Relentless Chorda Frigate

Chorda dynasty smuggling frigate that has been upgraded without costs.

Turbulent-class Heavy Frigate

Dimensions: 1.95km long, 0.3 km abeam at fins approx.
Mass: 7.5 megatons approx.
Crew: 25,000 crew, approx.
Accel: 4.3 gravities max sustainable acceleration.

Imported form the Scarus Sector for use as heavy naval escorts during the early days of the Angevin Crusade, the handful of Turbulent-class heavy frigates surviving in the Calixis Sector never returned, some say because they found the tumultuous Calixian region more to their tastes. Intended to drive ahead of the main fleet and engage rival scouting units when encountered, the history of the Turbulent class has been characterized by aggressive and piratical actions against the Emperor’s foes. Although rare, the Turbulent has gained a reputation as a “lucky” class. Turbulents have participated in many of the most glorious naval actions of the sector, whilst coincidentally either surviving or not being involved at all in the most disastrous.

Some armchair admirals dismiss the Turbulent, citing its comparatively inefficient energy weapon transfer systems and deriding its antiquated internal communication network of brass vacuum pipes and electrical lights. However, such mockery is best done behind closed doors, as several of the senior admirals in Battlefleet Calixis served aboard these feisty ships.

Speed: 7 Manoeuvrability: +18 Detection: +15
Hull Integrity: 40 Armour: 20 Turret Rating: 1
Space: 42 SP: 42 Weapon Capacity: Dorsal 2

Power output: +48 – Consumption -47 = +1 Reserve
Space used: 42/42

Crew Rate: 45 Population: 100/100 Morale: 83/100 Creed: Low

Essential components

  • Best quality Miroslav H-616.b Warp Engine Pow: 8 Space: 8, Reduce Base Time for Warp Journey; x1/2; Roll Warp Travel Encounters every 3 Days
  • Shadow Field, Eldar component Pow: 8 Space: 4, +20% Silent Running Action, -20% Active/Focused Augury; -20% Ballistic Skill; -30% Hit & Run Action; Cannot work at the same time as Void Shields, -5 to the ship’s crew morale
  • Smugglers Bridge Pow: 1 Space: 1, Resembles (Ship master bridge P: 4 S: 3) to disguise space and pow of hidden components), Extra Stuff whilst doing Criminal Objectives
  • M-1.r Life Sustainer Pow: 3 Space: 1, Increase Morale Losses by 1
  • Good quality Pressed-Crew Quarters Pow: 1 Space: 1, Decrease Morale Permanently by 2
  • W-240 Passive Detection Arrays Pow: 3 Space: 0, External Component; When Silent Running, may perform any Detection actions without penalty

Supplemental components

  • Good quality Xenos Habitat Pow: 0 Space: 1 Hidden component, +10% Charm & Inquiry with Xenos; Decrease Morale Permanently by 2; Extra Stuff whilst doing Non-Hostile Alien Objectives, -40% Scrutiny to locate Habitat, Cannot be revealed by Focused Augury.
  • Best quality Hidden Storage Compartment Pow: 0 Space: 0, Hidden Cargo Storage, easier smuggling, -45% Scrutiny to locate Compartment, Cannot be revealed by Focused Augury.
  • Luxury Passenger Quarters Pow: 2 Space: 1, Extra Stuff whilst doing Trade/Criminal/Creed Objectives (x2)
  • Augmented Retro-thrusters Pow: 3 Space: 0, +5% Manoeuvrability, External Component
  • Defensive Countermeasures Pow: 1 Space: 1, -20% Ballistic Skill to attack ship for 1d5+1 Strategic Round; -30% Ballistic Skill for Torpedoes; Must be replaced with upkeep test after use
  • Pharmacia Pow: 1 Space: 2, Synthesizes Drugs, adequate dosage for the entire crew each day; Extra Stuff whilst doing Trade/Criminal Objectives
  • Melodium Pow: 1 Space: 1, Increase Morale Permanently by 1; +10% Social Tests
  • Hydrapuran Jamming System Pow: 4 Space: 0, No possible when Silent Running; -20% Focused Augury Tests against Vessel
  • Emergency Energy Reserves Pow: +2 Space: 1, When Crippled, Weapon Components or Speed unaffected; If Damaged 25% of Explosion, 1d5 Hull Integrity Damage, Another Component set on Fire

Upgrades

  • Mimic Drive, -20 Perception, Appear on Sensors as different type of Vessel, Available patterns: Imperial Line Transporter, Stryxis Caravan Ship, Eldar Frigate

Weapons

  • Dorsal: Xeno Energy Lance, Xenos component, Pow: 4 Space: 3 Str: 1 Dam: 2d5 Crit: 5 Range: 3/6/9 Special: each degree of hit gives -10 pilot penalty to vessel targeted for next round., -5 to the ship’s crew morale
  • Dorsal: Dark Cannon, Xenos component, Pow: 3 Space: 2, Damage: 1d10+1 Crit: 6 Range: 3/6/12  If Hit, -15% Ballistic Skill during following Round, -5 to the ship’s crew morale

Fiery Temperament: For some reason, the plasma drives on a Turbulent tend to burn hotter than on comparable vessels. Though this isn’t enough to compensate for the added mass, it does give more power. Any plasma drive installed on a Turbulent has its Power Generated increased by +2. Antiquated Communications: All Command Tests on a Turbulent suffer a -5 penalty.