once clear of the ship's shields. The most simple system for doing this consists of electromagnetic grapnels which eject the torpedoes based on the precise calculations of advanced cogitators to determine the roll, pitch, and yaw which must be achieved with the throw to put the torpedo in the correct position. More advanced systems utilize gravity tethers or spray torpedoes in psycho-reactive foam which allow cabals of trained psykers to telekinetically lift each torpedo into the correct position. In any case, this both allows torpedoes to be launched in multiple directions, and allows torpedo bays to be mounted in a variety of locations throughout the ship, which need no longer endure the massive energies of internal torpedo launch.

Mechanics: Vampire-Launch Torpedo Tubes can be a modification of either Gryphonne-, Mars-, or Voss-Pattern Torpedo Tubes. Increase the Power requirements of the Component to a value equal to the Strength value of the Component, and increase the Ship Points necessary to purchase it by +3. Vampire-Launch Torpedo Tubes may be placed in any Weapons Slot (including Dorsal, Port, and Starboard), and no matter what slot they are installed in they may launch their torpedoes in any direction they choose. However from then on out, the torpedoes travel in a straight line and follow all the normal rules for torpedoes.
  • If you've got a Voss-Pattern Vampire Launched Torpedo Tube Component, it needs 2 Power to function. Not 1 as is normal for Voss-Pattern Torpedo Tubes.
  • If you've got a Gryphonne-Pattern Vampire Launched Torpedo Tube Component, it needs 4 Power to function. Not 2 as is normal for Gryphonne-Pattern Torpedo Tubes.
  • If you've got a Mars-Pattern Vampire Launched Torpedo Tube Component, it needs 6 Power to function. Not 2 as is normal for Mars-Pattern Torpedo Tubes.

In the same way that a Modified Drive takes an existing Drive and applies permanent modifiers of -4 Space required and +1 Speed to the ship it is installed in, a Vampire Launcher takes an existing Torpedo Tube Component and applies permanent modifiers of +1 (in the case of Voss), +2 (in the case of Gryphonne), or +4 (in the case of Mars) Power required by the Component to function, and allowing the Component to be installed in any location and fire in any direction.
 Thanks to Thor2006 for his contribution in fixing some problems like the following by bringing them to my attention:
  • Bridge of Antiquity, Exploration Bridge, Ship Master's Bridge option for BC+ removed, CB and CG added to Cruiser line as they are cruiser components and should be compatible.
  • Life Sustainer options for BC+ removed, CB and CG added to Cruiser line as they are cruiser components and should be compatible.
  • Changed Combat Bridge to  (CL,C,CB,CG) rather than (CL,L) which was in error.  Added  (CL,C,CB,CG) to any bridge that was a Cruiser component that wasn't already fixed.
  • Augmented Retro Thrusters table modified to make the Cruiser, Battlecruiser and Grandcruiser option one choice.  Also modified sheet to zero out power use of thrusters if the 'Augmented Retro checkbox isn't checked and the multiples/ship hull type is selected.
  • Forgot to add Plasma Accellerated Torpedo Tubes.  FIXED.  Now you can select them from the Torpedo Drop Down Box.
Thanks to Routa-maa  for his contribution in fixing some problems like the following by bringing them to my attention:
  •  Belecane Pattern 90.r Gellar Field was left out so I added it back in and included the logic to allow for multiple gellar fields of different types - I'm certain a captain would take more than one if he could.
Forgot to add the description of Fleet Defense Turrets (on the CUSTOM page) to the utility.
  • Fleet defense turrets (Power 4, Space 1, SP 1); Capable of protecting the ship in which they are installed OR any one other vessel within 5VU each strategic turn, adding +2 to the turret strength of the ship it is defending (this does not alter bomber attack rolls when used to defend another vessel). These otherwise work exactly as normal turrets do in all other respects.  
Decided on how to add Craftsmanship to the sheet.  Will add a CRAFTSMANSHIP sheet and allow per item type choices of craftsmanship and its modifiers.  So far I've added Plasma Drives to the sheet.  Now that I have the general idea down i'll add more item types in each update of the utility.

  • FIXED a problem on the character sheet display of Main Cargo Hold when one MCH is present and you choose a HOLD Landing bay.  It was still displaying the MCH and an error message indicating 'Too Many MCH'.
  • FIXED the Strength of the Voidsunder Lance Battery - was listing as 1 changed to 3.  Per errata collected here: LINKY.
  • Added Plasma Scoop trade/Exploration Achievement Bonus now that we know it is 25 not 5.  per errata Link above.
Main Cargo Hold / Hold Landing Bay problem fixed.  What was going on:  When you selected HOLD Landing bay on the BUILD Sheet the power and space changes would be incorrectly done as well as displaying the wrong number of MCH on the Character SHeet and the incorrect Trade bonus from the available MCH's.  I reworked the logic so that the correct power was taken out for only the first MCH as well as adding 1 SP cost for the HLB which was not adding up properly either.
  • Hold Landing Bay / MCH calculations and display on character sheet fixed.
A few things added or corrected today:

  • Clarification on Craftsmanship: it will not show on the character sheet if COMMON, unless previously coded that way.
  • Clemency pattern Life Sustainer added.  Thanks for pointing that out PaterSin.
  • Voss Pattern Glimmer Shields Added.
  • FIXED an error where Shield SP cost wasn't being added.

    Sunday, June 12, 2011

    RTSU 1-40r73 BFK Additions Complete

     RTSU 1-40r73; You can download at the link below, look way down at the bottom of this page.

    With the exception of Craftsmanship the RTSU has all the components, weapons and hulls from BFK added.
    I also made the default size of the BUILD page text larger as I have received some requests to make it easier to read.  

    Please test it out and see if you can find errors, omissions and or problems that need to be fixed.

    You can send me a note on problems directly by following this link to the UTILITY FEATURE REQUEST form.

    Oh, and I decided to post the RTSU today because today is a very special day: The MAVS beat the HEAT.  I've been waiting for this day for more than 30 years and it just seemed appropriate to hurry up and publish even though it still needs work.  Congrats MAVS!  

    Sunday, May 1, 2011

    More Progress on BFK Additions

    FIXED SP costs for ITS drives not adding in to total SP$.
    Added Mezoa Pattern Drive using errata information from FFG BFK Errata Thread.

    Working on Nova Cannons but there is a problem in the Jovian Pattern, power is listed twice as either 5 or 6.  Will hold off implementation to see if it is errata'd.

    **Only need to add lance and macrocannon weapons now, all other weapons are in.  Then landing bays and its done.

    Tuesday, April 5, 2011

    BFK Hulls added.

    Added the following hulls:, most special rules involving installed weapons and components ignored at this point.

    REPULSIVE Class Grand Cruiser
    EXORCIST Class Grand Cruiser
    OVERLORD Class Battlecruiser
    MARS Class Battlecruiser
    CHALICE Class Battlecruiser
    ARMAGEDDON Class Battlecruiser
    CONQUEST Class Star Galleon
    AMBITION Class Cruiser
    DICTATOR Class Cruiser
    ENDEAVOUR Class Light Cruiser
    DEFIANT Class Light Cruiser
    FALCHION Class Frigate
    CLAYMORE Class Corvette
    TURBULENT Class Heavy Frigate
    MERITECH SHRIKE Class Raider
    ICONOCLAST Class Destroyer
    VIPER Class Scout Sloop
    CARRACK Class Transport
    GOLIATH Class Factory Ship
    UNIVERSE Class Mass Conveyor

    Launch Bays built into EXORCIST & MARS Classes

    Unfortunately the Launch bays in the BFK are incorrectly named.  Each of these vessels is to have a pair of Jovian Class Launch Bays and the list of equipment only indicated EITHER Jovian Escort LANDING Bays or Jovian LANDING Bays.  One has more space than another so i'm stumped until they issue errata.  I'm going to assume they are the larger 6 space ones and add that much to the hull SPACE for now in the Hull page of the utility so you can equip them as you like.  I'm going to leave off Landing bays until this is fixed.

    Monday, April 4, 2011

    RTSU v1-40r16 is out. Several bug fixes.

    FIXED ERROR  HAZEROTH SP$ cost was wrong, changed from 35 to 30 to match RT Core Stats.
    Includes error fixes listed below.

    Wednesday, March 30, 2011

    RTSU Vaulted Ceilings Error FIXED

    Vaulted Ceilings were not displaying Quality of COmponent on Character Sheet correctly instead indicating 'Pick Quality' in error.

      FIXED

    Power Available on Character Sheet was not displaying additional Power from Auxiliary Plasma Banks.

      FIXED

    Monday, March 21, 2011

    RTSU v1-41 is underway

    Fixed and/or Added so far:


    Problems FIXED:
    Armour Plating was subtracting 2 too many space to ship when Dauntless or higher hull was chosen. 


    OTHER:
    • I've worked on the HULLS logic to allow for the addition of twenty new hulls.

    HULLs ADDED
    Added MURDER Class Cruiser to Hulls, $SP Cost is guessed at  
    Added AVENGER Class Grand Cruiser to Hulls, $SP Cost is guessed at 
    Added IGNIS Class Heavy Cruiser to Hulls, $SP Cost is guessed at    
    Re-Added WOLFPACK Class Raider to Hulls, $SP Cost is guessed at    

    Plans:  Prepare the Utility for changes in anticipation of Battlefleet: Koronus

    Sunday, March 20, 2011

    FIXED! RTSU 1-40r09 Armour Plating Error

    FIXED! RTSU 1-40r09 Armour Plating Error

    The Dauntless Class and above were having twice the amount of space removed, 4 instead of 2.  Will re-publish after some testing as 1-40r11 or later.

    Tuesday, March 15, 2011

    DILIGENCE, LUNAR Class Cruiser

    DILIGENCE is a heavily modified LUNAR Class cruiser operated by Rogue Trader Lord Captain Saz Miks in the Gades Sector.  He is an antagonist of the player characters in an upcoming episode.

     
    Just trying my hand at cut and paste, I love the Voss Pattern Prow.

    Thursday, March 10, 2011

    Rogue Trader Xenos Ship Utility RTXSU v1

    I have started a new utility called the Rogue Trader Xenos Ship Utility RTXSU v1 to generate Xenos vessels.  Rather than tack it onto the RTSU and make that excel file even larger this will be a Xenos-Only Utility intended for the creation of Xenos vessels for the Rogue Trader RPG.  Starting with the Eldar I will get it working and publish soon.

    The basic framework is complete and should lend itself well to expansion.  The most likely race to come next is either Ork or Tau.

    The Layout of the 'Character Sheet'  will be similar to the RTSU and I have toyed with the idea of adding a 'Stat line' ship sheet as well for ease of use on the tabletop in a smaller format.

    As there is only a little official Eldar information out there from FFG I will add some 'home brew' hulls taken from literature and the previous canon/fluff with 'made up' stats.  This will be replaced by official canon FFG stats if they ever bother to publish them.

    Download Link at the bottom of this page.

    Rogue Trader Random Ship Generator RTRSG v1-32

    Found only at MakeWarNotLove (bottom of the page for download link) for now as it is still unfinished and the Character Sheet output is rough. I started this in June, 2010, and recently picked it back up to finish and make into a useful tool as I haven't found another on the Internet that does more than regurgitate the random generation of vessels found in the GM'S Screen published by Fantasy Flight Games and some might find one useful.

    March 3 2011 - RTRSGv1-32 published
    Weapons generate automatically and are output on the character sheet by weapon points available for ship hull.
    Working on logic to generate actual stat lines for Ship space, power and $sp.
    No logic to constrain overuse of space and power yet.
    Supports all CORE RT hulls and ItS hulls.
    Supports all CORE RT, LotE and ItS weapons.
    No supplemental component generation yet.
    My intent is to get this RTRSG working to the point where it will generate a vessel, all its relevant stats and bonuses like the RTSU, that is correct and obeys the Space and Power limits of the Hull Class and its Genarium.

    Download link at the bottom of the page.

    Happy Birthday Rogue Trader Ship Construction Utility!!!!!

    Happy Birthday!

    I started the RTSU about one year ago at the end of this March, 2011. It is a utility that allows for the creation of Rogue Trader (and generally all Imperial starships) ships for the Rogue Trader RPG.  It is compatible with Excel and Open Office, weighs in at less than 1 megabyte, and has ZERO macros (macros always make me uneasy when I open a spreadsheet).  When you select options for the vessel a character sheet is automatically updated 'on the fly' for the vessel so you can print it or use it as you play.  It is now in version v1-40r9.  I will soon update it with material from the Battlefleet Koronus supplement though I expect this to take quite a while to complete.

    You can find it for download on Dark Reign and at my own site MakeWarNotLove (at the bottom of the page you'll find the download link).

    This blog is not only for the RTSU and Rogue Trader in general but now that I am planning a series of utilities for the RT RPG I wanted a site to disseminate them all to the public that supports this awesome game that I love so much.

    Download link at the bottom of the page.

    Here is an example of the Character Sheet output: