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Reserve fleets, spare parts, Silura class cruiser and more


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#1 Sebastian Traitor

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Posted 05 July 2014 - 04:48 PM

Phased Plasma Battery: Macrobattery / Cruisers - Light Cruisers / Space 5 / Power 5 / SP 2 /Strength 4 / Damage 1D10+2 / Crit Rating 4 / Range 12 / Instable ( if Damaged or Destroyed, another component will be Unpowered for one turn.)

Phased Plasma Broadside: Macrobattery /Cruisers  / Space 7 / Power 9 / SP 3 / Strength 6 / Damage 1D10+2 / Crit Rating 4 / Range 12  / Instable ( if Damaged or Destroyed, another component will be Unpowered for one turn)

Destructor-cannon Battery: Macrobattery / Cruisers - Light Cruisers / Space 4 / Power 7 / SP 2 / Strength 5 / Damage 1D10+3 / Crit Rating 5 / Range 5 / Imprecise (over the nominal Range, decrease the Damage and the Strenght of -3), Full of Ammunitions (see Volatile on RT Core pg 205)

Destructor-cannon Broadside: Macrobattery / Cruisers / Space 6 / Power 9 / SP 3 / Strength 6 / Damage 1D10+3/ Crit Rating  5 / Range 5 / Imprecise (over the nominal Range, decrease the Damage and the Strenght of -3), Full of Ammunitions (see Volatile on RT Core pg 205)

Dreadclaw Drop Pod Bays: When working toward a Military Objective against a planet, the players earn an additional 75 Achievement Points. Hull:  Light Cruisers, Cruisers / Space 4 / Power 2 / SP 2

Devastation Launch Bays: Cruisers / Space 4 / Power 2 / SP 2 / Strength 2 / External (every damage sufferd by this component is increasd by +1)

Retaliation Landing Bays: Grand Cruisers / Space 6 / Power 2 / SP 3 / Strength 2 / External (every damage suffered by this component is increased by +1), Double bays (the Strength is considered 4 in order determine the amount of squadrons that can be launched at a time)

Secondary Command Bridge: Heavy Cruisers, Battlecruisers, Grand Cruisers / Space 2 / Power 3 / SP 4 /  Can function as Ship's Bridge if the primary is destroyed, but in this case all the bonuses granted by the bridges are lost and all command tests suffer an -5; until the primary bridge is undamaged, all Piloting and Navigation Tests made by allied vessels within 10 VUs gain a +5 bonus. Can't be combined with a Fleet Flag Bridge.

The Reserve Fleets in my campaings
The Imperium has reached the limits of the Astronomican and it has encountered many hostile alien species, so, many Admirals have begun to petition for new cruisers. However, the Imperium have a slow production rate and so many Admirals have plundered their reserves; starting from the Repulsive grand cruiser, they have taken everything they can; many have asked to the Mechanicus new Avengers and their variants. They have left only the older vessels and so the Rear-Admirals had started to rearmed the old pre-heresy cruisers, like the Murder and the Devastation, and this has formed a particular market for new spare parts for those cruisers; apparently, the Imperium can't produce again these type of cruiser, but for the single spare parts it's another story. Plus, some Solar Admirals are put in charge of some ship cemetery, with the task to rearm the ancient ships to cover the holes in the internal defence.

Murder Class Cruiser
This is the most common cruiser in the reserve fleets and it's also under the command of many Solar Admirals and some Trader Militant; the ship cemeteries of the Imperium are full of this vessels and so they are cheap. There are also many Trader families who are gaining a lot of wealth to produce spare parts for these cruisers.

Hull: Cruiser / Speed 7 / Manoeuvrability +5 / Detection +10 / Armour 19 / Hull Integrity 70 / Turret Rating 2 / Space 75 / Weapon Capacity: Prow 1, Port 2, Starboard 2 / SP 58

Ancient design: this ship cant have an Armoured Prow, a Reinforced Prow, a Nova Cannon, a Power Ram and Torpedo Tubes.

Devastation Class Cruiser
Common as the Murder Class Cruiser, this ship is vital for many Rear-Admiral, since the newer Dictators are reserved for line duties.

Hull: Cruiser / Speed 7 / Manoeuvrability +5 / Detection +10 / Armour 19 / Hull Integrity 70 / Turret Rating 3 / Space 67 / Weapon Capacity: Prow 1, Port 2, Starboard 2 / SP 62

Carrier Vessel: this ship come pre-equipped with a port and a starboard Devastation Launch Bays, they can't removed and when the ship is constructed it must be able to provide 2 Power to each compponent.

Ancient design: this ship cant have an Armoured Prow, a Reinforced Prow, a Nova Cannon, a Power Ram and Torpedo Tubes.

Carnage Class Cruiser
This is the most common support cruiser in many reserve fleets, however it's more difficult to gain the spare parts needed for this ship, so it's used only during war actions where it's really needed.

Hull: Cruiser / Speed 7 / Manoeuvrability +5 / Detection +10 / Armour 19 / Hull Integrity 70 / Turret Rating 2 / Space 75 / Weapon Capacity: Prow 1, Port 2, Starboard 2 / SP 60

Overloaded: the Plasma Drive of a Carnage provides +10 Power, but every time a Carnage takes a Critical Hit, there is a 30% chance that it suffer an additional Fire! Critical Hit as well.

Ancient design: this ship cant have an Armoured Prow, a Reinforced Prow, a Nova Cannon, a Power Ram and Torpedo Tubes.

Slaughter Class Cruiser
One of the rarest ships of the Imperium, its upkeep is difficult and it's guarded with much care by the Rear-Admirals who have one; the few who have more than one are seen with envy by others.

Hull: Cruiser / Speed 9 / Manoeuvrability +5 / Detection +10 / Armour 20 / Hull Integrity 68 / Turret Rating 2 / Space 75 / Weapon Capacity: Prow 1, Port 2, Starboard 2 / SP 62

Scartix Coil: this is automatically installed in every Slaughter Cruiser: Space 20 / Power +75

Rare Spare Parts: when making Extended Repair, this ship repairs 1 point less of Hull Integrity, to a minimum of 1.

Ancient design: this ship cant have an Armoured Prow, a Reinforced Prow, a Nova Cannon, a Power Ram and Torpedo Tubes

 

Exorcist Home-rule Errata
Pure Carrier: installing an additional Jovian-pattern Landing Bay per side will cost a point in less of Space.

Repulsive Home-rule Errata
Cursed: this ship gains automatically the Blasphemous Tendencies Oddities

Retaliator Class Grand Cruiser
Hull: Grand Cruiser / Speed 5 / Manoeuvrability +4 / Detection +12 / Armour 20 / Hull Integrity 90 / Turret Rating 3 / Space 80 / Weapon Capacity:  Port 3, Starboard 3 / SP 72

Grand Cruiser: see BFK pg.21

Carrier: the Retalietor comes with 2 Retaliation Landing Bays, one in a Port slot, one in the Starboard slot and the can't be removed. When constructed the ship must provide 4 Power to them

 

Silura Class Light Cruiser
This cruiser is the precursor of the Dauntless and now is recalled in active service in many reserve fleets.

Hull: Light Cruiser / Speed 7 / Manoeuvrability +20 / Detection +15 / Armour 18 / Hull Integrity 56 / Turret Rating 1 / Space 50 / Weapon Capacity: Prow 1, Port 1, Starboard 1 / SP 50

Small but Vicious Cruiser: when traveling on Silent Running, all Tests to detect this vessel have their Difficulty increased by +5; The Lance Weapons can be mounted only in the Prow Slot.

Old design: this ship can't have an Armoured Prow or Torpedo Tubes.

 

...

 

I hope you like my home rules; in the next days I'll post some new dreadnaughts, new transports and new cruisers, and my stats for the Ignis class cruiser.

 

P.S.: I apologize for my bad english.


Edited by Sebastian Traitor, 22 July 2014 - 05:42 PM.

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#2 Sebastian Traitor

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Posted 09 July 2014 - 11:31 AM

Governor Class Planetary Ship
This is a short-range ship, it's not capable of interstellar travels, commonly used by planet governators for personal business.

 

Hull: Transport / Speed 4 / Manoeuvrability -5 / Detection +5 / Armour 13 / Hull Integrity 40 / Turret Rating 1 / Space 35 / Weapon Capacity: Prow 1, Dorsal 1 / SP 20

 

Warp-free wessel: this ship hasn't a warp drive, so the risks of a warp intrusion are considerably lower of other ships; increase the Morale permanently by 2.

 

Planetary Ship: this vessel can't have Warp Engines and it can't perform warp travels.

 

Tower Class Defense Ship
This is another short-range ship, incapable of intersystem travels, but with more firepower than a frigate and it has also more armour. Planets like Cadia have several ships of this type for their defence.

 

Hull: Frigate / Speed 3 / Manoeuvrability -0 / Detection +10 / Armour 21 / Hull Integrity 47 / Turret Rating 2 / Space 34 / Weapon Capacity: Prow 1, Dorsal 2 / SP 40

 

Warp-free wessel: this ship hasn't a warp drive, so the risks of a warp intrusion are considerably lower of other ships; increase the Morale permanently by 2.

 

Planetary Ship: this vessel can't have Warp Engines and it can't perform warp travels.

 

Maschera Class Galley
This is an older type of star galleon; the weapon slots can in theory sustain heavier weapons than a ordinary transport, but provide enough energy to them is a real challenge.

 

Hull: Transport / Speed 4 / Manoeuvrability +5 / Detection +10 / Armour 14 / Hull Integrity 50 / Turret Rating 1 / Space 46 / Weapon Capacity: Keel 1, Port 1, Starboard 1 / SP 38

 

Galley: this ship comes pre-equipped with a Main Cargo Hold, the Space is already reduced; when constructed the ship must be able to provide 2 Power to this component.

 

Hybrid Vessel: this ship is designated to be an heavily armed freighter, it's considered a Light Cruiser in order to determine what weapons can install in the Port and in the Starboard slots.

 

Star Fluyt
This Heavy Cruiser is the big brother of the Star Galleon; a rare vessel used mostly by the more ancient dynasties, it was designed for extremely long travels in unknown sectors at the end of the Great Crusade.

 

Hull: Heavy Cruiser / Speed 4 / Manoeuvrability +5 / Detection +10 / Armour 16 / Hull Integrity 58 / Turret Rating 2 / Space 54 / Weapon Capacity: Prow 1, Port 2, Starboard 2 / SP 59

 

Heavy Cruiser: this ship can use "Cruisers only" components.

 

 

Ancient design: this ship can't have an Armoured Prow, a Reinforced Prow, a Nova Cannon, a Power Ram and Torpedo Tubes

 

Hybrid Vessel: see BFK pg.24

 

Galleon: see BFK pg.24; this ship has also an Expanded Supply Vaults (plus the two Main Cargo Hold), and must provide 2 more Power to this component (6 in total).

 

Prudence Heavy Tansport
This freighter is big as a Lunar Cruiser, but it's designed to be a pure transport ship.

 

Hull: Transport / Speed 3 / Manoeuvrability -10 / Detection +5 / Armour 14 / Hull Integrity 58 / Turret Rating 1 / Space 70 / Weapon Capacity: Port 2, Starboard 2 / SP 60

 

Long range hauler: this ship has already installed two Main Cargo Holds and a Extended Supply Vaults, the Space is already reduced and when constructed, the ship must provide 5 Power to these components. Note that the base time this ship can remain in the space without resupply is 7 months rather the six standard.

 

New Component

 

Extra Supply Vault: this can be combined with a Extended Supply Vaults, it increases the time a ship can travel without resupply by X3 rather the standard X2. Hull: Transports, Light Cruisers, Cruisers, Heavy Cruisers, Battle Cruisers, Grand Cruisers. Note that Transports with 50 Space or more, Grand Cruisers and bigger ships can Have two of this component. Space 4 / Power 1 / it can be installed only if an Extended Supply Vaults is already installed / SP 3
 

Ignis-Class Cruiser
The Imperium is a dangerous place and there is always someone who needs a warship. Some rare noble families are so rich that they own space dockyards able to construct even a line-cruiser from zero. However, the majority of the nobles are not so rich, but to some, there is not a real need to construct something from raw materials. The Imperium is full of enemies, that means full of space combats, which provides numerous opportunities to acquire the wreck of a warship, mostly Gothic and Lunar cruisers. Some families are become expert to restore cruisers so badly damaged that are not more of interest for the Imperial navy, and many of these nobles families have developed their own "patterns". Aspyce Chorda has begun to enter in this business since few years, when she found another wreck of Lunar in the Koronus Expanse; after the experience with Implacable Flame she try to restore another cruiser and find a suitable buyer. If this goes well, she'll find another way to increase her profits. Of course, the Implacable Flame will be the "example" for the "new" cruisers.

 

Hull: Cruiser / Speed 5 / Manoeuvrability +5 / Detection +10 / Armour 22 / Hull Integrity 60+1D5+2 / Turret Rating 2 / Space 71 / Weapon Capacity: Prow 1, Port 2, Starboard 2 / SP 60

 

Heavy Armoured: the Ignis class cruiser of Chorda family is still a close-quarter ship. It's armour is thicker than other cruiser, but this reduce the manoeuvrability and the options for the weapons. This ship can not have an Armoured Prow or a Nova Cannon. All crew loss in combat is reduced by 1 to a minimum of 1.

 

Wreck: the status of the wrecks which will become an Ignis class cruiser will determinant to the integrity of the hull, that's why it's a random score.

 

Maree-Class Dreadnaught
The Dreadnought was an ancient warship used primarily for ground support, when the space navy and the ground army where a single entity. Today are not more in active service in the Imperial war-machine, but some lucky Rogue Traders have been able to obtain one of this ancient warship. The Maree was the first class built of this type of ships, it's really ugly, but it does its work really well.

 

Hull: Grand Cruiser / Speed 3 / Manoeuvrability +0 / Detection +10 / Armour 21 / Hull Integrity 85 / Turret Rating 2 / Space 70 / Weapon Capacity: Prow 2, Port 2, Starboard 3, Dorsal 1 / SP 80

 

Target on Ground: this is a ground support cruiser and it comes armed consequently. It has a fixed prow Bombardment Cannon (it can fire only in the fore arc), two Barracks, a Dreadclaw Drop Pod Bays and a Starboard Retaliation Landing Bays. This ship has also an Port Spacedock Piers, which allow up to two frigates, raiders or transport with less 50 Space to dock to this ship, however, broadside macrobatteies can't be mounted on the port slots. The space for these components is already reduced, but when constructed this vessel must provide 16 Power to these components.

 

Secondary Power Genetorium: see BFK pg.30

 

Notes on Reserve Fleets: I had been a little confused, what I wrote is mainly about the reserve fleets, formed in large part by per-heresy cruisers; the most common cruisers under the rule of a rear-admiral are still the light cruisers and very old Lunar and Gothic class cruisers. The most common pre-heresy cruisers used by rear-admiral are the Devastation and the Carnage, because they can support the rest of the fleet by distance. Battlecruisers are used rarely by rear-admirals, and nobody has been captain of a battleship; for these reasons rear-admirals choose as flagships grand cruisers if available, or a Styx heavy cruiser, especially in the most dangerous sectors, while in the more tranquil zones the flagship will be most probably an old and revered Lunar cruiser. (Maybe in the future I'll post some fleets to better illustrate what I have in mind)


Edited by Sebastian Traitor, 22 July 2014 - 05:42 PM.

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#3 Sebastian Traitor

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Posted 10 July 2014 - 06:33 AM

Errata Corrige

 

 

Pod Doom

 

This is a common Hades-class heavy cruiser. It has the standard armament of the time, and it shows well the problems of this type of Class. Out of the warp, the warp engine is turned off, to provide enough power to the weapons.

 

 

Speed 7

Manoeuvrability +5

Detection +10

Turret Rating 2

Shields 2

Armour 20

Hull Integrity 75

 

 

Space Aviable 75 / Space Used 75

Power Aviable 75 / Power Used 86 (see the description)

Crew 100 / Morale 98

 

 

Weapons Slots: Prow 1 / Dorsal 1 / Port 2 / Starboard 2

 

 

Special Rules: Heavy Cruiser / Ancient Design / Bizarre Geometries

 

 

Essential Components

Jovian Pattern Class 4 Drive 14 / +75

Strelov 2 Warp Engine 12 / 12

Geller Field - Mutiple Void Shield Array 0/1 - 2/7

Command Bridge 2 / 2

Vitae Pattern Life Sustainer 3 / 5

Pressed-crew Quarters 3 / 2

M-100 Auger Array 0 / 3

 

 

Supplemental Components

Secondary Command Bridge 2 / 3

Compartmentalized Cargo Hold 5 / 2

Reinforced Interior Bulkheads 3 / 0

Librarium Vault 1 / 1

 

 

Weapons System

Godsbane Lance Battery X2 6 / 13 (12 / 26) 1 Prow 1 Dorsal

Deathstrike Missile Broadside X2 8 / 11 (16 / 22) 1 Port 1 Starboard

 

 

 

Notes: I'm still not sure about the Deathstrike


Edited by Sebastian Traitor, 22 July 2014 - 05:43 PM.

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#4 Sebastian Traitor

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Posted 22 July 2014 - 05:45 PM

Errata Corrige 2:
Fixed Heavy Cruisers
Fixed Deathstrike Missile Broadside


Hades Class Heavy Cruiser
The heavy cruiser was the very first type of heavy war-ship used by the mankind, it seems that only the Murder and the Devastation are older, and it's not a simple upgunned cruiser. This ship is designed to strike from distance using its innovative weapons, to keep in safe the crew by the redundancy of "safe-rooms" and also to carry ground troops. This vessel is sometime considered excessive and not very flexible for the tasks of a rear-admiral or a solar admiral; many use it as flag ship or as interdictor cruiser when needed, but to some this is the ship of the Imperium which is aged worse compared to others, and so they have sold some ships to some Militant Traders, always eager to have more heavy vessels.

Hull: Heavy Cruiser / Speed 7 / Manoeuvrability +5 / Detection +10 / Armour 19 / Hull Integrity 72 / Turret Rating 2 / Space 75 / Weapon Capacity: Prow 1, Port 2, Starboard 2, Dorsal 1 / SP 62

Bizarre Geometries: see BFK pg.110; any Tech-Use Tests to repair the ship suffer a -5.

Heavy Cruiser: this ship can use "Cruisers only" components.

Extended internal hangar: this ship can carry two more support crafts to a total of 17; ussually, they are Gun-cutter.

Ancient design: this ship cant have an Armoured Prow, a Reinforced Prow, a Nova Cannon, a Power Ram and Torpedo Tubes

Styx Class Heavy Cruiser
support the rest of the fleet, and it's useful also against pirates and small chaos bands, with a minimal amount of escorts. Unfortunately, it lacks of security system of the Hades, but this fact seems to be liked by techpriests for unknown reasons.

Hull: Heavy Cruiser / Speed 7 / Manoeuvrability +5 / Detection +10 / Armour 19 / Hull Integrity 70 / Turret Rating 2 / Space 60 / Weapon Capacity: Prow 1, Port 2, Starboard 2, Dorsal 1 / SP 62

Carrier Vessel: this ship come pre-equipped with 2 port and 2 starboard Devastation Launch Bays, they can't removed and when the ship is constructed it must be able to provide 2 Power to each compponent.

Heavy Cruiser: this ship can use "Cruisers only" .

Extended internal hangar: this ship can carry ten more support craft, to a total of 22.

Ancient design: this ship cant have an Armoured Prow, a Reinforced Prow, a Nova Cannon, a Power Ram and Torpedo Tubes.

Deathstrike Missile Broadside: one of first type of space-weapon used by mankind. It's the precursor of the Jovian Missile Battery, smaller but with a lower rate of fire. This type of missile launchers also uses a different kind of munitions, guided high-potential long-range warheads. It's not difficult produce this weapon system, but it's rarely mounted on modern warships because it requires a lot of space. This weapon system is made by different semi-automatized launch tubes whose fire the missiles in alternating bursts, to prevent too much long rechange times.

Grand Cruisers, Battlecruisers, Heavy Cruisers / Space 8 / Power 11 / Strength 6 / Damage 1D10+3 / Crit Range 5 / Range 9 / SP 2

Very Large Weapon System: this weapon requires two slots to be installed.

Fire them all! : the captain can decide to fire all the missiles in a single volley; the weapon fires two times in a turn, the salvos can be combined, and after that the weapon can't fire in the next turn.

Banefire Lance Battery: these are the precursors of the Godsbane Lances, originally designed to be mounted on the new Hades-class heavy cruiser.

Grand Cruisers, Battlecruisers, Heavy Cruisers / Space 6 / Power 13 / Strenght 2 / Damage 1D10+2 / Crit Range 3 / Range 12 / SP 3

Overheat: if this weapon fire at a range greater than its nominal range, it suffers immediately a Fire! critical hit.

Extended Hangar Bays (Battlecruiser): this is an upgrade for the common landing bays, it increases the number of squadrons carried by one. It can be purchased one time per landing bays.

Battlecruisers / Space 1 / Power 1 / SP 1

Extended Hangar Bays (Grand Cruiser): this is an upgrade for the common landing bays, it increases the number of squadrons carried by two. It can be purchased one time per landing bays.

Grand Cruisers / Space 2 / Power 1 / SP 1






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