Battleship Classes

Adapted from https://warhammer-40-000-fantasy-flight-cinematic-universe.obsidianportal.com/wikis/rogue-trader-high-end-ships

# Classes

## Apocalypse Class

*10.6 km long, 1.3 km. abeam approx., 150,000 Nominal Crew*

*Unique amongst Battleship Classes, the Apocalypse Class is the only Battleship armed with a Nova Cannon as standard, and is well suited to dictating the pace of the battle from great distances. Woe betide any foe who thinks himself safe in close range, however, as the Apocalypse Class is exclusively armed with Lance Batteries on its broadsides, and can easily engage ships from the largest to the smallest. Such potent weaponry requires additional power sources, which has in the past been known to be volatile and prone to ruptures*

**Base Stats**

Ship Points: 94
Space: 81 (Base 100)

Speed: 4
Armour: 20
Turret Rating: 3
Hull Integrity: 110
Detection: +12
Manoeuvrability: -10

Weapon Slots:
Dorsal – 1
Port – 3
Prow – 1
Starboard – 3

**Special Rules:**

**Warship** – This ship comes pre-equipped with the following Components in the stated Weapon Slots, which cannot be removed and can only be replaced by similar Components. Space has already been reduced accordingly, but the ship must be able to supply 33 Power for the below Components:

* Prow – Mars-Pattern Nova Cannon (Battlefleet Koronus page 35 & 37)
* Port – Sunhammer Lance Battery (Into the Storm page 158-159)
* Starboard – Sunhammer Lance Battery (Into the Storm page 158-159)

**Lance Attack Craft** – This ship can only be equipped with Lance weapons on its Port and Starboard Weapon Slots

**Overcharged Plasma Conduits** – This ship generates an additional 8 Power for free. However, everytime the ship suffers a Critical Hit, there is a 25% Chance that it also suffers a Fire! Critical Hit as well.

**Focused Assault**  - This ship class excels at crushing targets with focused attack. Anything that survives its first volley is swiftly finished by follow-up shots. All Ballistic Skill tests to fire the ship's weapons are made at +10 against targets that were hit by any of its weapons in the previous turn.

## Emperor Class

*10.4 km long, 1.6 km. abeam approx., 175,000 Nominal Crew*

*Amongst the oldest of ship designs, reaching into the heady days of the Great Crusade, it is designed to effectively house and coordinate massive wings of Imperial voidcraft to strike opponents outside of most weapon ranges. This comes at a cost of firepower, however, as it is poorly suited to the pitched engagements that more “traditional” admirals revel in*

**Base Stats**

Ship Points: 92
Space: 74 (Base 100)

Speed: 4
Armour: 20
Turret Rating: 3
Hull Integrity: 110
Detection: +5
Manoeuvrability: +5

Weapon Capacity:
Dorsal – 2
Port – 3
Starboard – 3

**Special Rules:**

**Warship** – This ship comes pre-equipped with the following Components in the stated Weapon Slots, which cannot be removed and can only be replaced by similar Components. Space has already been reduced accordingly, but the ship must be able to supply 4 Power for the below Components:

* Port – 2x Jovian-Pattern Landing Bay (Battlefleet Koronus page 35-36)
* Starboard – 2x Jovian-Pattern Landing Bay (Battlefleet Koronus page 35-36)

**Combat Carrier** – This ship can only equip Landing Bays on two of its Port and Starboard Weapon Slots. The remaining slots on the Port and Starboard can be equipped with any other weapon. Craft launched from these bays are linked to the ship's massive forward sensor arrays - the Emperor class has an augury range of 2VU around each of its attack squadrons, which can be used to make conventional Augury actions at -20.

**Flight Command** – This ship is pre-equipped with the Flight Command Bridge for free, with Space being reduced accordingly, and requiring 2 Power. This Bridge cannot be removed or changed. Atop the bridge is a monument to the Emperor, a vast cowled angel, which inspires the crew; reduce all morale losses by 2, to a minimum of 1, but when using this reduction crew population by an additional 1 as the armsmen respond swiftly to panic under the sight of the angel.

## Invincible Class

*10.2 km long, 1.2 km. abeam approx., 155,000 Nominal Crew*

*The Brainchild of Admiral Kisher, it was designed as a response to the endemic Chaos and Eldar Corsair raids that plague Segmentum Tempestus. With the speed of a Light Cruiser but the firepower of a Battleship, it was successful enough that ten out of fifteen vessels were built in a short amount of time. Fast enough to outrun “true” Battleships but durable enough to chase every other Class of vessel, it was successful for a time*

*However, since Fast Battleships were as large as actual Battleships, armed like Battleships and looked like Battleships, Imperial Navy tacticians were tempted to use them as Battleships to horrific effect, as recorded in the Battle of Swetz Climb where three Invincible Class vessels were destroyed in quick succession*

**Base Stats**

Ship Points: 95
Space: 100

Speed: 6
Armour: 19
Turret Rating: 3
Hull Integrity: 90
Detection: +5
Manoeuvrability: +0

Weapon Capacity:
Dorsal – 1
Port – 3
Prow – 1
Starboard – 3

**Special Rules:**

**Kisher’s Kombustibles** – The rather unfortunate reputation of this Class of Battleship haunts it wherever it goes. Crew Morale is reduced by 10 and the crew of the vessel suffer a -15 to Interaction Tests with the Mechanicus and the Imperial Navy

**Tactical Niche** - The Invincible class is made to be the quintessential middle ground, and as such it's ship systems are highly optimised for engaging diverse targets. Each BS test made to fire the Invincible's weapons receives +10 and the weapon does +2 damage for each different class of vessel the Invincible has fired on or been fired upon by this turn.

## Nemesis Class

*10.4 km long, 1.6 km. abeam approx., 180,000 Nominal Crew*

*What can be said to be the apex of the Emperor Class Battleship’s design, the extremely rare Nemesis Class Battleships exclusively house launch bays on its port and starboard sides and can drown even the largest ships with bombers and attack craft. With such a focused design, it is much more agile compared to other Battleships, which allows it to avoid direct combat when possible*

**Base Stats**

Ship Points: 93
Space: 74 (Base 100)

Speed: 4
Armour: 20
Turret Rating: 3
Hull Integrity: 110
Detection: +10
Manoeuvrability: +10

Weapon Capacity:
Dorsal -2
Port – 3
Starboard – 3

**Special Rules:**

**Warship** – This ship comes pre-equipped with the following Components in the stated Weapon Slots, which cannot be removed and can only be replaced by similar Components. Space has already been reduced accordingly, but the ship must be able to supply 4 Power for the below Components:

* Port – 2x Jovian-Pattern Landing Bay (Battlefleet Koronus page 35-36)
* Starboard – 2x Jovian-Pattern Landing Bay (Battlefleet Koronus page 35-36)

**Dedicated Carrier** – This ship can only be exclusively equipped with Landing Bays in all of its Port and Starboard Weapon SlotsCraft launched from these bays are linked to the ship's massive forward sensor arrays - the Emperor class has an augury range of 2VU around each of its attack squadrons, which can be used to make conventional Augury actions at -20.

**Flight Command** – This ship is pre-equipped with the Flight Command Bridge for free, with Space being reduced accordingly, and requiring 2 Power. This Bridge cannot be removed or changed. Atop the bridge is a monument to the Emperor, a vast cowled angel, which inspires the crew; reduce all morale losses by 2, to a minimum of 1, but when using this reduction crew population by an additional 1 as the armsmen respond swiftly to panic under the sight of the angel.

## Oberon Class

*10.2 km long, 1.2 km. abeam approx., 145,000 Nominal Crew*

*What can be said to be the “Jack of All Trades” amongst Battleships, the Oberon is rarely seen in Battlefleets, as specialized vessels are more desired by Lord Admirals. Where it shines, however are in deep void patrols as it can easily hold its own against all comers with its versatility*

**Base Stats**

Ship Points: 90
Space: 100

Speed: 4
Armour: 20
Turret Rating: 3
Hull Integrity: 115
Detection: +8
Manoeuvrability: +0

Weapon Capacity:
Dorsal – 2
Port – 3
Starboard – 3

**Special Rules:**

**Deep Void Runner** – This ship has enough supplies to operate for one year without resupply, and can perform additional Extended Repairs (can stack with Enginseer Prime Ship Role)

## Retribution Class

*10.3 km long, 1.6 km. abeam approx., 160,000 Nominal Crew.*

*The most favoured Battleship Class by Admirals looking for a worthy Flagship, the Retribution’s greatest assets are its speed and firepower. Its modified thruster arrays allow it to keep pace with Cruisers and other ships of the line, at the cost of any semblance of agility. This is no issue to daring admirals who hold that the Retribution provides a potent core to any battlefleet with devastating broadsides that can cripple lesser ships in a single salvo or level entire hive cities in the time it takes to hold a stately dinner*

**Base Stats**

Ship Points: 95
Space: 72 (Base 100)

Speed: 5
Armour: 21, 25 (Prow)
Turret Rating: 3
Hull Integrity: 120
Detection: +4
Manoeuvrability: -10

Weapon Capacity:
Dorsal -1
Port – 3
Prow – 1
Starboard – 3

**Special Rules:**

**Warship** – This ship comes pre-equipped with the following Components in the stated Weapon Slots, which can be replaced following the restrictions noted below. Space has already been reduced accordingly, but the ship must be able to supply 16 Power for the below Components:

* Port – 2x Mars-Pattern Macrocannon Broadside (Rogue Trader Core Rulebook page 202)
* Starboard – 2x Mars-Pattern Macrocannon Broadside (Rogue Trader Core Rulebook page 202)

* Armoured Prow – +4 to Prow Armour. Consumes 4 Space (Rogue Trader Core Rulebook page 204)
* Armour Plating – +1 to Armour, included in profile. Consumes 4 Space (Rogue Trader Core Rulebook page 204)

**Backbone of the Fleet** – The Retribution has been designed with a particular role in fleet actions and as such, is restricted in the Weapon Components it can or must carry. In addition, it is optimised for committing to a role and fulfilling it with fleet support. When the crew make tests to fire weapons, the captain of the ship may issue one of two special orders with a command test at -10 as a free action. Close Range Drills increases the damage of all weapon components at short range by +1 and at knife fight range by +2, but the vessel may not make use maneuver special orders to alter its turning performance in the next turn. Long Range Support increases its damage at long range by +1 and grants +5 to ballistic skill tests, but the vessel may not use maneuver actions that alter its speed in the next turn:

Dorsal – Lance Weapon Components Only
Port and Starboard – 1 Landing Bay Component and 2 non-Landing Bay Components per side
Prow – Torpedoes Only

## Victory Class

*10.3 km long, 1.2 km. abeam approx., 170,000 Nominal Crew*

*A heavily modified variant of the respected Retribution Class, it trades its Voidcraft capacity for Lance batteries to be able decisively engage other Capital Ships. These vessels have a mighty legacy; the class was first laid down amid the Great Crusade, and the pattern served as a battle barge for the mighty Adeptus Astartes.*

**Base Stats**

Ship Points: 98
Space: 70 (Base 100)

Speed: 5
Armour: 21, 25 (Prow)
Turret Rating: 3
Hull Integrity: 120
Detection: +4
Manoeuvrability: -15

Weapon Capacity:
Dorsal – 1
Port – 3
Prow – 1
Starboard – 3

**Special Rules:**

**Warship** – This ship comes pre-equipped with the following Components in the stated Weapon Slots, which can be replaced following the restrictions noted below. Space has already been reduced accordingly, but the ship must be able to supply 34 Power for the below Components:

* Port – Mars-Pattern Macrocannon Broadside (Rogue Trader Core Rulebook page 202)
* Starboard – Mars-Pattern Macrocannon Broadside (Rogue Trader Core Rulebook page 202)

* Port – Sunhammer Lance Battery (Into the Storm page 158-159)
* Starboard – Sunhammer Lance Battery (Into the Storm page 158-159)

* Armoured Prow – +4 to Prow Armour. Consumes 4 Space (Rogue Trader Core Rulebook page 204)
* Armour Plating – +1 to Armour, included in profile. Consumes 4 Space (Rogue Trader Core Rulebook page 204)

**Backbone of the Fleet** – The Victory Class has been designed with a particular role in fleet actions and as such, is restricted in the Weapon Components it can or must carry:

Dorsal – Lance Weapon Components Only
Port and Starboard – 1 Lance Weapon Component and 2 non-Landing Bay Components per side
Prow – Torpedoes or Nova Cannons Only

**Grand Legacy** - the Victory is a grand artefact that inspires those within it, adding +5 to the crew rating and +10 on boarding actions, but it's built on a fundamental technological philosophy that died out ten thousand years ago, with structures designed for those greater than men. As a result extended repairs have their duration increased by 50% and command staff suffer a -5 on command tests except boarding actions, as the vessel's stature dwarfs any commander who is less than a legend.

## Adeptus Astartes Battle Barge

*9.3 km long, 1.6 km. abeam approx., 95,000 Nominal Crew (chapter serfs and servitors)*

*The battleships of Space Marine fleets, these powerful vessels can easily pound a hive city into dust before disgorging several companies of Astartes warriors. Though battle barges are unable to stand up to the rigours of heavy void combat as Imperial ships of the line, they are more agile than their Navy counterparts and can overwhelm enemy vessels with devastating boarding actions.*

**Base Stats**

Ship Points:
Space: (Base 90)

Speed: 5
Armour: 20
Turret Rating: 3
Hull Integrity: 100
Detection: +4
Manoeuvrability: 10

Weapon Capacity:
Dorsal – 2
Port – 2
Prow – 2
Starboard – 2

**Special Rules:**

**Warship** – This ship comes pre-equipped with the following Components in the stated Weapon Slots

* Port x2 – Ryza plasma battery (8 power, 4 space, 2SP)
* Starboard x2 - Ryza plasma battery (8 power, 4 space, 2SP)
* Dorsal x2 - Bombardment cannons (5 power, 5 space, 3SP)
* Prow - Jovian Landing Bay (6 space, 1 power, 2SP)
* Prow - Fortis-pattern torpedo tubes (8 space, 2 power, 3 SP)

Other default components: Teleportarium, barracks, drop pods

## Gloriana Class

*20-21 km long, 1.9-2.0 km. abeam approx., 600,000 – 700,000 Nominal Crew*

*An ancient design from the Long Night, such was the prestige and power associated with these monstrous vessels that they were once used by the Primarchs themselves as their personal flagships. These ships are bred for winning crusades and fleet actions. They are still present in the fleets of the First Founding Chapters and the most heroic (or infamous) Rogue Trader dynasties*

**Base Stats**

Ship Points: 105
Space: 77 (Base 105)

Speed: 4
Armour: 21 (Prow 25)
Turret Rating: 4
Hull Integrity: 130
Detection: +5
Manoeuvrability: -10

Weapon Capacity:
Dorsal – 2
Port – 3
Prow – 1
Starboard – 3

**Special Rules:**

**Crusader** – This ship comes pre-equipped with the following Components in the stated Weapon Slots, which cannot be removed and can only be replaced by similar Components. Space has already been reduced accordingly, but the ship must be able to supply 14 Power for the below Components:

* Dorsal- Stygies-Pattern Bombardment Broadsides (Battlefleet Koronus page 35, Space 8, Power 7, Strength 6)
* Dorsal- Stygies-Pattern Bombardment Broadsides (Battlefleet Koronus page 35, Space 8, Power 7, Strength 6)

* Armoured Prow – +4 to Prow Armour. Consumes 4 Space (Rogue Trader Core Rulebook page 204)
* Armour Plating – +1 to Armour, included in profile. Consumes 4 Space (Rogue Trader Core Rulebook page 204)

**Flagship** – This ship is pre-equipped with the Fleet Flag Bridge for free, with Space being reduced accordingly, and requiring 4 Power. This Bridge cannot be removed or changed.

**Segmented Void Shields** – The Gloriana Class can divert power from its decentralized Void Shield arrays to defend against attacks. At the start of your turn, you can increase its Void Shield rating in one facing but decreasing the rating in every other facing with a Very Hard (-30) Tech Use Test until the start of its next Turn. Each degree of success increases the selected facing’s Void Shield rating by one, while decreasing all other facings by one.

## Ark Mechanicus

*15-22 km long, 1.5-2.1 km. abeam approx., 400,000 – 700,000 Nominal Crew*

*Incredibly large ships given to honoured Archmagos Explorators or to whom the Lords of Mars have great debts and pacts to, these vessels exist in a league of their own. These ships exist to help those who seek the legendary Standard Template Constructs, and are well equipped to face the myriad challenges of the unknown voids beyond, or within, the Imperium’s borders. Such vessels are massive, matching or exceeding the size of even the titanic Mass Conveyors and can easily carry Emperor Class Titans in its armoured holds. Indeed, some Ark Mechanicus vessels can hold training fields for entire Titan Legions and their attendant Skitarii Maniples. While not exclusively designed for combat, it is one recourse that it can take with enough firepower to outmatch even Battleships or even small battlefleets*

**Base Stats**

Ship Points: 110
Space: 76 (Base 110)
Power: 91 (Base 110)

Speed: 4
Armour: 22
Turret Rating: 4
Hull Integrity: 130
Detection: +10
Manoeuvrability: +0

Weapon Capacity:
Dorsal – 1
Port – 3
Prow – 2
Starboard – 3

**Special Rules:**

**Pride of Mars** – Has the Reliquary of Mars Past History for free, automatically gaining the Bridge of Antiquity Archaeotech. This is in addition to the starting Past History.

**Omnissiah’s Blessing** – Comes Pre-equipped with the following Essential Components. Space and Power have been reduced accordingly

* Bride of Antiquity (Bridge) – Provides +10 to all Command Tests and grants a +5 bonus to Manoeuvrability (Added to Profile). Consumes 2 Power and 1 Space
* Mars-Pattern Class Alpha Drive (Plasma Drive) – Provides 110 Power, consumes 27 Space
* Mars-Pattern Tetra Shield Array (Void Shield) – Provides 4 Void Shields, consumes 10 Power and 6 Space
* Deep-Void Augur Array (Augur Array) – Grants a +10 to Detection (Included in profile), consumes 7 Power

**Segmented Void Shields** – An Ark Mechanicus can divert power from its decentralized Void Shield arrays to defend against attacks. At the start of your turn, you can increase its Void Shield rating in one facing but decreasing the rating in every other facing with a Very Hard (-30) Tech Use Test until the start of its next Turn. Each degree of success increases the selected facing’s Void Shield rating by one, while decreasing all other facings by one.

# Special Components

Due to the class of space and power that Battleships and the Ark Mechanicus require, they have the following Essential Components below to outfit them. All other Components they are outfitted with (Warp Engines, Gellar Field, Bridge etc) are drawn from Cruiser or Grand Cruiser Only Components!

**Lucius-Pattern Class 6 “Solar” Drive**

*Masters of plasma containment and fusion reactors, the Techpriests of Lucius have been looked to for the designs and production of the solar hearts of battleships, and their plasma drives have been the standard used in most battleships constructed for millennia*

Provides 100 Power, Consumes 25 Space, 0 SP Cost

**Mars-Pattern Class 5.B “Gamma” Drive**

*Said to have originated in the days of the Great Crusade, this plasma drive was constructed from the auspices gleaned from STC data, making it one of the most reliable plasma drives still in production in the 41st millennium, albeit at a slow pace*

Provides 97 Power, Consumes 27 Space, +1 SP Cost. If this Component is Damaged, Depressurized or suffers a Critical Hit, it is ignored on a 4 or higher result on a 1d10 roll.

**Bastion-Pattern Shield Array**

*Aside from their metres-thick adamantium armour, the first line of defence for most battleships are their void shields, which can withstand barrages what would turn smaller vessels into debris clouds and cripple even cruisers. Veritable cities of cables and power-habs compose these generators, with their occupants wearing conduction suits to avoid lethal discharges from the system*

Consumes 12 Power, Consumes 4 Space, 0 SP Cost. Provides 4 Void Shields

**Repulsor Shield Complex**

*At great cost in power consumption, the Repulsor field can be extended to great distances, enough to properly enclose the largest of Imperial vessels*

Consumes 14 Power, Consumes 4 Space, 0 SP Cost. Provides 4 Void Shields; Receive no penalties of maneuverability while in celestial phenomena consisting of small particles

**Castellan Shield Complex**

*Only the most blessed vessels can say they belong to the ranks of those who possess such miracles of the Omnissiah, for with the proper ministrations, these generators can erect a field of such potency that it is futile for anything less than another battleship to challenge its defences*

Consumes 16 Power, Consumes 5 Space, 0 SP Cost. Provides 4 Void Shields; Archaeotech; Once per Strategic Turn, double Void Shields on a successful (-10) Tech Use Test until the next Strategic Turn