<div class="quoteheader"><div class="topslice_quote"><a href="https://elliquiy.com/forums/index.php?topic=219700.msg10811562#msg10811562">Quote from: Jaded on 19-12-2014, 07:02:23</a></div></div><blockquote class="bbc_standard_quote">You may have been combining the Navigation Spires (Battlefleet Koronus, p.49) with the Warpsbane Hull (Core, p.199)?<br/></blockquote><div class="quotefooter"><div class="botslice_quote"></div></div><br/>Might have been something like that. was a while since I last played RT.<br/><br/>Anyway, I haven't filled in any of my Navigator stuff yet and was wondering if there was anything you would like to suggest when it comes to Powers. I am thinking about going the utility route with a few Powers that might help us more as a crew rather than doing what most do and just go full retard on the Lidless Stare power. Been eying<strong>the Void Watcher</strong>especially (p.181 Core) which basically makes the navigator into a super radar at the higher ranks as long as he is aware of the target (seeing what sort of minerals there are in and astroid, what sort of crew is on another ship, etc.).<strong>Stacking the Deck</strong>(p.192 Into the Storm) is also a stupidly good utility power at Novice level that adds the Navigator's Intelligence Bonus x5 to any Manoeuver test or Ballistic Skill test when firing the ship's weapons which would be nice since we have no dedicated Void Master.<br/><br/>Other than that I am going for a Magesterial House since it will keep my mutations under relative Control and give even more bonus when interacting with Imperial Nobility.<br/><br/>As for interactions character-wise the Navigator That Remains Unnamed So Far has probably used a mix of genuine social interest (Rogue Trader and Seneschal), what-gains-can-I-get manipulation (Astropath and Explorator) and suspicious curiosity (xenos). I'll suggest more as soon as I have a clearer personality for him.