Mar’Ca’Iah Class Dreadnaught

### Conflicts

Recovery of Craftworld Penumbra, First and Second battles of Hamartia, Second battle of Aleo

## Specifications

### Standard armament

Twin Spear of Light, super-heavy warp canons, multiple suites of torpedoes, pulsars, missile turrets and star cannons

"*It’s Mar'Ca'Iah sir, not Macala.
 Linguist... Do not try me, I asked what it meant.
 From my notes, sir, ‘Calamity’.
 Good, Go-
 Well that’s one interpretation sir at least, another is ‘To destroy everything is an obligation’.
 We’ll call it Void Hunter shall we?
 Sir.*"
—Discussion between Imperial officials over Pict-files of the Dreadnaught and its Rune.
The **Mar'Ca'Iah Class Dreadnaught** (Gothic designation '*Voidhunter*'), is a type of vessel belonging to the Shadows of the Phoenix. Designed to be the 'Apex Predator of the Void', it is a formidable Aeldari Voidship and fleet killer unsurpassed by its peers. Despite its formidable abilities, the vessel demands significant resources in its construction and maintenance, and as result only two have thus far been completed. Aeldari strategists are divided upon whether this resource cost is a worthwhile expenditure in the long run.

The Dreadnaught is a statement of power but purely practical in design, with a focus on armour and firepower rather than speed or deception.

## Background

The Shadows of the Phoenix and both the 11th and 12th fleet of the Corsair alliance Me’Djai were thrown together by fate, joining forces to engage and destroy a system of the previously entombed Lockatrez Dynasty. Following this flash conflict the two factions formed a loose military alliance. The still fledging Shadow of the Phoenix had recently realised the absolute need for a strong naval force that was independent of their Protectorates but did not have the manpower to sustain an independent navy; Since they operated as special forces attachments to regular warhosts, their navy would be expected to fulfil the same position. Ultimately a warship was required that could break that which an Aeldari fleet could not, and as a tertiary role police their allies naval forces through intimidation. The Me’Djai had unorthodox naval units, having built their vessels to hold void space (To fulfil the Oaths made at their founding), focusing on armour and firepower – something that Regulate was enamoured to. The Prince, as he was before he became Arbiter, drew up a contract for a single ship that would be both their base of operations and keystone to their naval power. The Corsairs did the impossible and created the design that surpassed the outlandish ideas of Regulate. Though such was the cost of the vessel that the first prototype would not be complete for over a century. The resources and craftsmen accumulating to the vessel whenever they had the time and material. In the meantime more practical vessels, such as the Ralta’Thu (Gothic: Northstar) Frigates, were constructed as the Shadows of the Phoenix expanded and adapted, to complement the divided cells of their military.

### Performance

* **Scattering of Void Looterz Clan** – The dreadnaughts maiden voyage saw it battle the orks, who using arcane science tracked the Dreadnaught across the Galaxy and relentlessly attacked it. Eventually the Shadows identified the Orks homebase and eradicated it.
* **Securing Craftworld Penumbra** – The Dreadnaught was pushed to its limits in a running battle against multiple chaos fleets while defending craftworld Penumbra. Nearly destroyed outright, it was saved by the timely arrival of the remaining 11 fleets of the Me’Djai.
* **1st Battle of Hamartia** – The Dreadnaught led an operation that saw the decisive destruction of a spacehulk and chaos fleet docked in orbit. Later it endured numerous attacks by the forces of chaos and covered the escape of thousands of Aeldari ground forces.
* **2nd Battle of Hamartia** – The Dreadnaught performed raids on the remaining Chaos fleet above Hamartia as part of the Shadows recovery operation. The relentless and merciless onslaught eventually saw the Chaos fleet routed.
* **2nd battle of Aleo** – Both Dreadnaughts led the Shadows fleet against an assembled Drukhari fleet that attempted to assault the maiden world of Aleo. Despite the devious trickery of their dark kin the Dreadnaughts were indomitable and saw them routed.

## Design

Similarities between the Dreadnaught and other Aeldari vessels include its beautiful organic shape and wraithbone chassis, and that its most powerful face is forward facing. Such as the rest of the Aeldari fleet it strikes in hit and run. However, unlike its peers it is also more favourable to broadside engagements and kiting enemy vessels as every weapon system that can is turreted. This is essential as the Dreadnaught is slow for an Aeldari vessel and it is outpaced by its peers, even the speediest of Imperial vessels have the potential to harry it from battle.

The Dreadnaught is designed with superheavy armour on its upper deck, which envelopes the underside as a Ray in the water. Hangars, habitation decks and other critical support systems sits on the underside of the vessel with less protection but requires the enemy vessel to be directly underneath the vessel to engage; While this armour is thinner it is still as substantial as its peers. During battle the Dreadnaught will keep its top half facing the enemy, and thanks to its Aeldari nature it is rarely outmanoeuvred.

Its passage through the webway is limited by its size, and therefore it must travel through appropriate and select locations, which have led to dangerous engagements and poor response times. Typically, there is no easy retreat to be had though this is rarely a concern; An notable example of this drawback however would be the first Hamartia Campaign, where the Dreadnaught Ast’Raeus was critically damaged covering the navies retreat before escaping without cover, which significantly delayed its return for the second campaign.

### Power System

The power system of the Dreadnaught required unique and innovative design. With the power-hungry weapon systems and both functioning void and holo shields designed to serve a craftworld but implanted within a battleship. The vessel required the power of a craftworld and a solution was found, it would be powered externally. At this point in time the Shadows of the Phoenix were a growing power, they had not acquired a craftworld of their own. Vix’Anna, a harlequin ally found a suitable location within the webway that had room for a power station and little else, it was systematically sealed off by powerful warlocks and wayseers, until the webway was joined solely to the vessel. Through this single pass the power would be transferred by advance generators and a cadre of psykers.

While this method was maintained into the second vessel, its power source did not need to be constructed the second time, as the Craftworld Penumbra had become the Shadow of the Phoenixes new home. Instead, the Dreadnaught was linked directly to the Craftworld’s power station. Regardless of whether it is the original webway housed powerstation, or craftworld, the power source is referred to as ‘The Heart of the Star’.

In addition to these measures, the Dreadnaught has traditional sails. But these are reserve to deploy outside of combat. In battle they are withdrawn to prevent unnecessary damage. The sails are built into the outlying plasma coils and engine tails and are not sufficient to power the vessel to its full potential but can maintain its basic requirements and extend the life of the main battery.

### Weapons Batteries

Potentially every weapon of the Dreadnaught can fire forwards in unison. However, in addition to the weapon suites the Dreadnaught makes use of mines, deployable turrets and its formidable void-craft wings.

* Ras’Zur (Primary Weapon Battery) - The first and often final salvo of the battle is the twin ‘Spear of light’ weapon batteries. These massive plasma beam weapons are the tools of craftworlds, used to destroy planetoids and asteroids that impede the ships path, which also can be used in defence. These systems have been converted for pure warfare in the Dreadnaught, calibrated for a higher fire rate, longer range and velocity. They directly draw power from the heart of the star and are the most power-hungry weapons of the entire ship, running across its entire length. The Ras’Zur is shorter ranged than lance and pulsars.
* An’Cair (Secondary Weapons Batteries) - Sat underneath each wing of the Dreadnaught are a suite of Voidbane pattern pulsars, a suite of torpedo launchers, and gravity pulsars. Finally, on the back of the wing are several suites of Voidstar missile launchers that while not having direct line of sight can fire forwards in an arc. Both Vorpal and Sonic torpedoes can be utilised. If engaging at long range the pulsars are relied on to cripple the enemy, typically targeting engines.
* Cri’Och (Tertiary Weapon batteries) - Around the shield generators that flank the ships central body sits a series of Cataclysm class (Superheavy) D-cannon. Though they can all fire forwards they are short ranged and are seen most often in action as the Dreadnaught passes its enemy and unleashes a broadside. These weapons are exceptionally deadly, swallowing escorts and potentially even larger ships wholescale into the warp; They are most effective when combined with gravitational mines which destabilise the warp-realspace barrier. As with all vortex weapons they are unreliable in their damage potential, but are reliably disruptive to the enemy.
* Gath’Ra (Quaternary Weapon battery) - The final weapon suite of the Dreadnaught is its Heavy Starcannon turrets on the core bodies underside on top of towers. They have full circumference tracking but can only join the rest of the weapons batteries in their forward attack.

### Additional

* Void Craft Escort - Arguably the most powerful potential of the Dreadnaught is its capability as a carrier. A large internal hangar bay runs throughout the ship which can hold, rearm and maintain scores of the Aeldari’s superb fighters and bombers. At the hangars end is a webway gate to bring forth more voidcraft from other sources such as the void station 'The Veil of Shadows’ or when it became available ‘Penumbra’. The potential of escort wings was keenly seen when the Shadows of the Phoenix secured their Craftworld Penumbra and were forced to conduct a running battle against multiple chaos fleets. Thanks to the Webway the wings where able to return to the Dreadnaught even as the battlefield moved on without them.
* Deployable Weapons - The Dreadnaught makes use of numerous weapons that are deployed. Typically mines, which included implosion, plasma, and numerous other variants. The most effective is gravitational mines, which are used to not only impede and directly disable smaller enemy vessels but destabilise the warp-realspace barrier before distortion weaponry is used - magnifying those weapons effect. Also of note is the haywire filament net, a network of haywire void-mines connected with conductive monofilament nets. Additionally, other more conventional mines, and remotely operate turrets can be deployed.

### Unique Weapons

* Voidstar missile launchers are heavily converted scythe launchers. They fire enormous swarms of small munitions in varying configuration and size. Functioning both as ship defence, flak screen and offensive swarm. When used offensively the most powerful implosion missiles are used with hundreds of unspecialised warheads forming a physical shield between the critical warheads and enemy interceptors.
* Catacylsm Superheavy D-Cannons are battleship appropriate sized Distortion weapons, capable of creating giant tears in the warp real-space barrier, engulfing entire fighter wings and small escorts, or creating holes in larger vessels.
* Voidbane pattern pulsars do not fire a scattering of laser shots like typical pulsars, but fire single highly penetrating beams closer to imperial lances. They remain deadly at long range but lose the advantage of the wider impact site.

### Defences

The Dreadnaught makes maximum use of its defences, as it routinely engages at close range or commits to passing attacks. When other vessels join its attacks the Dreadnaught will be the one drawing the enemies fire both in the approach and in the retreat. The defences are akin to an onion, with no singular layer responsible for the ships defence. Further the defences are focused to the ships core, leaving the unmanned and unessential regions of the ship vulnerable. The overall defence strategy is referred to as the Mandorla.

* The first line of defence is the holoshields, alike to the rest of the eldar ships. However, to increase armour potential the holoshield emitters are restrictively used, on the edge of the wings, the spear of light and superfluous ‘tail’. The confusing scatter of images makes theses slim outliers of superstructure appear as wide as the core – the ship appears as a giant blob. Weapons targeted at these outliers are therefore highly inaccurate.
* The second line of defence comes from the Cri’Och, while unsuitable for damaging ships when at range these vortex weapons are instead used to intercept munitions, sending them into the warp or spiralling off course, essentially making a voidshield.
* The third and final line of defence is its true shields. Since Aeldari vessels do not use traditional impact negating shields and rely upon their misdirecting holoshields these had to be made bespoke. The final design was twofold, with an outer conversion field and inner force shield. The outer conversion field is efficient at turning enemy attacks into light. However it is intelligent enough to remain inactive against weapons that would overload the field, to which the Force Shield meets. The forceshield is significantly weaker than the imperium's most basic voidshields, however it is not designed to negate munitions through strength. It is capable of rapid recharge and collapses without overloading its capacitors. It is designed to detonate imperial munitions ahead of the strong wraithbone behind it, negating shape charges and ballistics. The conversion field and force shield work in perfect harmony.
* The Ghoul’s Wail - The resulting blinding light of the conversion field is ultimately useless for voidwarfare. It would only serve to mark them to the enemy and blind their own senses. Instead the technology of the Drukhari is employed, the light is siphoned away and stored within the vessel. The Ghoul’s Wail is the release of this energy as superheated directed light. Much like Balelight it is a devastating and short ranged weapon that fries the enemies senses and directly damages them. It is often the coup de grâce of an assault, as all of the enemies onslaught is released back at them before a close range strike with the spear of light.

The Dreadnaught is at its most vulnerable at close range, against sustained salvos of Macro batteries using inactive or remote detonated slugs.

### Propulsion

The engines of the Dreadnaught, though substantial, are not adequate to maintain a speed typical of Aeldari void craft. The Dreadnaught is able to maintain stable speeds that match or succeed imperial battleships but compared to Aeldari battleships it is woefully slow, to the lament of its captains. Still, it is an Aeldari vessel, and to Imperial observers is unnaturally swift and agile for its size.

## Strategy

The Dreadnaught will often engage the enemy in sweeping raids, as a shark through a swarm. Often with other fleet elements following its charge, taking cover behind its armour before emerging at the opportune moment. The Cri’Och are initially used defensively to screen incoming attacks, before unloading a close-range broadside. The Ras’Zur are used to break the enemies void shields before the An’Cair’s missiles hit, usually followed up a bombing run, should it survive a following volley of plasma can be deployed at point blank. Now moving away from the enemy survivors the escorted vessels will move to infront of the Dreadnaught to continue to receive protection, utilising their greater speed. If the enemy lays chase they can expect continuous harassment from the Cri’Och, mines, haywire nets, fighter wings, and the An’Cair’s missile suites.

Should the enemy attempt to flee it can utilise the long range Voidbane Pulsars of its An’Cair to cripple engines. However, the Dreadnaught has another weapon through dedicated supporting vessels, typically the Fetch class Heavy Cruisers are often referred to as the Mar’Cah’Iah’s Hounds. These vessels will incapacitate the enemy for the Dreadnaught to finish.

## Notable Vessels

* Ast’Raeus (Gothic designation Butcher) - The first of her kind, and alone for many centuries, Ast’Raeus was initially designed with the external power generator, which was later connected to the Craftworld Penumbra instead. Ast’Raeus’ design carries many more redundancies and over designed elements that made the vessel more inefficient, but also more enduring. The Ast’Raeus is crewed by the enduring members and ancestors of the Corsair’s ‘Tranquility of Entropy’ a crew known for their intelligence and cunning, though they had only operated aboard a Shadow Hunter before the Dreadnaught, they adapted and learned the particulars of their vessel and were able to exceed operational predictions.
* E’Os (Gothic designation Harvester) - The second and so far, last of her kind. E’Os features many advantages and streamlining in its design, with a focus on speed and void-craft wings. Sacrificing some of its armour potential. The greatest advantage is to its efficiency in the spear of light salvos, as the weapon’s design was advanced with experience from the first prototype. A crew was gathered from the Me’Djai to operate E’Os, though competent they lacked the extraordinary ability of the Tranquillity of Entropy’s crew.