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This page is dedicated to the rules regarding starships, their creation & cost, naval combat and upgrades.

Divine Intervention by The First Magelord

Space combat is hazardous, even for the Emperor's Astartes!

Unit CostsEdit

Capital Ships:Edit

Battle Barge: Can only be obtained through favour and/or salvage

  • Teleportarium - 15W (Can teleport 20 humans, 10 Marines or 5 Terminators with a high degree of accuracy)
  • Build Time: Battleships take centuries to construct, therefore when you purchase one it comes from whichever nearby shipyard is closest to completing construction of one, which could be several sectors away. The build time of a Battle Barge is d30+10 years.


Strike Cruiser: 435W 

  • Teleportarium - 15W
  • Additional Shield - 45W (no more than 1 additional Shield on each Strike Cruiser)
  • Build time: 10 years


Escorts:Edit

All have a construction time of 3 years. If an order consists of multiple escorts of the same class, apply a 15% discount to the total cost.

  • Gladius-class Frigate: 120W
  • Nova-class Frigate: 135W + 1% Heresy
  • Hunter-class Destroyer: 120W
  • Sword-class Frigate: 105W
  • Firestorm-class Frigate: 105W + 1% Heresy
  • Falchion-class Frigate: 105W
  • Claymore-class Corvette: 90W
  • Cobra-class Destroyer: 90W
  • Iconoclast-class Raider: 75W



Transports:Edit

WIP


Planetary Defences:Edit

See Planetary Mechanics


Special:Edit

Anchor-Class Space Station: See Planetary Mechanics

Destructor-Class Space Fortress: Can only request construction through favour.

  • Teleportarium - 15W

General FormulaEdit

The general formula for calculating the price of a ship is to take its points value in battlefleet gothic, and multiply this by a factor dependent on it's class. The factors are as follows:

  • Escorts, Light Cruisers and Cruisers: x3 Multiplier
  • Battlecruisers and Heavy Cruisers: x4 Multiplier
  • Grand Cruisers and Battleships: Priceless. Valued only in favour.

Repair timesEdit

Though ships are often damaged and left unable to fight, it is far easier to repair a shattered hull than construct an entirely new ship. The cost of having a vessel repaired is provided by the Imperium but of course it will take a short time.

The Ld value of a once-hulked vessel that has been repaired depends on how successful the evacuation of the doomed vessel was. If it was merely reduced to a drifting hulk and was near friendly ships or systems to evacuate to, a very good fraction of the crew will have survived to serve the ship once more so it's Ld value will be preserved. Conversely, if the ship suffered an extended period of time as a Blazing Hulk and there was nowhere nearby to evacuate to, it is unlikely that anywhere near enough crew survived to preserve the ship's Ld value and a new one will have to be rolled.

Occasionally however, a ship may have suffered such catastrophic damage that no repair is possible (plasma drive explosion/warp drive implosion). If a Capital Ship is destroyed in such a way a free replacement will be constructed, though will take the build times listed above. Destroyed Escorts will not be replaced free of charge.

LeadershipEdit

Used for determining success of Special Orders and other Ld checks. Must roll equal to or under leadership on a d100. Each ship is given a random Leadership assignment when it is encountered. Vessels we purchase are assigned a starting Leadership and may improve that leadership based on experience and Commander, up to a maximum of 90.


Leadership assignment (GoR vessels)Edit

Warships 70 + d20
Transports 60 + d10

Random assignment (Other Adeptus Astartes)Edit

D6 Roll Ld Value
1 72
3 - 4 83
5 - 6 90

Random assignment (Imperial/Renegade Navy)Edit

D6 Roll Ld Value
1 42
2 - 3 58
4 - 5 72
6 83

Random assignment (Merchant/Chartist/Pirate Vessels)Edit

D6 Roll Ld Value
1 28
2 - 3 42
4 - 5 58
72

Ship statistics databaseEdit

ADEPTUS ASTARTESEdit

Battle BargeEdit

Space Marine Fleet -1- Battle Barge

Space Marine Battle Barge.

Type Speed Turn Shields Armour Turrets
Battleship/12 20 1/8 4 86+ 4
Weapon Range / Speed Strength Arc
Port Weapons Battery 45 12 Left
Starboard Weapons Battery 45 12 Right
Prow Torpedoes 30 6 Front
Dorsal Bombardment Cannons 30 8 Left / Front / Right
Prow Launch Bays

20 (Thunderhawks)

30 (Fury Interceptors)

3 Squadrons -

Notes: Cannot use Come to New Heading special order.


Strike CruiserEdit

Space Marine Fleet -2- Strike Cruiser

Space Marine Strike Cruiser

Type Speed Turn Shields Armour Turrets
Cruiser/6 25 1/4 1 86+ 2
Weapon Range / Speed Strength Arc
Port Weapons Battery 30 4 Left
Starboard Weapons Battery 30 4 Right
Dorsal Bombardment Cannons 30 3 Left / Front / Right
Prow Launch Bays 20 (Thunderhawks) 2 Squadrons -


Gladius FrigateEdit

Space Marine Fleet -3- Gladius-class Frigate

Space Marine Gladius-class Frigate.

Type Speed Turn Shields Armour Turrets
Escort/1 30 1/4 1 66+ 2
Weapon Range / Speed Strength Arc
Dorsal Weapons Battery 30 4 Left / Front / Right


Nova FrigateEdit

Space Marine Fleet -4- Nova-class Frigate

Space Marine Nova-class Frigate.

Type Speed Turn Shields Armour Turrets
Escort/1 35 1/4 1 66+ 1
Weapon Range / Speed Strength Arc
Lance Turret 30 1 Left / Front / Right
Dorsal Weapons Battery 30 2 Left / Front / Right


Hunter DestroyerEdit

Space Marine Fleet -5- Hunter-class Destroyer

Space Marine Hunter-class Destroyer

Type Speed Turn Shields Armour Turrets
Escort/1 35 1/4 1 66+ 1
Weapon Range / Speed Strength Arc
Torpedoes 30 2 Front
Dorsal Weapons Battery 30 1 Left / Front / Right



IMPERIUM / INDEPENDENTSEdit

The capital ships of the modern Imperial Navy have a distinctive design of hull with bulky engines at the rear, a tall, narrow midsection, and a sharp prow. They are also used by the forces of chaos, though in vastly smaller amounts compared to the archaic hull designs preferred by the forces of chaos.

The escorts used by the Imperial Navy are many and varied, though the 'big three' (Sword, Firestorm, Cobra) they use the most are generally a good quality and reliable, and therefore less popular among independents for their comparably high cost.


Emperor-class BattleshipEdit

Type Speed Turn Shields Armour Turrets
Battleship/12 15 1/8 4 66+ 5
Weapon Range / Speed Strength Arc
Port Weapons Battery 60 6 Left
Starboard Weapons Battery 60 6 Right
Port Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

30 (Shark Assault Boats)

4 Squadrons -
Starboard Launch Bays 4 Squadrons -
Dorsal Weapons Battery 60 5 Left / Front / Right
Prow Weapons Battery 60 5 Left / Front / Right

Notes: May not use Come to New Heading. Advanced Sensor array gives +10 to Leadership value.


Retribution-class BattleshipEdit

Retribution Battleship by The First Magelord

Retribution-class Battleship

Type Speed Turn Shields Armour Turrets
Battleship/12 20 1/8 4 66+ / 86+ Front 4
Weapon Range / Speed Strength Arc
Port Weapons Battery 45 18 Left
Starboard Weapons Battery 45 18 Right
Dorsal Lance Battery 60 3 Left / Front / Right
Prow Torpedoes 30 9 Front

Notes: May not use Come to New Heading.


Regent-class Orbital Assault ShipEdit

Type Speed Turn Shields Armour Turrets
Battleship/12 15 1/8 4 66+ 5
Weapon Range / Speed Strength Arc
Keel Bombardment Cannons 60 4 All Around
Dorsal Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

30 (Shark Assault Boats)

4 Squadrons -
Orbital Deployment Bays

30 (Valkyrie Assault Carriers)

30 (Marauder Transporters)

20 (Devourer Dropships)

N / A

-
Citadel-class Lander Dock - 6

Notes: May not use Come to New Heading. Advanced Sensor array gives +10 to Leadership value.

Citadel-class LanderEdit
Type Speed Turn Shields Armour Turrets
Escort/2 15 1/8 2 86+ 3


Vengeance-class Grand CruiserEdit

Type Speed Turn Shields Armour Turrets
Grand Cruiser/10 20 1/8 3 66+ 3
Weapon Range / Speed Strength Arc
Port Weapons Battery 60 10 Left
Starboard Weapons Battery 60 10 Right
Port Lance Battery 45 2 Left
Starboard Lance Battery 45 2 Right

Notes: Prow-armament damaged critical effect is completely ignored.

Unique Vessels: The Stellaris and the Spear of Destiny of Battlefleet Deus have undergone an Imperial Navy refit that adds a strength 6 speed 30 torpedo salvo to their prow. Ergo Prow-armament damaged effects apply as normal.


Mars-class BattlecruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 20 1/8 2 66+ / 86+ Front 3
Weapon Range / Speed Strength Arc
Port Weapons Battery 45 6 Left
Starboard Weapons Battery 45 6 Right
Port Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

30 (Shark Assault Boats)

2 Squadrons -
Starboard Launch Bays 2 Squadrons -
Prow Nova Cannon 30 - 150 1 Front
Dorsal Lance Battery 60 2 Left / Front / Right


Overlord-class BattlecruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 20 1/8 2 66+ / 86+ Front 2
Weapon Range / Speed Strength Arc
Port Weapons Battery 60 8 Left
Starboard Weapons Battery 60 8 Right
Prow Torpedoes 30 6 Front
Dorsal Lance Battery 60 2 Left / Front / Right


Armageddon-class BattlecruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 20 1/8 2 66+ / 86+ Front 2
Weapon Range / Speed Strength Arc
Port Lance Battery 45 2 Left
Starboard Lance Battery 45 2 Right
Port Weapons Battery 45 6 Left
Starboard Weapons Battery 45 6 Right
Dorsal Lance Battery 60 2 Left / Front / Right
Prow Weapon Range / Speed Strength Arc
Prow Torpedoes 30 6 Front
OR
Prow Nova Cannon 30 - 150 1 Front


Lunar-class CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 20 1/8 2 66+ / 86+ Front 2
Weapon Range / Speed Strength Arc
Port Lance Battery 30 2 Left
Starboard Lance Battery 30 2 Right
Port Weapons Battery 30 6 Left
Starboard Weapons Battery 30 6 Right
Prow Weapon Range / Speed Strength Arc
Prow Torpedoes 30 6 Front
OR
Prow Nova Cannon 30 - 150 1 Front


Gothic-class CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 20 1/8 2 66+ / 86+ Front 2
Weapon Range / Speed Strength Arc
Port Lance Battery 30 4 Left
Starboard Lance Battery 30 4 Right
Prow Torpedoes 30 6 Front


Tyrant-class CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 20 1/8 2 66+ / 86+ Front 2
Weapon Range / Speed Strength Arc
Port Weapons Battery 45 4 Left
Starboard Weapons Battery 45 4 Right
Port Weapons Battery 30 6 Left
Starboard  Weapons Battery 30 6 Right
Prow Torpedoes 30 6 Front

Unique Vessel: The Deflagrator of Battlefleet Deus inreases the range of its strength 6 weapons batteries to 45. Giving it port and starboard weapons batteries of strength 10 range 45.


Dictator-class CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 20 1/8 2 66+ / 86+ Front 3
Weapon Range / Speed Strength Arc
Port Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

30 (Shark Assault Boats)

2 Squadrons -
Starboard Launch Bays 2 Squadrons -
Port Weapons Battery 30 6 Left
Starboard Weapons Battery 30 6 Right
Prow Torpedoes 30 6 Front


Dominator-class CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 20 1/8 2 66+ / 86+ Front 2
Weapon Range / Speed Strength Arc
Port Weapons Battery 30 12 Left
Starboard Weapons Battery 30 12 Right
Prow Nova Cannon 30 - 150 1 Front


Dauntless-class Light CruiserEdit

Dauntless Light Cruiser by The First Magelord

Dauntless-class Light Cruiser

Type Speed Turn Shields Armour Turrets
Cruiser/6 25 1/4 1 66+ 1
Broadside Weapons Range / Speed Strength Arc
Port Weapons Battery 30 4 Left
Starboard Weapons Battery 30 4 Right
OR
Port Launch Bay

30 (Fury Interceptor)

20 (Starhawk Bomber)

1 Squadron -
Starboard Launch Bay 1 Squadron -
Prow Weapon Range / Speed Strength Arc
Prow Lances 30 3 Front
OR
Prow Torpedoes 30 6 Front

Notes: Rolls an additional d6 for determining extra movement when on All Full Ahead

Unique Vessel: The Blade of Vengeance of Battlefleet Deus is a unique Dauntless-class Light Cruiser with prow lances and broadside weapons batteries, and a speed of 35. All other stats are as listed above.


Siluria-class Light CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/6 25 1/4 1 66+ 1
Weapon Range / Speed Strength Arc
Port Weapons Battery 30 6 Left
Starboard Weapons Battery 30 6 Right
Prow Weapons Battery 30 2 Left / Front / Right

Notes: Rolls an additional d6 for determining extra movement when on All Full Ahead


Endeavour-class Light CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/6 20 1/4 1 66+ / 86+ Front 2
Weapon Range / Speed Strength Arc
Port Weapons Battery 30 6 Left
Starboard Weapons Battery 30 6 Right
Prow Torpedoes 30 2 Front
Second Prow Weapon
Prow Weapons Battery 30 2 Left / Front / Right
OR
Prow Lance 30 1 Left / Front / Right
OR
Additional Prow Torpedoes 30 2 Front

Note: Adds +1 to boarding action results due to defensible internal design.


Endurance-class Light CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/6 20 1/4 1 66+ / 86+ Front 2
Weapon Range / Speed Strength Arc
Port Lance Battery 30 2 Left
Starboard Lance Battery 30 2 Right
Prow Torpedoes 30 2 Front
Second Prow Weapon
Prow Weapons Battery 30 2 Left / Front / Right
OR
Prow Lance 30 1 Left / Front / Right
OR
Additional Prow Torpedoes 30 2 Front

Note: Adds +1 to boarding action results due to defensible internal design.


Sword-class FrigateEdit

Type Speed Turn Shields Armour Turrets
Escort/1 25 1/4 1 66+ 2
Weapon Range / Speed Strength Arc
Dorsal Weapons Battery 30 4 Left / Front / Right


Firestorm-class FrigateEdit

Firestorm Frigate by The First Magelord

Firestorm-class Frigate

Type Speed Turn Shields Armour Turrets
Escort/1 25 1/4 1 66+ 2
Weapon Range / Speed Strength Arc
Lance 30 1 Front
Dorsal Weapons Battery 30 2 Left / Front / Right


Falchion-class FrigateEdit

Type Speed Turn Shields Armour Turrets
Escort/1 25 1/4 1 66+ 2
Weapon Range / Speed Strength Arc
Dorsal Weapons Battery 30 3 Left / Front / Right
Prow Torpedoes 30 1 Front

Cobra-class DestroyerEdit

Cobra Destroyer by The First Magelord

Cobra-class Destroyer

Type Speed Turn Shield Armour Turrets
Escort/1 30 1/4 1 51+ 1


Weapon Range / Speed Strength Arc
Prow Torpedoes 30 2 Front
Dorsal Weapons Battery 30 1 Left / Front / Right
OR
Prow Torpedoes 30 3 Front


Claymore-class CorvetteEdit

Type Speed Turn Shields Armour Turrets
Escort/1 25 1/4 1 66+ 1
Weapon Range / Speed Strength Arc
Dorsal Weapons Battery 30 3 Left / Front / Right


Viper-class Scout SloopEdit

Type Speed Turn Shields Armour Turrets
Escort/1 35 1/4 1 51+ 1
Weapon Range / Speed Strength Arc
Dorsal Weapons Battery 30 2

Left / Front / Right

Notes: Adds an additional 2d6 when on All Ahead Full special orders.


Partisan-class RaiderEdit

Type Speed Turn Shields Armour Turrets
Escort/1 30 1/4 1 51+ 0
Weapon Range / Speed Strength Arc
Prow Weapons Battery 30 1 Front
Dorsal Weapons Battery 30 1 Left / Front / Right

Notes: The Partisan-class Raider was designed with maximum speed in mind at the cost of manoeuvrability, as such it rolls 5d6 for determining additional Speed when using All Ahead Full special orders but may not use Come to New Heading special orders. Despite being an unofficial design and no-longer produced, their passive augers and similar design allow Partisan-class Raiders to easily pass for Cobra Destroyers at longer range, allowing them to pose as vessels of the Imperial Navy.

Special Rule Empyrean Mantle: Partisan-class Raider's are equipped with a sophisticated sensor array and 'quiet' engines, greatly aiding avoidance and concealment. To represent this, each Partisan-class Raider/Raider Squadron may take a Leadership test at the beginning of each battle, if passed, the ship/squadron may deploy on any table edge it wishes.

Special Rule Imperial Refit: Despite their unofficial nature, a number of Partisans have been drafted into Imperial service at one point or another and upgraded to naval standard. Partisan-class Raiders that have undergone an Imperial Refit add 1 to both their Turret Rating and Prow Weapons Battery strength.


Defence MonitorEdit

Type Speed Turn Shields Armour Turrets
Escort/2 10 1/8 2 86+ 2
Weapon Range / Speed Strength Arc
Weapons Battery 30 8 Left / Front / Right
Lance 30 1 Front

Note: Not Warp-capable.


CHAOS / INDEPENDENTSEdit

Most of the chaos fleets' capital ships are archaic-style hulls that have not been produced by the Imperium for thousands of years. However a select few examples of these old ships are still amongst Imperial battlefleets.

Meanwhile the escorts used by chaos fleets are primarily ubiquitous, widely produced patterns considered subpar by the Imperial Navy, but popular amongst independents and criminals (and of course, the forces of chaos) for their cheaper nature.


Styx-class Heavy CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 25 1/8 2 66+ 3
Weapon Range / Speed Strength Arc
Port Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

30 (Shark Assault Boats)

3 Squadrons -
Starboard Launch Bays 3 Squadrons -
Dorsal Lance Battery 60 2 Left / Front / Right
Prow Weapons Battery 60 6 Left / Front / Right


Hades-class Heavy CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 25 1/8 2 66+ 2
Weapon Range / Speed Strength Arc
Port Weapons Battery 45 10 Left
Starboard Weapons Battery 45 10 Right
Dorsal Lance Battery 60 2 Left / Front / Right
Prow Lance Battery 60 2 Front


Murder-class CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 25 1/8 2 66+ 2
Weapon Range / Speed Strength Arc
Port Weapons Battery 45 10 Left
Starboard Weapons Battery 45 10 Right
Prow Lance Battery 60 2 Front


Heretic-class Light CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/6 30 1/4 1 66+ 2
Weapon Range / Speed Strength Arc
Port Weapons Battery 30 6 Left
Starboard Weapons Battery 30 6 Right
Prow Weapons Battery 30 6 Left / Front / Right


Havoc-class RaiderEdit

Type Speed Turn Shields Armour Turrets
Escort/1 25 1/4 1 66+ 2
Weapon Range / Speed Strength Arc
Dorsal Weapons Battery 30 3 Left / Front / Right
Prow Weapons Battery 30 2 Front


Iconoclast-class RaiderEdit

Type Speed Turn Shields Armour Turrets
Escort/1 30 1/4 1 51+ 1
Weapon Range / Speed Strength Arc
Dorsal Weapons Battery 30 3 Left / Front / Right



ADEPTUS MECHANICUSEdit

Ark Mechanicus TechnohammerEdit

Type Speed Turn Shields Armour Turrets
Battleship/12 20 1/8 4 66+ / 86+ Front 5
Weapon Range / Speed Streng Arc
Port Weapons Battery 60 10 Left
Starboard Weapons Battery 60 10 Right
Port Lance Battery 60 2 Left
Starboard Lance Battery 60 2 Right
Dorsal Lance Battery 60 2 Left / Front / Right
Prow Nova Cannon 30 - 150 1 Front

Notes: May not use Come to New Heading Special Orders, *needs two AdMech gifts selected*


Mechanicus Tyrant-class Cruiser Burning GloryEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 20 1/8 2 66+ / 86+ Front 3
Weapon Range / Speed Strength Arc
Port Weapons Battery 30 6 Left
Starboard Weapons Battery 30 6 Right
Port Weapons Battery 45 4 Left
Starboard Weapons Battery 45 4 Right
Dorsal Lance Battery 60 1 Left / Front / Right
Prow Torpedoes 30 6 Front

Notes: *needs one AdMech gift selected*


Mechanicus Eradicator-class Battlecruiser EradicatorEdit

Type Speed Turn Shields Armour Turrets
Cruiser/8 20 1/8 2 66+ / 86+ Front 3
Weapon Range / Speed Strength Arc
Port Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

30 (Shark Assault Boats)

4 Squadrons -
Starboard Launch Bays 4 Squadrons -
Prow Nova Cannon 30 - 150 1 Front
Dorsal Lance Battery 60 2 Left / Front / Right


Mechanicus Aggressor-class Monitor-CruiserEdit

Type Speed Turn Shields Armour Turrets
Cruiser/6 30 1/4 1 66+ 2
Weapon Range / Speed Strength Arc
Port Weapons Battery 30 4 Left
Starboard Weapons Battery 30 4 Right
Dorsal Disruption Battery 30 4 Left / Front / Right
Prow Lance Battery 30 2 Front

Disruption Battery rules: Disruption Batteries use the gunnery table and roll against enemy armour exactly like normal weapons batteries, but each successful hit after shields does not inflict a point of damage. Instead roll a d6 for each successful hit after shields, add 1 to the result, and consult the critical hits table. Apply the corresponding result to the target (Disruption Batteries do not cause Fire! criticals, the target instead suffers a Thrusters Damaged critical).


ORBITAL DEFENCESEdit

All run off Ld 58 and can only use the 'Reload Ordnance' special order.


Orbital Defence Laser PlatformEdit

Lance Turret by The First Magelord

Laser weapon platforms are common spaceborn weapons systems

Type Speed Turn Shields Armour Turrets
Defence/2 0 0 1 86+ 2
Weapon Range / Speed Strength Arc
Lance Battery 30 2 All Around
OR
Lance 60 1 All Around


Orbital Torpedo LauncherEdit

Type Speed Turn Shields Armour Turrets
Defence/2 0 0 1 86+ 2
Weapon Range / Speed Strength Arc
Torpedoes 30 6 All Around


Orbital Weapons PlatformEdit

Weapons Battery by The First Magelord
Type Speed Turn Shields Armour Turrets
Defence/2 0 0 1 86+ 2
Weapon Range / Speed Strength Arc
Weapons Battery 60 6 All Around


Orbital Dock Edit

Type Speed Turn Shields Armour Turrets
Defence/6 0 0 2 66+ 3
Weapon Range / Speed Strength Arc
Weapons Battery 30 4 All Around
Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

4 Squadrons -


GROUND DEFENCESEdit

All run off Ld 58 and can only use the 'Reload Ordnance' special order. Can only be brought to bear on 90 degree arc above, against vessels in orbit above the region they are built in and immediately neighbouring regions.


Defence Laser SiloEdit

Type Speed Turn Shields Armour Turrets
Ground/1 0 0 0 86+ 0
Weapon Range / Speed Strength Arc
Lances 60 3 Up


Missile SiloEdit

Type Speed Turn Shields Armour Turrets
Ground/1 0 0 0 86+ 0
Weapon Range / Speed Range Arc
Torpedoes 30 6 Up


Low-Orbit Defensive Air BaseEdit

Type Speed Turn Shields Armour Turrets
Ground/1 0 0 0 86+ 2
Weapon Strength Range Arc
Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

4 Squadrons -

Notes: Thunderhawk Squadrons may be stationed instead of regular Fighter/Bomber squadrons but the Thunderhawks must be purchased separately.


TRANSPORTSEdit

Standard TransportEdit

Type Speed Turn Shields Armour Turrets
Escort/1 15 1/8 1 66+ 1
Weapon Range / Speed Strength Arc
Vagabond-class Merchant Trader (Cargo Capacity: 1 Unit)
Dorsal Weapons Battery 15 2 Left / Front / Right
Prow Weapons Battery 15 2 Front
Carrack-class Armed Freighter (Cargo Capacity: 1 Unit)
Dorsal Weapons Battery 30 3 Left / Front / Right
Loki-class Q-Ship (Cargo Capacity: 1 Unit)
Dorsal Weapons Battery 30 3 Left / Front / Right
Prow Lance 30 1 Front
Escort Carrier (+1 Hitpoint, +1 Turret, Cargo Capacity: 0 Units)
Starbord Launch Bay

30 (Fury Interceptors)

20 (Starhawk Bombers)

1 Squadron -
Port Launch Bay 1 Squadron -
Dorsal Weapons Battery 15 2 Left / Front / Right

Notes: All Ahead Full only gives an additional 3d6 movement.


Orion-class Star ClipperEdit

Type Speed Turn Shields Armour Turrets
Escort/1 35 1/8 1 66+ 1
Weapon Range / Speed Strength Arc
Dorsal Weapons Battery 15 2 Left / Front / Right
Keel Weapons Battery 15 2 All Around

Cargo Capacity: 1 Unit

Notes: Rolls 5d6 for additional speed when on All Ahead Full orders.


Galaxy-class Heavy TransportEdit

Type Speed Turn Shields Armour Turrets
Cruiser/6 15 1/8 2 66+ 1
Weapon Range / Speed Strength Arc
Port Weapons Battery 15 3

Left

Starboard Weapons Battery 15 3

Right

Dorsal Weapons Battery 15 2 Left / Front / Right

Cargo Capacity: 3 units

Notes: All Ahead Full only gives an additional 3d6 movement.


Universe-class Mass Conveyor.Edit

Type Speed Turn Shields Armour Turrets
Battleship/12 15 1/8 2 51+ 3
Weapon Range / Speed Strength Arc
Port Weapons Battery 15 4 Left
Starboard Weapons Battery 15 4 Right
Dorsal Weapons Battery 30 4 Left / Front / Right

Cargo Capacity: 20 units

Notes: May not use Come to New HeadingAll Ahead Full only gives an additional 2d6 movement.


OTHEREdit

Anchor-class Space Station (Standard)Edit

Type Speed Turn Shields Armour Turrets
Defence/12 0 0 3 66+ 4
Weapon Range / Speed Strength Arc
Weapons Battery 60 12 All Around
Lance Battery 45 4 All Around
Torpedoes 30 6 All Around
Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

4 Squadrons -

Notes: All weapons may split fire between any vessels within range in any way at will with no penalty. Thunderhawk Squadrons may be stationed instead of regular Fighter/Bomber squadrons but the Thunderhawks must be purchased separately.


Anchor-class Space Station (Orbital Defence Pattern)Edit

Type Speed Turn Shields Armour Turrets
Defence/16 0 0 6 86+ 6
Weapon Range / Speed Strength Arc
Weapons Battery 60 20 All Around
Lance Battery 60 6 All Around
Torpedoes 30 9 All Around
Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

8 Squadrons -

Notes: All weapons may split fire between any vessels within range in any way at will with no penalty. Thunderhawk Squadrons may be stationed instead of regular Fighter/Bomber squadrons but the Thunderhawks must be purchased separately.


Destructor-class Space FortressEdit

Type Speed Turn Shields Armour Turrets
Space Fortress / 12 per quadrant 10 Special 4 per quadrant 86+ 4 per quadrant
Quadrant Weapon (4 sets in total) Range / Speed Strength Arc
Weapons Battery 60 12 Quadrant
Bombardment Cannons 60 10 Quadrant
Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

20 (Thunderhawks)

4 Squadrons -
Basilica Weapons (1 set only) Range / Speed Strength Arc
Weapons Battery 45 4 All Around
Torpedoes 30 9 All Around

Space Fortress Movement: The Destructor-class Space Fortress may start the game either moving if stationary. If stationary and wishing to move, the station must use All Ahead Full and will move 5 in any direction in that movement phase if successful (if unsuccessful it must remain stationary and armament firepower is still halved), in its following movement phase, it must once again use All Ahead Full and moves 10 in the same direction that movement phase, it is now 'fully in-motion' and may continue to move 10 in that direction every subsequent movement phase with no need to use All Ahead Full. If the second All Ahead Full test is failed, the vessel does not move and must restart the entire procedure, and armament firepower is still halved for the turn. If the Fortress is moving and wishes to become stationary, the process must be performed in reverse using Burn Retros (that is, Burn Retros once to start moving 5, then again to be stationary). If the Fortress is fully in-motion and wishes to turn, it must use Come to New Heading in order to turn 1/8, and may not make a turn two turns in a row unless using a gravity well.

Notes: All weapons may split fire between any vessels within range in any way at will with no penalty. Thunderhawk Squadrons may be stationed instead of regular Fighter/Bomber squadrons but the Thunderhawks must be purchased separately. Because of it's colossal size the Destructor-class Space Fortress is a much easier target than other vessels, attacks on this vessel always count as Closing on the gunnery table (unless stationary, where it counts as Defences).


Doomsday-class Space FortressEdit

Type Speed Turn Shields Armour Turrets
Space Fortress / 12 per quadrant 10 Special 4 per quadrant 86+ 4 per quadrant
Quadrant Weapons (4 sets in total) Range / Speed Strength Arc
Weapons Battery 60 12 Quadrant
Bombardment Cannons 60 10 Quadrant
Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

20 (Thunderhawks)

2 Squadrons -
Basilica Weapons (1 set only) Range / Speed Strength Arc
Supernova Cannon 90 1 -

Space Fortress Movement: The Doomsday-class Space Fortress may start the game either moving if stationary. If stationary and wishing to move, the station must use All Ahead Full and will move 5 in any direction in that movement phase if successful (if unsuccessful it must remain stationary and armament firepower is still halved), in its following movement phase, it must once again use All Ahead Full and moves 10 in the same direction that movement phase, it is now 'fully in-motion' and may continue to move 10 in that direction every subsequent movement phase with no need to use All Ahead Full. If the second All Ahead Full test is failed, the vessel does not move and must restart the entire procedure, and armament firepower is still halved for the turn. If the Fortress is moving and wishes to become stationary, the process must be performed in reverse using Burn Retros (that is, Burn Retros once to start moving 5, then again to be stationary). If the Fortress is fully in-motion and wishes to turn, it must use Come to New Heading in order to turn 1/8, and may not make a turn two turns in a row unless using a gravity well.

Supernova Cannon: The most powerful laser-based weapon ever created by man. The Fortress may only fire this weapon whilst stationary, and may not fire any other weapon or launch ordnance in the same turn it fires the supernova cannon, as the entire Fortress is carefully oriented towards the target. To fire the Supernova Cannon, you must first pass a Leadership Test, if unsuccessful, the crew has failed to orient the Fortress properly and the cannon does not fire (and you still may not use any other weapons or ordnance), if successful, the cannon fires. Trace a 1cm wide line between the Fortress and the centre of the base of the enemy ship targeted, extend the line beyond the targeted ship to the edge of the map (it is only capable of targeting a ship within 90cm but the beam itself inflicts damage far beyond this range). Any ship whose base touches the line suffers 2d6 hits. Any ship whose base-centre touches the line is instantly destroyed, it does not roll on the Catastrophic Damage chart as anything potentially combustible has been completely disintegrated. In a narrative sense, the Supernova Cannon may be fired at a planet to shatter it, killing everything on its surface, it may also be fired into the nearest star, resulting in a supernova which will incinerate the Fortress as well as everything else in the local region.

Notes: All weapons may split fire between any vessels within range in any way at will with no penalty. Thunderhawk Squadrons may be stationed instead of regular Fighter/Bomber squadrons but the Thunderhawks must be purchased separately. Because of it's colossal size the Doomsday-class Space Fortress is a much easier target than other vessels, attacks on this vessel always count as Closing​ on the gunnery table (unless stationary, where it counts as Defences​).


Shield StationEdit

Type Speed Turn Shields Armour Turrets
Defences/16 0 0 6 86+ 6
Weapon Range / Speed Strength Arc
Weapons Battery 60 16 All Around
Lance Batteries 60 5 All Around
Launch Bays

30 (Fury Interceptors)

20 (Starhawk Bombers)

6 Squadrons -
Nova Cannon 30 - 150 1 All Around

Notes: The Shield Systems maintain constant positions within the stable exits of the Grave, so they do not orbit anything. If the Station suffers an Orbit Lost critical effect, the effect is that the station may not fire its Nova Cannon until the damage is repaired (note, Orbit Lost still causes +1 extra damage).

Vessel status update templateEdit

Hits Remaining:

Ordnance (Torpedoes/Launch Bays): *LOADED* / *NOT LOADED* (Available Squadrons:)

Critical Damage:


E.g.

Battle Barge

Hits Remaining: 4

Ordnance (Torpedoes): *NOT LOADED*

Ordnance (Launch Bays): *NOT LOADED* (Available Squadrons: 2)

Critical Damage: *CRIPPLED* - *PORT ARMAMENT DAMAGED* - *FIRE* - *ENGINE ROOM DAMAGED*


Note: Successful 'Reload Ordnance' order re-loads ANY ordnance slots currently not-loaded. Therefore a ship could fire just torpedoes, fail it's subsequent reload, and still launch fighters next turn, pass it's subsequent reload, then launch both torpedoes AND fighters the turn after that.

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