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Battleships
Apocalypse Class Battleship
The Apocalypse class is an ancient design that is generally believed to have been the precursor of the Retribution class battleship millennia ago. The superior technologies used to construct the multiple lance turrets on the Apocalypse have now all but been forgotten and so the small number of examples of this ship can never be replaced. The loss of even one will always be keenly felt. It has been theorised by Naval strategists that the vessel was specifically created to counter the ever-growing numbers of battleships and grand cruisers that attempted to lead Chaos raiding fleets from within the Eye of Terror. In this duty the Apocalypse has proved itself to be everything the Imperial Navy could have wished for. The rows of fearsome lance armament along the broadsides of the Apocalypse are its most distinctive feature. It has been noted that these lance arrays are fully capable of operating at much greater ranges by an engineering process that greatly increases the loadbearing capabilities of their main power relays. However, the array conduits themselves become notoriously unreliable when stressed this far and run-away power drains can easily start to sap energy from the ships main drives, making the Apocalypse sluggish in the midst of battle. Thus, almost all existing Apocalypse class battleships keep their lance armament limited to medium ranges. Most Segmentum fleets have at least a few examples of the Apocalypse still in battle-worthy condition, though their numbers are gradually dwindling. Crew: 250,000 Speed: 3 Maneuverability: -10 Detection: 25 Hull: 120 Armor: 24 (28 Front) Turret: 4 Ship Points: 90 Armament: Lance Batteries Macrocannons Nova Cannon Damage 1d10+4 1d10+6 1d10+4 Strength 2 4 d5 Crit 3 5 Range 6 12 6-30 Mounting 3 Port/3 Starboard Dorsal Prow
Components: Jovian Pattern Class 7 Drive, Strelov 4 Warp Engine, Geller Field, Quadruple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Armored Prow, 6x Titanforge Lance Batteries, Battleship Mars Pattern Macrocannon, Nova Cannon 150 Space, 33 Remaining 150 Power, 10 Remaining Mounts: 3 Port, 3 Starboard, Dorsal, Prow All Power to the Weapons: The Apocalypse Class Battleship can fire its Lances as if they had doubled range. In order to do this, it must forfeit all movement that turn.
Components: Jovian Pattern Class 7 Drive, Strelov 4 Warp Engine, Geller Field, Quadruple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, Deep Void Auger Array, 2x Battleship Mars Pattern Macrocannon Broadsides, 2x Battleship Mars Pattern Macrocannons, 2x Titanforge Lance Batteries, 2x Double Launch Bays 150 Space, 19 Remaining 150 Power, 12 Remaining Mounts: 3 Port, 3 Starboard, Dorsal, Prow Note: By default, the Oberon class Battleship is equipped with a Deep Void Auger Array, which is already factored into the detection rating.
Components: Jovian Pattern Class 7 Drive, Strelov 4 Warp Engine, Geller Field, Quadruple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, Deep Void Auger Array, 2x Battleship Mars Pattern Macrocannon Broadsides, 2x Battleship Mars Pattern Macrocannons, 4x Double Launch Bays 150 Space, 27 Remaining 150 Power, 56 Remaining Mounts: 3 Port, 3 Starboard, Dorsal, Prow Note: By default, the Emperor class Battleship is equipped with a Deep Void Auger Array, which is already factored into the detection rating.
Components: Jovian Pattern Class 7 Drive, Strelov 4 Warp Engine, Geller Field, Quadruple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Armored Prow, 6x Battleship Mars Pattern Macrocannons, Battleship Heavy Titanforge Lance Battery, Torpedo Launcher 145 Space, 19 Remaining 150 Power, 29 Remaining Mounts: 3 Port, 3 Starboard, Dorsal, Prow
Grand Cruisers
Vengeance Class Grand Cruiser
The Vengeance class straddles the line between earlier and later Imperial ship design. The ship can be seen with the beginnings of the characteristic armoured prow, although as yet the extra armour had not been added. Today. the Vengeance remains part of the Imperial fleet reserve, regarded by most admirals as an old warhorse, past its best days. Vengeances have also been identified as part of Traitor fleets, dating back to me mass mutiny that split the Imperial fleet in half during the Great Betrayal. Since then Imperial ship design has slowly evolved, but within the warp, where time does not follow a linear path, ships can survive untold millennia as if it were only yesterday. The active Vengeance class grand cruisers that are part of the Segmentum Obscurus fleet are generally deployed in squadrons whose ongoing mission is to patrol and defend the systems lying around the Eye of Terror in a constant vigil against Chaos incursions. Other Vengeances are scattered across imperial fleet reserves throughout Segmentum Obscurus and Segmentum Pacificus as second-line units. replacement squadrons and mothballed as war reserves. Several patrolling squadrons of Vengeances have, whilst engaged in routine duties. strayed into the Eye itself either lured there in pursuit of raiders or caught in a sudden and unpredictable flare or expansion. Such patrols are never seen again, although reports of Vengeance class grand cruisers supporting renegade raids and even Black Crusades have been on the increase. Crew: 170,000 Speed: 4 Maneuverability: 0 Detection: 15 Hull: 100 Armor: 23 Turret: 3 Ship Points: 75 Armament: Lance Batteries Macrocannons Damage 1d10+9 1d10+6 Strength 2 6 Crit 3 5 Range 12 12 Mounting Port/Starboard 2 Port/2 Starboard
Components: Jovian Pattern Class 6 Drive, Strelov 3 Warp Engine, Geller Field, Triple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, 2x Battleship Titanforge Lance Battery, 4x Battleship Mars Pattern Macrocannon Broadsides 115 Space, 2 Remaining 120 Power, -3 Remaining Mounts: 3 Port, 3 Starboard Note: The powerful weapon systems mounted on the Vengeance class grand cruiser tax the plasma engines beyond their ability, and thus can only be used simultaneously if the Warp Engine (14 Power) is powered down.
Components: Jovian Pattern Class 6 Drive, Strelov 3 Warp Engine, Geller Field, Triple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, 6x Mars Pattern Macrocannon Broadsides, Munitorium 110 Space, 26 Remaining 120 Power, 53 Remaining Mounts: 3 Port, 3 Starboard
Components: Jovian Pattern Class 6 Drive, Strelov 3 Warp Engine, Geller Field, Triple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, 4x Sunsear Laser Batteries, 2x Double Launch Bays 115 Space, 34 Remaining 120 Power, 49 Remaining Mounts: 3 Port, 3 Starboard
Battlecruisers
Mars Class Battlecruiser
The Imperious is one of the few surviving examples of the Mars class battlecruiser. Production of these vessels at the Martian shipyards was discontinued over eighteen centuries before the beginning of the Gothic War and the number of ships in service has declined steadily since then. Reckoned to he undergunned by many captains, the Mars class battlecruiser Imperious earned its laurels at the outset of the war during a surprise attack on the hive world of Orar. Early in the engagement the Imperious managed to get underway and scored a devastating hit on the Slaughter class cruiser Soulless with its nova cannon. While Soulless was still reeling from the damage a salvo of lance hits from the Imperious detonated its plasma core and annihilated it. A wave of Starhawk bombers from the Imperious crippled a second Slaughter class cruiser which was subsequently destroyed by Orars orbital defences, breaking the back of the Chaos attack with minimal damage to Imperial forces. Captain Compel Bast of the Imperious was subsequently awarded the Solar Cluster for the heroic actions of his ship and crew. Crew: 130,000 Speed: 4 Maneuverability: 5 Detection: 10 Hull: 85 Armor: 22 (26 Front) Turret: 2 Ship Points: 70 Armament: Launch Bays Macrocannons Lance Battery Nova Cannon Damage 1d5 1d10+9 1d10+9 1d10+4 Strength 12 4 2 d5 Crit 4 3 Range 6/turn 10 12 6-30 Mounting Port/Starboard Port/Starboard Dorsal Prow
Components: Jovian Pattern Class 5 Drive, Strelov 2 Warp Engine, Geller Field, Multiple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Armored Prow, 2x Double Launch Bays, 2x Battleship Ryza Plasma Batteries, Battleship Titanforge Lance Battery, Nova Cannon 100 Space, 1 Remaining 105 Power, 1 Remaining Mounts: 2 Port, 2 Starboard, Dorsal, Prow
Components: Jovian Pattern Class 5 Drive, Strelov 2 Warp Engine, Geller Field, Multiple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Armored Prow, 4x Battleship Mars Pattern Macrocannons, Battleship Titanforge Lance Battery, Torpedo Launcher 95 Space, 8 Remaining 105 Power, 20 Remaining Mounts: 2 Port, 2 Starboard, Dorsal, Prow
Components: Jovian Pattern Class 4 Drive, Strelov 2 Warp Engine, Geller Field, Multiple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Armored Prow, 2x Battleship Mars Pattern Macrocannons, 2x Titanforge Lance Battery, Battleship Titanforge Lance Battery, Torpedo Launcher 95 Space, 10 Remaining 75 Power, -12 Remaining Mounts: 2 Port, 2 Starboard, Dorsal, Prow Efficient Power Relays: A standard Armageddon class battlecruiser will still have the Class 4 drive it used during its life as a Lunar class cruiser. Though this produces less power than would normally be required to power its many weapons, the advanced power relays installed lower the power draw of any weapon system installed by 2, allowing it to make full use of its armament to long as the warp engines are powered down. An Armageddon class built from scratch will generally carry the larger class 5 drive.
Cruisers
Lunar Class Cruiser
The Lunar class cruiser forms the mainstay of Battlefleet Obscuras with over six hundred ships serving throughout the Segmentum and more than twenty ships fighting in the Gothic war. The uncomplicated design of this class ensures its enduring utility. enabling vessels to be built at hive and industrial worlds normally unable to muster the expertise to construct a capital ship. Perhaps the most remarkable example of this is the Lord Daros, constructed at the feral world of Unloth. The primitive tribesmen dwelling there were influenced to mine and smelt metals which were then presented for 'sacrifice' at sky temples established by the Planetary Lord. The raw materials were then lifted into orbit at each vernal equinox. After a period of eleven years the tribes were rewarded for their effort with the sight of a bright new star moving across the heavens as the Lord Daros boosted Out-System to join Battlefleet Obscuras. Crew: 95,000 Speed: 5 Maneuverability: 10 Detection: 10 Hull: 70 Armor: 20 (24 Front) Turret: 2 Ship Points: 60 Armament: Lance Batteries Macrocannons Torpedoes Damage 1d10+4 1d10+2 1d5 Strength 2 6 6 Crit 3 5 Range 6 6 12/round Mounting Port/Starboard Port/Starboard Prow
Components: Jovian Pattern Class 4 Drive, Strelov 2 Warp Engine, Geller Field, Multiple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Armored Prow, 2x Titanforge Lance Batteries, 2x Mars Pattern Macrocannon Broadsides, Torpedo Launcher 75 Space, 6 Remaining 75 Power, 6 Remaining Mounts: 2 Port, 2 Starboard, Prow
Components: Jovian Pattern Class 4 Drive, Strelov 2 Warp Engine, Geller Field, Multiple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Armored Prow, 2x Sunsear Laser Batteries, 2x Mars Pattern Macrocannon Broadsides, Torpedo Launcher 75 Space, 10 Remaining 75 Power, 20 Remaining Mounts: 2 Port, 2 Starboard, Prow
Components: Jovian Pattern Class 4 Drive, Strelov 2 Warp Engine, Geller Field, Multiple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Armored Prow, 4x Mars Pattern Macrocannon Broadsides, Nova Cannon 75 Space, 4 Remaining 75 Power, 17 Remaining Mounts: 2 Port, 2 Starboard, Prow
Components: Jovian Pattern Class 4 Drive, Strelov 2 Warp Engine, Geller Field, Multiple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Armored Prow, 4x Titanforge Lance Batteries, Torpedo Launcher 75 Space, 4 Remaining 75 Power, -12 Remaining Mounts: 2 Port, 2 Starboard, Prow Note: The powerful lance arrays mounted on the Gothic class cruiser tax the plasma engines beyond their ability, and thus can only be used simultaneously if the Warp Engine (12 Power) is powered down.
Components: Jovian Pattern Class 4 Drive, Strelov 2 Warp Engine, Geller Field, Multiple Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Armored Prow, 2x Double Launch Bays, 2x Mars Pattern Macrocannon Broadsides, Torpedo Launcher 75 Space, 2 Remaining 75 Power, 24 Remaining Mounts: 2 Port, 2 Starboard, Prow
Light Cruisers
Dauntless Class Light Cruiser
Light scouting cruisers like the Dauntless class have always been a feature of Imperial fleets throughout the Imperium. An ideal light cruiser carries enough firepower to drive off opposing escorts and enough fuel and supplies to remain away from bases for months at a time. The Dauntless is a popular class, as fast and maneuverable as a frigate but with a ferocious frontal lance armament. During the Gothic War, the light cruisers Uziel and Baron Surtur were the first to detect Warmaster Khuzors fleet near the Formosa cluster and their accurate information allowed Admiral Sartus to bring the foe to battle. Crew: 65,000 Speed: 7 Maneuverability: 15 Detection: 20 Hull: 60 Armor: 19 Turret: 1 Ship Points: 55 Armament: Macrocannons Lance Battery Damage 1d10+2 1d10+4 Strength 6 2 Crit 5 3 Range 6 6 Mounting Port/Starboard Prow
Components: Jovian Pattern Class 3 Drive, Strelov 2 Warp Engine, Geller Field, Single Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, 2x Mars Pattern Macrocannon Broadsides, Titanforge Lance Battery 60 Space, 10 Remaining 60 Power, 9 Remaining Mounts: Port, Starboard, Prow
Components: Lathe Pattern Class 3 Drive, Strelov 2 Warp Engine, Geller Field, Single Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, 2x Titanforge Lance Batteries, Mars Pattern Macrocannon, Torpedo Launcher 60 Space, 2 Remaining 60 Power, -3 Remaining Mounts: Port, Starboard, 2 Prow Note: The powerful lance arrays mounted on the Endurance class light cruiser tax the plasma engines beyond their ability, and thus can only be used simultaneously if the Warp Engine (12 Power) is powered down.
Components: Jovian Pattern Class 3 Drive, Strelov 2 Warp Engine, Geller Field, Single Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, 2x Launch Bays, 2x Titanforge Lance Battery 60 Space, 2 Remaining 60 Power, 0 Remaining Mounts: Port, Starboard, 2 Prow
Frigates
Sword Class Frigate
The venerable Sword class frigate has ably served Battlefleet Obscuras for thousands of years. Every part of the vessels design and construction has been tried and tested in innumerable engagements. The Sword's laser-based weapons batteries and substantial turret array have an exceptional ready level of 88.2%. Its plasma drives are simple, sturdy units copied many times on other ships and can be serviced by artificers with minimal training. A classic escort vessel in every respect, few battleships fight without at least a pair of Swords to guard their backs against enemy destroyers and attack craft. Crew: 26,000 Speed: 8 Maneuverability: 20 Detection: 15 Hull: 35 Armor: 18 Turret: 2 Ship Points: 40 Armament: Macrocannons Damage 1d10+2 Strength 4 Crit 4 Range 9 Mounting 2 Dorsal
Components: Jovian Pattern Class 2 Drive, Strelov 1 Warp Engine, Geller Field, Single Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, 2x Sunsear Laser Batteries 40 Space, 5 Remaining 45 Power, 8 Remaining Mounts: 2 Dorsal
Components: Jovian Pattern Class 2 Drive, Strelov 1 Warp Engine, Geller Field, Single Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Sunsear Laser Battery, Titanforge Lance Battery 40 Space, 3 Remaining 45 Power, 1 Remaining Mounts: Dorsal, Prow
Components: Jovian Pattern Class 2 Drive, Strelov 1 Warp Engine, Geller Field, Single Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Sunsear Laser Battery, Torpedo Launcher 40 Space, 3 Remaining 45 Power, 11 Remaining Mounts: 2 Prow
Destroyers
Cobra Class Destroyer
Cobra class escorts form a significant proportion of Battlefleet Obscuras, their versatility making them a favoured vessel for scouting, patrolling and raiding. The main asset of the Cobra is its great speed, enabling it to catch the light, fast craft favoured by pirates. This was most famously illustrated in the Gothic sector by Captain Walkers Skargul patrol, which destroyed seventeen pirate vessels in the twelve months prior to the Gothic War. Crew: 24,000 Speed: 11 Maneuverability: 25 Detection: 10 Hull: 30 Armor: 14 Turret: 1 Ship Points: 35 Armament: Torpedoes Macrocannons Damage 1d5 1d10+2 Strength 6 3 Crit 5 Range 12/round 6 Mounting Prow Dorsal
Components: Jovian Pattern Class 2 Drive, Strelov 1 Warp Engine, Geller Field, Single Void Shield Array, Combat Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, M-100 Auger Array, Torpedo Launchers, Mars Pattern Macrocannons 40 Space, 5 Remaining 45 Power, 13 Remaining Mounts: Dorsal, Prow
New Equipment
Appropriate Hull Types Power Space SP Strength Damage Crit Rating Range
Essential Components
Plasma Drives Jovian Pattern Class 5 Drive Jovian Pattern Class 6 Drive Jovian Pattern Class 7 Drive Lathe Pattern Class 2 Drive Lathe Pattern Class 3 Drive Lathe Pattern Class 4 Drive Lathe Pattern Class 5 Drive Lathe Pattern Class 6 Drive Lathe Pattern Class 7 Drive Warp Engines Strelov 3 Warp Engine Strelov 4 Warp Engine Void Shields Triple Void Shield Array Quadruple Void Shield Array Battlecruisers Grand Cruisers Battleships Raiders, Frigates Light Cruisers Cruisers Battlecruisers Grand Cruisers Battleships Grand Cruisers Battleships Grand Cruiser+ Battleships 105 G. 120 G. 150 G. 50 G. 65 85 100 135 170 14 16 9 11 18 20 24 14 16 20 22 28 34 14 16 3 4
Supplemental Components
Lances Heavy Titanforge Lance Battery Battleship Macrobatteries Thunderstrike Macrocannons Mars Pattern Macrocannons Mars Pattern Macrocannon Broadsides Sunsear Laser Battery Ryza Plasma Battery Battleship Lances Starbreaker Lance Weapon Titanforge Lance Weapon Titanforge Lance Battery Heavy Titanforge Lance Battery Additional Weapons Torpedo Tubes Nova Cannon Launch Bays Double Launch Bay All Ships 17 8 3 3 1d10+4 3 6
Battlecruiser+ Battlecruiser+ Grand Cruiser+ Battlecruiser+ Battlecruiser+ Battlecruiser+ Battlecruiser+ Battlecruiser+ Battlecruiser+
4 6 8 12 14 12 18 26 34
4 6 10 8 8 8 8 12 16
2 2 3 2 4 4 4 4 5
3 4 6 4 4 1 1 2 3
8 12 12 18 10 10 12 12 12
X/2 10 2 4
X 10 4 8
X/6 4 1 2
X d5/1 6 12
Fighters For every fighter bay, ship can carry one squadron of either Fury Interceptors or Starhawk Bombers. Interceptors are used to shoot down torpedoes, enemy bombers, and boarding parties. Each squadron of Interceptors adds 1 to the Turret rating of a ship. A squadron of bombers works exactly like a group of 6 torpedoes with a couple important exceptions. Starhawks move much more slowly than torpedoes, but have perfect maneuverability, they can travel any path they like until they run out of move. Additionally, bombers will have to fly back to the ship that launched them before they can go on another run, making them effective only at relatively short ranges (This is due to the many turns they'd need to complete their run, not that they would run out of fuel like a torpedo. Bombers carry enough fuel that they will not run out over the course of a combat). The benefit of using bombers is that the pilots can do a much better job of evading turret fire than torpedoes. Using the crew skill of your ship, each squadron makes a Routine (+20) piloting test. While failure
doesn't mean they do any worse than torpedoes would, a successful piloting check increases the difficulty of the defending ship's turret check by 10, plus an additional 10 for every degree of success. If any bombers are shot down, the effectiveness of subsequent bombing runs is reduced accordingly. A bomber may make two attacks (on separate turns) before needing to rearm. Unless an entire squadron is shot down, assume any losses are replaced by bombers waiting on standby once the squadron returns to its mother ship. Heavy Titanforge Lance Battery Found on some of the Imperium's most advanced ships, this highly accurate lance scores an additional hit for every 2 degrees of success instead of the normal 3. Nova Cannon A Nova Cannon is an immense Spinal Mounted Cannon that dwarfs a standard lance. Because of its incredible size and power, it can only be mounted in the prow of a ship so that the plasma engines can compensate for the recoil, and only then on a reasonably large vessel. The Nova cannon fires a large explosive projectile at nearly the speed of light. The detonation is triggered at a preprogrammed distance, not upon impact. Because of the large blast radius of the ammunition, the Nova Cannon is never fired at close range (not under 6 VU). When firing, select a target square. All ships in that square take d5 hits from the Nova Cannon (roll individually), and all ships 1 VU away take one hit as well. The damage from the Nova Cannon skips armor. If a ship is crippled, it will no longer be able to fire its Nova Cannon. Torpedo Tubes Torpedoes are a common fixture of capital ships in both the Imperium and among the Xeno races. While a single tube will only launch one torpedo each combat turn, a ship will generally be equipped with more than one tube. Each tube will take 1 space and power. For an odd number of torpedo tubes, round the power consumption up. Normally, up to 6 torpedo tubes can be fitted to an individual mounting point, but grand cruisers and battleships can mount up to 9 (Torpedo Tubes take Strength/6 ship points. Most of the time, that will be 1, but the larger ships will take 2 if they have more than 6 torpedo tubes mounted). Normally only one prow mount point is reserved for torpedoes, but this is merely convention, not a technological constraint. Torpedoes can not adjust their speed, and may make 2 90 degree turns each round, one after 6 moves, and one after 12. Torpedoes mounted in the prow can only fire in the fore arc, even if the ship is a light cruiser or larger. Dorsal torpedoes can fire port or starboard by rotating the ship, but they can not fire in the fore arc, as that would require the ship to change its heading by 90 degrees. This is because torpedoes fire out of long tubes built into the hull, and can not be mounted as turrets. Once a torpedo reaches an enemy ship, roll a Routine (+20) Turret Rating*10 check for each torpedo. A success means that torpedo has been shot down, a failure means the torpedo hits and inflicts 1d5 damage. A torpedo has enough fuel for 3 turns of movement. These stats represent the typical torpedoes used by the Imperium. If you feel like modeling torpedoes from different races differently, you're welcome to. Perhaps Eldar torpedoes move 15/turn, get 3 90 degree turns, and increase the difficulty of the turret check to Ordinary (+10) but are only generally only mounted in groups of 4. Maybe the ship in question was cobbled together on a backwater and only does 1d5-1 damage with each torpedo. Example: An Imperium Lunar class cruiser and a Chaos Murder class cruiser are trading broadsides. One of the Lunar's Cobra escorts fires a salvo of 6 torpedoes at the Murder class cruiser. After the torpedoes reach their target, they get their chance to hit. The Murder class cruiser has a Turret Rating of 2, so it rolls against a 40 (20 from routine, and 20 from 10*turret rating). The Murder class has a bad streak of luck and only shoots down 1 of the incoming torpedoes. The remaining 5 hit and inflict 5d5 damage. Battleship Weaponry Battleships are very broad abeam, and can mount much longer, more powerful cannons than a smaller vessel could. This gives them an advantage in both damage and range over the macrocannons typically seen on Cruisers and Escorts. Though there are some smaller ships that mount these huge guns, nothing short of a battlecruiser has any hope of fitting them in. Aside from the changes listed in the table above, they function identically to their smaller counterparts.
New Rules
Large Ship Crew and Morale damage When a very large vessel takes enemy fire, it does not lose as much crew or morale rating as a smaller vessel would. The crew is much larger, and the loss of ten thousand men doesn't hamper it as significantly. The crew also recognizes that the ship they're aboard can take a lot of hits without going down, so they'll less concerned about every little lance strike. When taking hull damage Battlecruisers take 2 less morale and crew loss than normal, Grand Cruisers reduce the loss by 4, and Battleships reduce the loss by 6. Scaling up old Equipment In the Rogue Trader rulebook, there are a number of components that have both a Transports, Raiders, Frigates or a Raiders, Frigates version as well as a Light Cruisers, Cruisers version. The Light Cruisers, Cruisers version will function identically, but take up 1 more space and draw one more power. For larger vessels, please extrapolate this up. Battlecruisers are only slightly larger than Cruisers, and will use the same components. Grand Cruisers will add 1 space and power to the cruiser version, and Battleships will add 2 space and power to the Cruiser version. For components such as the Ship Master's Bridge or the Armoured Prow, which are only available for Cruisers, scale them up appropriately as well. Approximate Ship Classes Class Size Destroyers 35-40 Frigates 40-45 Light Cruisers 55-65 Cruisers 70-80 Battlecruisers 85-100 Grand Cruisers 110-135 Battleships 135-150 Power Draw 45 45 60 75 90 120 150
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