Rak’Gol Starships are constructed much in the same way as Imperial starships, with some differences to the rules. Begin by selecting a Hull from the Rak’Gol Hull Types. After this is done, proceed with selecting Essential Components, checking below to make sure what parts and effects are available.
Essential Components are required for a starship to function. A ship must have one (no more) Component from each of the following categories, lest the ship lose some vital function. Without a life sustainer, for instance, the vessel is nothing more than a cold and empty tomb, while a ship would be blind and deaf without an auger array.
Fission Pulse Drives
Instead of the plasma drives of humanity, the Rak’Gol rely on something referred to as a “fission-pulse” drive. These drives are far inferior to the plasma drives of Imperial vessels, based around an atomic reactor core and relying on explosive “pulsed” fission reactions to move their ships through space. In general they can accelerate to a decent speed, but fall far short on manoeuvrability.
There are two broad classes of drives used by the Rak’Gol, categorized by xenostechnologists as the “Stutter” class and the “Burst” class, with the latter being the larger of the two. Like the smaller “Stutter” class drives, the “Burst” drives of the Rak’Gol are capable of accelerating to high velocities,
but are incapable of nimble manoeuvring.
However, Imperial captains tend to underestimate the brutal force behind them, sometimes to their peril. Statistics for Fission Pulse Drives can be found below.
Crystalline Warp Drives
The Rak’Gol’s warp drives are far more advanced than the xenos races’ other technology. Inspections of several hulked Rak’Gol vessels revealed the warp drives seemed to have been added to the Rak’Gol ships independently of the starship’s construction. This was further borne out by
strange crystalline devices that make up part of the warp drives. These function identically to
Imperial Warp Drive Equivalents for statistics.
To protect against the predications of the warp, the Rak’Gol seem to rely exclusively on a series of talismans, charms, and symbols built into the hulls of their vessels. These components function identically to Imperial Gellar Fields in regards to statistics.
Void Shield Array
Rak’Gol Void Shield Components function identically to their Imperial Equivalents in regards to statistics.
Rak’Gol Bridge Components function identically to their Imperial Equivalents in regards to statistics.
Although the Rak’Gol seem able to breath oxygen, the atmospheres aboard their ships are thick and choked with noxious chemicals, as well as radiation from their unshielded fission piles. This has lead xenostechnologists to derisively dub their sustainer systems “fume sustainers.” These function identically to Imperial Life Sustainers in regards to statistics.
Unlike Imperial Crew Quarters, Rak’Gol living quarters are hot, dry, and awash in
radiation. In regards to statistics, they function identically to Imperial Crew Quarters.
A strange piece arcane technology, Void- Watchers scan the stars for threats and targets. This component functions identically to Imperial Auger Arrays.
Creating Rak’Gol Starships
Supplemental Components Rak’Gol Weapons Rak’Gol tend towards macrobatteries firing
swarms of warheads, or unwieldy lance weapons.
These weapons were nicknamed by the survivors of Rak’Gol attacks, who described the sound of their shells impacting a ship’s hull as an “unrelenting howl.” Howler Cannon batteries fire massive and brutal barrages of ordinance to overwhelm their targets with shear volume of fire.
“The foulest bellow of the vile xenos,” these gigantic beam weapon clusters seem to run the entire length of the largest Rak’Gol ships. They fire rad-beams that voraciously eat through the toughest armour.
Clanger Torpedo Tubes
These tubes are capable of firing two torpedoes in each salvo. They are always loaded with Boarding Torpedoes, which are functionally identical to those used by Imperial vessels.
Raider Landing Bay
During combat, these bays are completely open to the void. Docked assault craft are each attached to an airlock which is used to load the vessels. In non-combat situations, massive doors are closed to seal off the Component so that the area may be used to conduct repairs and maintenance—inasmuch as the Rak’Gol engage in these activities. Bloodflayers are utilized in place of conventional Imperial Craft, but share the same statistics presented in Battlefleet Koronus and other supplements.
Other Supplemental Components
Due to their penchant for scavenging and adapting technology Rak’Gol may purchase Rak’Gol versions of any Imperial Supplemental Components detailed in the Rogue Trader Core Rulebook and other supplements.
Rak’Gol and Warp Travel
Rak’Gol utilize an arcane means of traversing the warp that seems to be a mix of technology and immaterial mastery. In game terms, utilize the standard method for entering and traversing the warp detailed in the Rogue Trader Core Rulebook and other supplements.
Class: Xenos vessel
Dimensions: 2 km long, 0.6 km abeam at widest point, approx.
Mass: 9.4 megatons approx.
Crew: Unknown number of xenoforms
Accel: 1.8 gravities max sustainable acceleration
Very rarely found alone, the “Butcher” is used on the rare occasions when the Rak’Gol attack planetary targets. While capable of assisting in combat, these starships are relatively poorly armed
and lightly armoured. Their slow speed and lack of manoeuvrability exacerbates the issue. In combat, they prefer to stand off from the main fight and inundate their opposition with swarms of
small craft and boarding torpedoes. Once opposition is eliminated, they enter low orbit over a target world and mercilessly pound targets with warhead swarms while launching waves of assault craft.
Speed: 5 Manoeuvre: -5
Detection: +8 Hull Integrity: 35
Armor: 16 Turret Rating: 4
Space: 40 Ship Points: 25
Weapons: Prow 2, Keel 2
Class: Xenos heavy missile boat
Dimensions: aprox 1.3 km long, 1.0 km abeamat widest point, approx.
Mass: 8.4 megatons approx.
Crew: Unknown number of xenoforms.
Accel: 6 gravities max sustainable acceleration
Less common than other Rak’Gol escort craft, the “Mauler”-class frigates are still far more commonly seen than any lone explorer or trader would like. These vessels vary—often dramatically—in their precise secondary armaments, defences, and appearance. They are, however, distinguished by their primary weapon, clusters of torpedo tubes. These tubes are almost always loaded with boarding torpedoes, offering another method for the vicious Rak’Gol to enter into direct melee with their prey.
Like other smaller Rak’Gol warships, Maulers generally travel without the support of other vessels. In these cases, the vessels begin firing salvo after salvo of torpedoes towards their victims the instant that they enter range. Maulers then continue to close to bring their howler cannons into play. In the rarer cases where a Reaver is part of a mixed squadron, they generally hang back, firing continuous salvoes of torpedoes, while vessels with shorter ranged weapons close.
Speed: 8 Manoeuvre: +2
Detection: +14 Hull Integrity: 45
Armor: 16 Turret Rating: 3
Space: 40 Ship Points: 42
Weapons: Prow 2, Dorsal 1
Class: Xenos Pirate Vessel
Dimensions: approx. 1.5 km long; approx. 0.8 km abeam at widest fins
Mass: 7.2 megatonnes approx.
Crew: unknown number, but thought to be upwards around 20,000–30,000 xenoforms
Accel: 7 gravities maximum sustainable acceleration
Marauders are the name given to the most common of Rak’Gol ships, sharing the name
with the Rak’Gol warrior caste. Given that no two are exactly alike, they are similar enough
in size and performance to be grouped together into a broad classifi cation. All Marauders
seem to be haphazardly constructed with little regard for layout or comfort of crew. They are
all generally brutal craft that are over-gunned and have impressive amounts of speed thanks to
their fission-pulse drives. However, though they are quite fast they are slow to manoeuvre,
and savvy captains have been known to exploit this weakness in order to win the day.
Speed: 9 Manoeuvre: +6
Detection: +12 Hull Integrity: 40
Armor: 15 Turret Rating: 3
Space: 40 Ship Points: 35
Weapons: Prow 1, Dorsal 1, Keel 1
Hull: Light Cruiser
Class: Xenos light cruiser
Dimensions: aprox 3.1 km long, 1.2 km abeamat widest point, approx.
Mass: 18 megatons approx.
Crew: Unknown number of xenoforms
Accel: 5 gravities max sustainable acceleration
“Manglers” vessels are full sized warships. These (mercifully rare) ships are generally found accompanied by at least one to three Butchers or Maulers. In a few rare instances, Manglers have led larger squadrons. The examples that have been identified share a common core design and armament, but vary significantly in their architecture. This may be due to extensive repairs or may indicate that they were designed by different artisans. Thus far, only Manglers are large enough to mount Rak’Gol lance weapons.
These warships, especially when accompanied by a support squadron, are fully capable of launching a planetary assault against smaller colonies. In addition, the wings of assault craft in concert with their beam weapons can be an absolutely devastating combination against any but the largest of vessels.
Speed: 7 Manoeuvre: +1
Detection: +12 Hull Integrity: 55
Armor: 17 Turret Rating: 5
Space: 60 Ship Points: 55
Weapons: Prow 1, Dorsal 2, Keel 1
Source: Xenos Character Guide, edited for the Ultima Tectum campaign.