Arrive to scavenge archeotech wonders of Gravis Minor. Great operation of Von Trotha and fabricator general of ??. Lured by Von Trotha with promises of new forge world and used by Von Trotha to experiment with the defences of Skulking City and Gravis Major. Captain of the fleet carries petrified cogitator received from Von Trotha.
“Deductor” Mechanicus cruiser, archeotech labs, mechanicus in command is a minion of Von Trotha
Class: Unique Mechanicus research vessel
Dimensions: 5.1 km long, 0.7 km abeam approx.
Mass: 6.4 megatonnes approx.
Crew: 19,000 approx.
Accel: 4.6 gravities max sustainable acceleration
The fleets of the Adeptus Mechanicus are often far more sophisticated than those of the Imperial Navy, utilising technologies that are deemed too sacred for the masses of humanity to use. In many cases, archeotech systems are placed aboard starships
solely to test them, so that their effectiveness can be properly determined and studied. The Omnissiah’s Vigil is one such vessel, fitted with ancient targeting systems and plasma reactors as part of one extensive research project.
Assigned to the service of Magos Juris Ambolic, this swift and perceptive vessel is well-suited to pursuing heretek starships from one side of the sector to the other, and crushing them in battle when the pursuit is over.
Speed: 5 Manoeuvrability: +7 Detection: +20
Void Shields: 2 Armour: 20 (22 prow) Hull Integrity: 74
Morale: 100 Crew Population: 100 Crew Rating: (40) Crack
Turret Rating: 1 Weapon Capacity: Port 2, Starboard 2, Dorsal 1
Power output: 84 – Consumption: 81 = +3 reserve
Space used 71/75
Modified Jovian Pattern Class 4 Drive Pow: +75 Space: 10
Strelov 2 Warp Engine Pow: 10 Space: 10
Multiple Void Shield Array Pow: 7 Space: 2
Vitae Pattern Life Sustainer Pow: 5 Space: 3
Voidsmen Quarters Pow: 2 Space: 4
Exploration Bridge Pow: 5 Space: 3, shielded component
Auto-stabilised Logis-targeter Pow: 5 Space: 0, +5 detection, +5 ballistic skill
-Barracks Pow: 2 Space: 4 These barracks are typically full of Classiarii, adding a bonus to boarding and Hit and Run actions (see below).
-Laboratorium Annexes Pow: 5 Space: 2 These extensive laboratories allow the Vigil to conduct extensive research into up to 3 topics simultaneosly. +20% on Tests to identify, analyse and repair artefacts of Ancient/Xenos origin.
-Auxiliary plasma banks Pow: +9 Space: 7, shielded component
-Manufactorum Pow: 2 Space: 1, +10 tech-use for extended repair, +10 acquisition.
–Broadside macro turrets Pow: 2 Space: 6
–Tenebro maze Pow: 2 Space: 3
Crew Reclamation Facility: Due to the largely servitor makeup of the Vigil’s crew, the bonuses for this Component are already combined with those of the servitor crew.
Murder Servitors: The Vigil possesses a large stock of Lathe-pattern Murder Servitors.
Servitor crew: (best quality)
2 Port and 2 Starboard: Vx22 “Sunwrath” Lance Batteries (Lance, Strength 2, Damage 1d10+3, Crit Rating 3, Range 6) Pow: 6 Space: 3, Accurate
1 Dorsal: Vx23 “Sunwrath” Extended Lance (Lance, Strength 1, Damage 1d10+3, Crit Rating 3, Range 10) Pow: 8 Space: 4, Accurate
Actions (see below), and allowing the Vigil to choose any result between 1 and 6 for the Crit.
Barracks: These barracks are typically full of Classiarii, adding a bonus to boarding and Hit and Run actions (see below).
Laboratorium Annexes: These extensive laboratories allow the Vigil to conduct extensive
Shielded Component: Pow 1/Space 1 increase in component, ignore first critical hit to the shielded component
Complications and special rules:
+10 to Command Tests involving boarding actions.
+30 to Command Tests involving Hit and Run
+5 ballistic skill
All losses to Crew Population halved.
This ship gains +5 to Detection when using Active Augury.
“Astra Folles” transport, cargo hauler for the loot, trade warrant captain is blinded by profit and has loose lips when drunk.
Orion-class Star Clipper
Dimensions: 3 km long, .4 km abeam at fins approx
Mass: 8 megatons
Crew: 14000 crew, approx.
Accel: 5.4 gravities max. sustainable acceleration
The Orions are something of a rarity amongst the Imperium’s starships—a fast transport or star-clipper. Though they are designed for cargo, their lean forms, raked bows, and powerful drive tubes are less optimised for cargo hauling and more designed for travelling at speed. Orion-class starships are constructed to transport smaller, high-value cargoes that must reach their destination quickly or through hostile territory. Rather than rely on armed escorts, Orions travel alone. They trust in their speed to see them clear of most predators, and count on their weapons to send off those quick enough to keep up. Often they are successful, but Orions do have one major drawback. The redundant internal bulkheads and exterior armour that would normally be added to human ships has been forgone in order to increase speed and cargo capacity. As a result, a few stiff hits can easily cripple an Orion.
Speed: 10 Manoeuvrability:+25 Detection: +10
Hull Integrity: 35 Armour: 12 Turret Rating: 1
Space: 40 SP: 25 Weapon Capacity: 1 Dorsal, 1 Keel
Cargo Hauler: This vessel was designed for transporting goods, and no amount of retrofitting can fully change this. This hull comes pre-equipped with one Main Cargo Hold Component (see ROGUE TRADER page 203). The hull’s Space has already been reduced to account for this, however, when the ship is constructed it must be able to provide two Power to this Component.
Fast Ship: Due to the precisely calibrated nature of this ship, it cannot be equipped with Components that increase its Armour.
“Clavus Martis“frigate, captain belongs to cult of haemophilos that worships magnets and blood.
Tempest-class strike frigate
Dimensions: 1.5 km long, 0.4 km abeam at fins approx.
Mass: 6.1 megatonnes approx.
Crew: 305.00 crew, approx.
Accel: 4.7 gravities max sustainable acceleration
The Tempest is a specialised frigate produced in the Calixis and surrounding sectors. It trades long ranged firepower for heavy, short-ranged broadsides designed to devastate enemies at ‘knife-fight’ distances. To get to those distances, Tempests have triple-armoured prows and boosted drives, and often carry assault boats and large complements of ratings for boarding actions. These larger quarters and hanger bays have been found very useful for other, more commercial purposes as well.
Speed: 8 Manoeuvrability: +18 Detection: +12
Hull Integrity: 36 Armour: 19 Turret Rating: 1
Space: 42 SP: 40 Weapon Capacity: Dorsal 2
Storm trooper attachment
Arrive to secure Stryxis operation at Peniteus Balteus and Chorda goals at Gravis Major. Captain has mandate from Auspyce Chorda herself.
cruiser, several attack craft bays, captain collaborates with Vladir to start the pit fights at Nothus.
Dimensions: 5.1 km long, 0.8 km abeam at fins approx.
Mass: 29 megatons approx.
Crew: 85,000 crew, 15,000 pilots and support personnel, approx.
Accel: 2.5 gravities max sustainable acceleration.
The first Dictator-class cruisers were retrofitted from heavily damaged Lunars, with the aft lance deck replaced entirely by heavy launch bays for large squadrons of Fury-class starfighters and Starhawk bombers. Originally designed for launching Thunderbolts and Marauders against planetside targets, successive upgrades to the Dictator’s communications and detection systems expanded its capabilities for launching long-range strikes against ships in deep space. Increasingly, they were equipped with Furies and Starhawks, until this became their standard. In the Calixis Sector, several Dictators have been constructed as new vessels, using this design.
The Dictator is a popular naval choice as a flagship for long range anti-piracy patrols, as its launch bays give it a significant degree of strategic flexibility. Pirates often lair in asteroid fields or wihin the atmospheres of obscure planetoids. The ability of attack craft to flush these parasites out and into the range of the ship’s powerful macrobatteries is extremely useful, and attack craft also extend the Dictator’s range far beyond the range of its guns.
Rogue Traders value Dictators for these reasons, and they are much-coveted vessels among this diverse community. Depending on the inclinations of the individual Rogue Trader, the void-capable (and expensive) Furies and Starhawks are often replaced with the more economic Marauders and Thunderbolts, the better to intimidate defiant planetary populations into submission.
Speed: 5 Maneuverability: +8 Detection: +18
Hull Integrity: 70 Armour: 20 Turret Rating: 3
Space: 65 SP: 63 Weapon Capacity: Prow 1, Port 2, Starboard 2 (of these slots 1 port and 1 starboard slot come pre-equipped with Components)
Carrier Vessel:The Dictator comes pre-equipped with two Jovian Pattern Launch Bays that take up a Port and Starboard weapon capacity slot. These are built into the design, and nearly impossible to remove. The hull’s space has already been reduced to account for this, however when the ship is constructed it must be able to provide one Power to each Component. the Starhawks and Furies most ships had switched to at the start of the Gothic War, but old Thunderbolts and Marauders).
“raider”, captain is young grand-nephew of the Auspyce Chorda
Meritech Shrike-class Raider
Dimensions: 2 km long, 0.25 km abeam at fins approx.
Mass: 4.5 megatonnes approx.
Crew: 15,000 crew, approx.
Accel: 5.9 gravities max sustainable acceleration.
The Meritech clans were an infamous rabble of voidborn star-gypsies, wanderers and scavengers, who came to reside in the boder zone worlds of the Merates cluser during the final years of the 40th millenia. Initially content to forage for parts for their ramshackle fleets from ruined space hulks drifting into their territory, within a century they had embarked upon a lifestyle of piracy, and routinely attacked vessels passing between the Calixis and Ixaniad sectors. In 211.M41 mere banditry gave way to all-out war when Meritech raiders ambushed a trio of Battlefleet Calixis Sword-class frigates. Only one Sword escaped.
This plunged the entire region into a fifteen-year war which only concluded when Battlefleet Calixis crushed the Meritech Clan strongholds. Subsequent Inquisitorial investigations established, it is said, sinister tech-heretics behind the events.
Many of the deadly raider vessels utilized by the clanfleet survived, sold to pirates and other rogues to ensure safe passage for the upper echelons of the renegade clanlords. The vessel designed a Shrike class is typical of the Meritech ships of the period, and indeed formed the main strength of its bandit squadrons. A lithe, incredibly advanced vessel that utilized heretical technologies unknown ot the Adeptus Mechanicus, few Rogue Traders are able to maintain these ships at their original performance levels, give their bizarrely innovative heretech, but they remain dangerous fast raiders.
Speed: 10 Maneuverability: +25 Detection: +20
Hull Integrity: 30 Armour: 16 Turret Rating: 2
Space: 35 SP: 34 Weapon Capacity: Dorsal 1, Prow 1
Advanced Cogitator Linkage: Shrikes include kilometers 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 vessel gains a +5 bonus to all Ballistic Skill Tests to fire the ship’s weaponry.
raider, captain is devoted to Armormant sect
Imperial Navy star vessel, safety of drydocks of Canor Sol is imperative, captain is decorated veteran who has burned out for using “the blue” at the front against chaos reavers of Karrad Val. Will collaborate with Warden Vladir from Nothus for fighting pits at the penal colony.
Dimensions: 1.6 km long, 0.3 km abeam at fins approx.
Mass: 6 megatonnes approx.
Crew: 26,000 crew, approx.
Accel: 4.5 gravities max sustainable acceleration
The Sword frigates have been a mainstay escort vessel for Battlefleet Calixis ever since its founding. Every system aboard one of these frigates has been tried and tested in innumerable engagements. Its laser-based weapons and turrets are accurate and hard-hitting, its plasma drives are rugged and reliable in extreme conditions. Few task forces do not include at least a pair of Swords to guard the flanks of larger vessels or pursue smaller, faster raiders. More than a few Rogue Traders have noticed the stellar performance of these vessels and obtained one. With a few minor conversions to increase holds, Swords suit their needs quite well.
Speed: 8 Manoeuvrability: +20 Detection: +15
Hull Integrity: 35 Armour: 18 Turret Rating: 2
Space: 40 SP: 40 Weapon Capacity: Dorsal 2
Rogue trader star vessel, charting the sector for Imperial navy, Hired by Arviragus and Mordechai??, charter has been validated by Imperial Navy.
If stryxis warp resonator is destroyed eldar vessels are able to enter the Ultima Tectum system. Aim to rescue an ancient and holy plant, lost by renegade eldar, from xenos defilers.
Eldar scout vessel
The Nightshade is a dedicated torpedo boat that can swiftly deploy its cargo and use its speed to escape retribution.
Speed: 14 Maneuver: +45 Detection: +24 Hull Integrity: 20 Armor: 14 Turret Rating: 1 Space: 26 SP: 43 Weapon Capacity: 1 Prow, 1 Keel
Sailing on the Solar Winds: Eldar ships are powered and boosted by celestial bodies. When moving AWAY from a star, their speed drops by 1. When moving TOWARD a star, their speed stays normal. When moving PARALLEL to a star, their speed increases by 1.
Torpedo Specialist: The Keel slot is occupied by a Torpedo Tube component, and may not be removed. Str: 2 Dam: 2d10+14 Crit: 10+ Pow: 1 Range: 20 Terminal Pen: 3 Cap: 10+2
ELDAR SOLAR SAILS
There are many patterns of solar sail out there, similar to the many patterns of Imperial plasma drive. Essentially, to make an Eldar Solar Sail, take a desired Plasma Drive and make the following changes.
External: Space becomes 0. SP: +1
Supreme Maneuverability: The ship can interrupt its maneuver at any time to fire. Once firing has completed, it may resume the Maneuver. In addition, the ship may turn 90˚.
The Eldar do not use Void Shields, rather a series of baffles and countermeasures that make hitting near impossible.
Holographic Cloaking: All ships firing at a ship with a functioning Holofield suffer a –20 to their Ballistic Skill Tests for Macrobatteries, and -40 to all other Ballistic Skill Tests or Ram attacks. Any lock on or detection tests against the vessel suffer a –30. Shield: This takes the Void Shield slot of a ship. Power: 8 Space: 4 SP: 4
The bright flashes of plasma from these batteries is the first signal to an enemy that their end is near.
Pinpoint Precision: This weapon is fired at +10 to the BS test.
Macrobattery Power: 5 Space: 3 SP: 3 Str: 4 Dam: 1d10+2 Crit: 4 Range: 6