Jump to content


Post your voidships here

  • Please log in to reply
24 replies to this topic

#21 Cavgunner



  • Members
  • 77 posts

Posted 20 July 2014 - 04:37 PM

The Defiant class of light cruiser is a relatively recent design that has yet to gain popularity within the various battlefleets of Segmentum Obscuras. This is unfortunate, because the Defiant is a sturdy, well-constructed ship that can bring much-needed fighter support to a task force.

This particular Defiant, the Redeemer, has been designed with an emphasis on survivability.

REDEEMER Defiant-class Light Cruiser


SHIELDS: Single Void Shield


Weapon Capacity: Prow, Port, Starboard
Crew Disposition: Fanatical
Crew Max 100%
Crew Quality Competent (30)
Morale Max 102% (Current) 100%
Attack Craft Rating +2

Ship Points: 77

Skill Test Modifiers: Intimidate (Social) +10 w/Active Hymn-Casters, Extended Repairs +10, Restore HI Acq Test +10, Command (Attack Craft) +5

Achievement Bonuses: Trade +85, Crime +50, Exploration +50

Essential Components:
Jovian Pattern Class 8.1 Drive (Light Cruiser) (Ignore Damaged, Depressurized & Critical Results 4+ on d10 roll), Strelov 2 Warp Engine (CL,C) , Gellar Field, Emergency Field (Roll 1d10, on 3+ Geller Field Activates if vessel is drawn into the Warp), Flight Command Bridge (CL,C,CB,CG; Tests to ready new squadrons automatically pass) , Vitae Pattern Life Sustainer , M-201b Auger Array, Voidsmans Quarters

Supplemental Components:
Cargo Hold & Lighter Bay, Augmented Retro Thrusters, Extended Supply Vaults (Extended Repairs add 1 additional HI point), Observation Dome, Broad-Band Hymn-Casters (Enemy must make Diff. -10 Tech-Use Test for Vox/Comms) (External, 30VU), Manufactorum, Pilot's Chamber, Small Craft Repair Deck, Defensive Countermeasures (1 Use; Lasts 1d5+1 ST; -20 BS to attack ship, -30 for Torpedoes), Flak Turrets (-10 Detection Penalty when in use), Fire Suppression System (1 User per ST; Difficult -10 tech-Use Test to extinguish 1 component on Fire),

Select as desired.

Sunsear Laser Battery [Strength: 4, Damage:1d10+2, Crit Rating: 4, Range: 9] Location:PROW
Jovian Pattern Escort Bay [Strength: 1, Damage:x+x, Crit Rating: --, Range: ] Location:PORT
Jovian Pattern Escort Bay [Strength: 1, Damage:x+x, Crit Rating: --, Range: ] Location:STARBOARD

#22 Egyptoid



  • Members
  • 25 posts

Posted 02 September 2014 - 09:22 AM



the first list is from my recent game, where an ~ancient~ warrant really got the ball rolling.




the second list is from an older game, where a crappy warrant led things along slowly.

  • Tenebrae likes this

#23 Quicksilver



  • Members
  • 489 posts

Posted 02 September 2014 - 04:13 PM

A Sword used on a PbP game:


Although her keel was originally laid for the Tolirian crusade, brilliant maneuvering and a series of crushing victories promised to bring the crusade to an early end and eliminate the immediate need for additional battle fleet escorts. The sudden victories, however, had left the Ecclesiarchy with dozens if not hundreds of worlds left to convert and insure compliance with the Imperial Creed. To that end the ministorum paid for the completion of the new vessel, changing her purpose from combat to missionary work, a task which saw the living and working quarters built up in the great gothic cathedral designs befitting her new owners.

Plying space lanes recently scoured and often patrolled by the Imperial Navy, the Manifest Destany’s goal was faith, not firepower. And in that goal she had a long and successful career, boldly heading to new and strange worlds to bring the light of the Emperor. After a century and a half, however, the sector was considered secured, and the ship’s missionary work turned to simple diocese tours for the local cardinal. Over time her machine spirit grew sluggish and blind to this routine work, and after a near disastrous collision with an asteroid, she was retired in favor of other craft.

The Rasputin family saved her from this retirement, and found her a more than willing participant in adventurous life of a Rogue Trader. Finding themselves in more dangerous straits then the old priesthood, her original macrobatteries were stripped and replaced with a bank of powerful, if volatile, plasma cannons. Other than these new weapons, however, much of the rest of her structure was kept as the Ecclesiarchy had ordered it. 

During his accumulation of power, Victor Rasputin took the Manifest Destany and made it the anchor of his dynasty’s power as he started a long and winding tour through the halo stars. Although some of her former elegance and material trappings are gone, she remains a powerful and dramatic beacon of the God-Emperor at the far end of His sight.


Speed 8, Maneuverability +20, Detection +30*
Armor 18, Hull 35, Turret 2, Repulse Void Shield
Power 44/45, Space 40/40, Morale 108%, Crew 100%
Machine Sprit: Adventurous, Past: Emissary of the Imperator.

Jovian Pattern Class 2 Drive, Strelov 1 Warp Engine, Gellar Field, Exploration Bridge, Vitae Pattern Life Sustainer, X-470 Ultimo Array (Vessel is Easier to Hit, +5 Enemy BS Tests), Voidsman’s Quarters, Compartmentalized Cargo Hold, Temple Shrine to the God Emperor, Librarium Vault, Vaulted Ceilings (Common Quality), Ryza Pattern Plasma Battery [Strength: 4, Damage:1d10+4, Crit Rating: 4, Range: 5]

90% of the time I'm posting without access to rulebooks.  Unless I say otherwise, assume everything is I.I.R.C.

#24 Chaplain



  • Members
  • 188 posts

Posted 06 September 2014 - 06:17 PM

Imperial Navy Cobra-class destroyer captains have a well-deserved reputation of reckless daredevils, and in combat squadrons of those tiny yet hard-biting ships fill the void with torpedo salvos capable of destroying a capital ship and retreat at impressive speed before the foe has any chance to react.


Being one of the "cheapest" (if any ship could be called that) vessels currently produced by mankind, Cobra-class is quite popular among Rogue Traders as well - some like her combination of robust design and good performance, others prefer to remove torpedo tubes making space for cargo bays waiting to be filled with treasures of the Expance, but commander of U-99, decommissioned Imperial Navy Cobra, is neither beggar nor xeno-graverobber - he is a privateer, a lone, silent hunter, master of an extremely unorthodox tactic of void ambush. U-99 has left navy service and came into Rogue trader hands a century ago, and since that time few victims ever managed to detect their would-be killer before a point-blank launch of vortex, melta or virus torpedoes was made, and none of those who was in crosshairs of U-99's periscope survived the encounter.


Cobra-class destroyer



Wolf in Sheep's Clothing


Speed 10

Manoeuvrability +40

Detection 10

Turret Rating 1

Armor 15

Hull Integrity 30


Space total/used 35/35

Power total/used 40/40


SP 42


Essential components:


Cypra-Pattern Class 2 Drive - Grants +15 to Silent Running, and imposes -15 to Detecting it.

Markov 1 Warp Engine

Gellar Field

Single Void Shield Array

Command Bridge 

M-1.r Life Sustainer 

Pressed-Crew Quarters 

W-240 Passive Detection Arrays - When on Silent Running, this vessel may perform any Detection action without penalty.




Prow Gryphonne-Pattern Torpedo Tubes


Supplemental components:


Empyrean Mantle - Difficulty of detection is increased by 2 steps if this ship performs Silent Running. 

2xAugmented Retro-Thrusters

I am the man who arranges the blocks

#25 Crow Eye

Crow Eye


  • Members
  • 24 posts

Posted 08 September 2014 - 04:55 AM

I have a vast plethora of unique ships I've created, though as I have at least one player who frequents the Rogue Trader boards, I will only post the ones the party has either captured or destroyed.
All my ships are typed out in a different document format then what I see being posted here (with two docs, one including all the statistical data, and another including all the component information), so I will try to do my best to adapt them for forum-friendly posting (which will likely involve cutting away a lot of the individual space, power, and weapon damage numbers for the simple 'as a whole' information). Naturally, I won't include in depth descriptions of all the components, as I'm going to assume most people interested are going to have the requisite books to know their additional details.
Here is one of my first ones, a former pirate ship captured by the crew in a prisoner-break that escalated into a mutiny. The ship is a Meritek ship, and most of her crew is still Meritek, having been liberated by the crew from the pirates who oppressed them in their own ship and home.
The Black Razor
Meritech Shrike-Class Raider
Hull: Raider
Dimensions: 2 km long, 0.25km abeam at fins approx.
Mass: 4.5 megatonnes approx.
Crew: 15,000 crew, approx.
Accel: 5.9 gravities max sustainable acceleration.
Speed: 12
Manoeuvrability: +30
Detection: +20 
Hull Integrity: 30
Armour: 16 
Turret Rating: 2
Void Shield: 1
Space: 35 (-35)
Weapon Capacity: Dorsal 1, Prow 1
Advanced Cogitator Linkage: Shrikes include kilometres of sophisticated linkage cabling, which at one time allowed a highly advanced core cogitator to exercise extreme control over the systems. Although the heretical cogitator is long removed, the linkage remains. This vessels gains a +5 bonus to all Ballistic Skill Tests to fire the ship’s weaponry.
Crew Rating: 42
Ballistic Rating: 52   (Advanced Cogitator Linkage + Command Bridge)
Grapple Cannons  (Best) (dorsal)   (Simplified: can board with a successful ballistics test in the same square without ramming)
Pyros Melta-Cannons (prow)   Strength: 3  Damage: 1d10+4     Crit: 4    Range: 4  (Cause Fire! Criticals)
Segrazian “Viperdrive” Pirate Engine (Best)  +46 (-30) 
Miloslav G-616.b Warp Engine (Good)
Belecane-pattern 90.r Gellar Field
Repulsor Shields
Command Bridge
Mark. I.r Life Sustainer
Clan-Kin Quarters
W–240 Passive Detection Arrays 
Witch-Augur (A)     (Simplified: Augur that can peer into the near Warp to see ships travelling & know when/where they'll exit)
Inbuilt Stowage Bays   (Endevours allowed, but no bonus)
Resolution Arena (Good)
Quirks of the Ship
Reaver of the Unveholden Reaches.
Cost: 2 Ship Points. Transports, raiders, and frigates may take this.
Self-reliant: Ships of the reaver clans seldom have dockyards they can flee to when they are damaged. Therefore, they must fend for themselves, and the vessels are equipped to do just that. When this vessel affects long-term repairs, they may repair 1d10+5 points of Hull Integrity instead of 1d5.
Strike and Fade: The reaver clans have long practised the art of stealth attacks, a must for a successful buccaneer. Their ships have been modified for the task, with masked drive tubes and baffles to diffuse their signature. All Silent Running manoeuvres the ship performs gain a +10 bonus.
Pirate Vessel: Ships of the reaver clans are known—and feared—throughout the Expanse. Anyone from the vessel suffers a -10 to all Social Interaction Tests, provided the targets know what vessel they hail from.*
Turbulent Past: Over the years this ship has been used to perform deeds dastadly to some and heroic to others. All ship's crew suffer a -20 to social Skill Tests when interacting with the Imperial Navy, Rogue Traders, and Chaos Reavers, provided the targets know what vessel they hail from. On the adverse, all ship's crew gain +20 to social Skills when interacting with Pirates, Meriteks, and Void Scavengers, provided these targets also know what vessel they hail from.*
*Up to the GM where to apply 
Custom Rule: Meritek crews do not take morale penalties for extended periods in the void. As all Meriteks are descended from a culture of ship-borne void-nomads and scavengers who typically are born, live, and die on their ships, they don't feel the same necessity to make port stops to relax and unwind like typical Imperial crews do (given their history with the Imperium, they may actually be against doing so). They continue to take morale penalties from other causes as per normal however.
Naturally, mixing Meritek and non-Meritek crews will circumvent this rule, though to what degree is up to the GM and the percentage of each on board a single ship.
Per my game, Meriteks typically prefer keeping their ships crewed by their own people, and will often fill vacancies with the excess from other Meritek ships they encounter should they run across any that survived the Meritek Wars operating in the Koronus Expanse. This means keeping Meritek crews fully populated can be tricky if one doesn't know where to find others, but often acquisition free if the players are in good standing with them, as the youth of one ship are often eager to join another ship, as befitting a ship-born culture that must keep genetic diversity in mind.

Edited by Crow Eye, 08 September 2014 - 05:33 AM.

© 2013 Fantasy Flight Publishing, Inc. Fantasy Flight Games and the FFG logo are ® of Fantasy Flight Publishing, Inc.  All rights reserved.
Privacy Policy | Terms of Use | Contact | User Support | Rules Questions | Help | RSS