Dimensions: 1.5 km long, .3 km abeam at fins
Mass: 5.7 megatons
Crew: 15000 crew, approx.
Accel: 7.6 gravities max. sustainable acceleration
The Cobra-class destroyer is one of the smallest warp-capable ships in the Imperial fleet, and also one of the fastest. It fills two roles in the Imperial Navy. The first, and most common, is a torpedo vessel. Armed with massive anti-warship torpedoes, squadrons of Cobras are agile enough to dart into fleet engagements, launch spreads of ordinance, then flee—hopefully before their larger adversaries can hit them with a massed broadside. Although no ship could be said to be mass-produced in the Imperium, the Cobra is one of the simplest to build, with a well-equipped shipyard able to construct one in only several years. This makes them popular with Rogue Traders who are —relatively—destitute. A Cobra can be far easier to procure than a cruiser, and still possesses a warp drive. Many Rogue Traders who do so retrofit a Cobra to remove the massive torpedo bays, however, to create space for cargo or other weapons.
Speed: 10 Manoeuvrability: +30 Detection: +10
Hull Integrity: 30 Armour: 15 Turret Rating: 1
Space: 35/35 Weapon Capacity: Dorsal; Bombardment cannon, Prow; Plasma Accelerated Torpedo Tubes
Machine spirit: Xeno hunter, +10 to ballistic vs xeno vessels
Past histories: Naval war service, has current Imperial hail codes and cyphers, Peer (Imperial Navy) when hailing through vox channel.
Jovian Pattern Class 2 Drive Pow: +45 Space: 10
Miroslav H-616.b Warp Engine Pow: 8 Space: 10, Reduce Base Time for Warp Journey; x1/2; Roll Warp Travel Encounters every 3 Days
Standard Gellar Field Pow: 1 Space: 0
Single Void Shield Array Pow: 5 Space: 1
Exploration Bridge Pow: 4 Space: 1, +5 Detection, Active Augury; Extra Stuff whilst doing Exploration Objectives
M-1.r Life Sustainer Pow: 3 Space: 1, Increase Morale Losses by 1
Voidsmen Quarters Pow: 1 Space: 3
Hydraphuran Jamming System Pow: 4 Space: 1 , No Silent Running when using the component; -20% Focused Augury Tests against Vessel
Trophy room Pow: 1 Space: 0, good quality (space -1), Extra Stuff whilst doing Exploration/Trade/Criminal Objectives
Vivarium Pow: 1 Space 0, good quality (space -1), zoo, allows transport of xeno plants or beasts
Distributed cargo holds, Only identified on 4 DoS, cannot be targeted by Critical Hit; Extra Stuff whilst doing Criminal Objective (x1.5); Decrease Morale Permanently by 2; -5% Repair
Ostentatious Displays of Wealth, Plus 20% Social Skills aboard Vessel; Extra Stuff whilst doing Trade/Criminal Objectives (x0.5)
Prow: Plasma Accelerated Torpedo Tubes Pow: 2 Space: 4 Str: 3 Dam: 1d10+6 Crit: 2 Range: 2/4/8, +4VU Speed to Torpedo during first turn; +10% Ballistic Skill; If Damaged/Destroyed whilst Torpedoes loaded, 5% Component Destroyed, 2d5 Hull Integrity Damage; 16 Torpedoes (4 Extra in Tubes)
Dorsal: Stygies Pattern Bombardment Cannons Pow: 5 Space: 5 Str: 4, +1 to any Critical; Prow, Dorsal or Keel Weapon Capacity Only; +20% Intimidate against Planetary based Characters
Captain Georgene Klimnik
-Enthusiastic hunter of Xeno and STC beasts. Has heard news about yetis that have been not sighted live in several thousand years.
-Half insane specimen collector mechanicus.
Burning Blade One-Handed Melee – Power 1d10+5 E; Pen 4; Power Field, Balanced 0 Extremely Rare Rogue Trader Into the Storm 123
Boltgun Basic – Bolt Range 90m; S/2/-; 1d10+5 X; Pen 4; Clip 24; Reload 1 Full; Two handed; Tearing 500 Very Rare Dark Heresy Dark Heresy Core Rulebook 133
Exitus Rifle Basic – Exotic Range 200m; S/-/-; 2d10+2 I; Pen 9; Clip 10; Reload 1 Full; Two handed; Accurate 0 Near Unique Dark Heresy Ascension 137
Gilded Boltgun Basic – Bolt Range 100m; S/2/4; 1d10+9 X; Pen 4; Clip 30; Reload 1 Full; Two handed; Tearing 20 Distinguished Deathwatch First Founding 97
Flintlock Musket Basic – Primitive Range 30m; S/-/-; 1d10+3 I; Pen 0; Clip 1; Reload 5 Full; Two handed; Primitive (8), Unreliable, Inaccurate 0 Common Black Crusade Black Crusade Core Rulebook 154
Hunting Rifle Basic – Solid Projectile Range 150m; S/-/-; 1d10+3 I; Pen 0; Clip 5; Reload 1 Full; Two handed; Accurate 100 Scarce Dark Heresy Dark Heresy Core Rulebook 133
Hell Rifle Basic – Solid Projectile Range 300m; S/-/-; 2d10+4 R; Pen 7; Clip 999; Reload ; Two handed; Felling (x2) 0 Unique Dark Heresy Daemon Hunter 67