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Rolling Random Ships

Step 1: Choose your Hull Type


1a: Roll Randomly
01-60 Transport
61-80 Raider
81-95 Frigate
96-100 Light Cruiser
1b: GM Choice of Hull
Step 2: Choose your Ship Class
• Transport
01-30 Jericho
31-90 Vagabond
91-97 Carrack
98-100 Orion
• Raider
01-50 Iconoclast
51-70 Idolator
71-90 Havoc
91-100 Shrike
• Frigate
01-30 Tempest
31-90 Sword
91-100 Firestorm
• Light Cruiser
01-90 Dauntless
91-90 Secutor
Step 3: Apply additional components
All the ships listed below are at the common level. However, many ships have a mix of components that make
them individual and unique. A GM is encouraged to choose additional components using some of a ships
remaining Space and Power to make each ship ‘special’.

Weapons
COMPONENT STRENGTH DAMAGE CRIT RANGE
Thunderstrike Macrocannons 3 1d10+1 6 4
Mars Pattern Macrocannons 3 1d10+2 5 6
Sunsear Laser Battery 4 1d10+2 4 9
Titanforge Lance Weapon 1 1d10+4 3 6
Sunhammer Lance Battery 2 1d10+3 3 9
Transports
Transports are easily the most common starships found in the Imperium. Tasked with the often thankless job of
hauling goods from one end of the galaxy to the other, transports are large, slow, and designed to carry as much cargo
as possible within their hulls. Nevertheless, these vessels are almost single-handedly responsible for maintaining the
integrity of humanity’s domain. Hive worlds, for example, would not long survive without regular shipments of food and
water from agri-worlds, and for many far-flung colonies, the regular passage of a chartist captain or tramp freighter is
their only communication with the larger Imperium.
Transports sacrifice speed, maneuverability, and armor in exchange for cargo space, and while they often have
weapons, they are no match for a true combatant. Thus, transports are often prime targets for pirates.
• Hull Type: Transport • Turret Rating: 1
• Ship Class: Jericho • Shields: 1
o Length 2.25km • Armor: 12
o Weight 9 megatons • Hull Integrity: 50
o Crew 20,000 • Weapon Capacity: Port, Starboard, Prow
o SP: 24 • Space: 45 (10 Remaining)
• Speed: 3 • Power: 35 (0 Remaining)
• Maneuverability: -10
• Detection: +5
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 1 Drive 8 X
2. Strelov 1 Warp Engine 10 10
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Commerce Bridge 1 1
6. Vitae Pattern Life Sustainer 2 4
7. Voidsmen Quarters 3 1
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
9. Main Cargo Hold X 2
10. Main Cargo Hold 4 2
• Weapons
COMPONENT SPC POW
11. Port Thunderstrike Macrocannons 2 2
12. Starboard Thunderstrike Macrocannons 2 2
13. Prow Thunderstrike Macrocannons 2 2

The gigantic Jericho pilgrim ships are converted refinery vessels. Their huge fuel tanks are rebuilt into hundreds of
passenger compartments, and a single ship can hold many thousands of the faithful. Accommodations vary; for those
with the Thrones, the trip can be relatively pleasant, but most must make do with bilge-berths and corpse rations in the
ship’s cavernous cargo bays. A Jericho can also be repurposed to carry cargo. The ships themselves are large, slow, and
unwieldy. Most do sport some weapons to discourage pirates, though most buccaneers might look for richer targets.
• Hull Type: Transport • Turret Rating: 1
• Ship Class: Vagabond • Shields: 1
o Length 2km • Armor: 13
o Weight 8 megatons • Hull Integrity: 40
o Crew 18,000 • Weapon Capacity: Prow, Dorsal
o SP: 22 • Space: 40 (11 Remaining)
• Speed: 4 • Power: 35 (0 Remaining)
• Maneuverability: -5
• Detection: +10
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 1 Drive 8 X
2. Strelov 1 Warp Engine 10 10
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Commerce Bridge 1 1
6. Vitae Pattern Life Sustainer 2 4
7. Voidsmen Quarters 3 1
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
9. Main Cargo Hold X 2
• Weapons
COMPONENT SPC POW
10. Prow Mars Pattern Macrocannons 2 4
11. Dorsal Mars Pattern Macrocannons 2 4

A common sight throughout the Calixis Sector; Vagabonds are small, multi-purpose merchant vessels able to transport a
wide variety of cargos and even passengers. Popular amongst poorer Chartist captains, these ships are unassuming but
reliable, and have even been known to mount small broadsides for defense.
• Hull Type: Transport • Turret Rating: 1
• Ship Class: Orion • Shields: 1
o Length 3km • Armor: 12
o Weight 8 megatons • Hull Integrity: 35
o Crew 14,000 • Weapon Capacity: Dorsal, Keel
o SP: 27 • Space: 40 (7 Remaining)
• Speed: 10 • Power: 40 (5 Remaining)
• Maneuverability: +25
• Detection: +10
• Essential Components
COMPONENT SPC POW
1. Lathe Pattern Class 1 Drive 12 X
2. Strelov 1 Warp Engine 10 10
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Commerce Bridge 1 1
6. Vitae Pattern Life Sustainer 2 4
7. Voidsmen Quarters 3 1
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
9. Main Cargo Hold X 2
• Weapons
COMPONENT SPC POW
10. Dorsal Mars Pattern Macrocannons 2 4
11. Keel Mars Pattern Macrocannons 2 4
• Fast Ship: Due to the precisely calibrated nature of this ship, it cannot be equipped with Components that
increase its Armor.

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 optimized 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 armor 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.
• Hull Type: Transport • Turret Rating: 1
• Ship Class: Carrack • Shields: 1
o Length 2.1km • Armor: 13
o Weight 8.5 megatons • Hull Integrity: 45
o Crew 19,500 • Weapon Capacity: 2x Dorsal
o SP: 27 • Space: 38 (1 Remaining)
• Speed: 4 • Power: 40 (1 Remaining)
• Maneuverability: -5
• Detection: +10
• Essential Components
COMPONENT SPC POW
1. Lathe Pattern Class 1 Drive 12 X
2. Strelov 1 Warp Engine 10 10
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Commerce Bridge 1 1
6. Vitae Pattern Life Sustainer 2 4
7. Voidsmen Quarters 3 1
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
9. Main Cargo Hold X 2
• Weapons
COMPONENT SPC POW
10. Dorsal Sunsear Laser Battery 4 6
11. Dorsal Sunsear Laser Battery 4 6

The Carrack class is a product of the shipyards that sit on the adjoining edges of the Calixis and Ixianid Sectors, where
travelers must often stand alone against the foulest of terrors that boil up from the depths of intergalactic space. Robust
and vigorous, these stout craft give the lie to the trite accusation that Imperial shipbuilding is a dying art. Though the
design is less than 1,000 years old, these ships are as bold and strong as any transport of their size in the history of the
Imperium, and have driven off many ill-advised pirate raids.
Raiders
Raiders are a broad class of hulls covering everything from privateers to the destroyers used in the Imperial
Navy. Typically a “raider” denotes a vessel designed for speed and combat. This makes them popular with the many
pirates and buccaneers, who raid the space-lanes, preferring to strike lone vessels swiftly, then flee before they should
be noticed by a Navy patrol. The Imperial Navy also makes use of raiders (referred to as destroyers), though they prefer
to outfit them with heavy ship-crippling munitions such as torpedoes and send them out to hunt larger vessels.
Destroyer’s superior speed and maneuverability means they can close the range, launch, and escape before the target
can fire on them – most of the time
Raiders are some of the fastest ships in the Calixis Sector and Koronus Expanse. Their speed and maneuverability
is unmatched by other classes, and their firepower is often as good as other vessels of comparable tonnage. To achieve
this, however, raiders sacrifice armor and other defenses, along with cargo and stowage space. In essence, they are glass
cannons, able to throw out heavy fire, but unable to take it in return. Instead, they rely on evasive maneuvering and high
speed to stay out of the reach of the guns from heavier craft.
This category of ship is the most common combat vessel to be found in the Kronus Expanse.
• Hull Type: Raider • Turret Rating: 1
• Ship Class: Iconoclast • Shields: 1
o Length 1.3km • Armor: 14
o Weight 6.1 megatons • Hull Integrity: 28
o Crew 16,500 • Weapon Capacity: 2x Dorsal
o SP: 35 • Space: 32 (2 Remaining)
• Speed: 10 • Power: 45 (12 Remaining)
• Maneuverability: +20
• Detection: +10
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 2 Drive 10 X
2. Strelov 1 Warp Engine 10 10
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Combat Bridge 1 1
6. M–1.r Life Sustainer 1 3
7. Pressed-crew Quarters 2 1
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
9. Cargo Hold and Lighter Bay 2 1
• Weapons
COMPONENT SPC POW
10. Dorsal Mars Pattern Macrocannons 2 4
11. Dorsal Mars Pattern Macrocannons 2 4

The Iconoclast is a small combat vessel that is widespread across the fringes of the Imperium. Although indelibly
associated with the vast Chaos fleets which sporadically sweep from the Eye of Terror, the majority of Iconoclasts are in
fact more often used by opportunistic pirates who may have no connection to the Ruinous Powers. Such histrionics aside,
the Iconoclast is a simple, compact and easily constructed vessel which can be assembled in even the most primitive
shipyard, given time.
• Hull Type: Raider • Turret Rating: 1
• Ship Class: Idolator • Shields: 1
o Length 0.95km • Armor: 14
o Weight 4.9 megatons • Hull Integrity: 25
o Crew 7,500 • Weapon Capacity: 1x Dorsal
o SP: 28 • Space: 29 (0 Remaining)
• Speed: 11 • Power: 45 (11 Remaining)
• Maneuverability: +30
• Detection: +25
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 2 Drive 10 X
2. Strelov 1 Warp Engine 10 10
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Combat Bridge 1 1
6. M–1.r Life Sustainer 1 3
7. Pressed-crew Quarters 2 1
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
9. Cargo Hold and Lighter Bay 2 1
• Weapons
COMPONENT SPC POW
10. Dorsal Mars Pattern Macrocannons 2 4

What little is known of the whereabouts of this Escort's construction comes in the form of rumors, with the most
prominent one being that it may have been built at Xana II, a Chaos-corrupted Forge World near the Eye of Terror.
The Idolator is significantly faster than most other ships, the this ship its self is surprisingly simple. All of this combines to
make the Idolator an excellent commerce-raiding weapon, able to fight its way through an screen and tear into a convoy
of transports at long range. These ships most commonly hunt in packs. Idolators have been a constant menace to
Imperial shipping around the Eye of Terror, and it is not uncommon for a handful of the vessels to slip through the Cadian
Gate to wreak havoc before escaping back into the void of deep space. Shockingly enough, its also not as uncommon as
one would think to find such a ship in the hands of non-chao pirates or even in the hands of private parties such as Rogue
Traders, as they can occasionally be captured and repurposed, especially with how common they are within the hands of
the Adversary.
• Hull Type: Raider • Turret Rating: 1
• Ship Class: Havoc • Shields: 1
o Length 1.6km • Armor: 16
o Weight 6 megatons • Hull Integrity: 30
o Crew 24,000 • Weapon Capacity: Prow, Dorsal
o SP: 38 • Space: 40 (7 Remaining)
• Speed: 9 • Power: 45 (11 Remaining)
• Maneuverability: +25
• Detection: +10
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 2 Drive 10 X
2. Strelov 1 Warp Engine 10 10
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Combat Bridge 1 1
6. Vitae Pattern Life Sustainer 2 4
7. Voidsmen Quarters 3 1
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
9. Cargo Hold and Lighter Bay 2 1
• Weapons
COMPONENT SPC POW
10. Prow Mars Pattern Macrocannons 2 4
11. Dorsal Mars Pattern Macrocannons 2 4

The Havoc class is a heavy raider whose origins date back to before the reconquest of the Calixis Sector. A typical Havoc
has fast engines, sizeable cargo space, and a battery strength to rival many frigates. However, their armor is relatively
weak, meaning that these ‘glass cannons’ have a hard time going toe-to-toe with a comparable naval vessel.
• Hull Type: Raider • Turret Rating: 2
• Ship Class: Shrike • Shields: 1
o Length 2km • Armor: 16
o Weight 4.5 megatons • Hull Integrity: 30
o Crew 15,000 • Weapon Capacity: Prow, Dorsal
o SP: 40 • Space: 35 (2 Remaining)
• Speed: 10 • Power: 45 (7 Remaining)
• Maneuverability: +20
• Detection: +20
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 2 Drive 10 X
2. Strelov 1 Warp Engine 10 10
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Combat Bridge 1 1
6. Vitae Pattern Life Sustainer 2 4
7. Voidsmen Quarters 3 1
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
9. Cargo Hold and Lighter Bay 2 1
• Weapons
COMPONENT SPC POW
10. Prow Mars Pattern Macrocannons 2 4
11. Dorsal Sunsear Laser Battery 4 6
• 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.

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 to 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.
Frigates
In many ways, frigates are the pinnacle of the shipbuilder’s art. Lean, fast, and dangerous, frigates can outrun
anything they can’t fight, and destroy anything they can catch. Frigates fill the ranks of Battlefleet Calixis, where they are
prized commands for the youngest and most aggressive naval captains. While a frigate may not seem as prestigious as a
cruiser or battleship, their versatility means they are the Navy’s ship of choice for all manner of actions. Frigates are
tasked for convoy escorts, patrols, anti-piracy operations, and even attacks on rebel ships and stations. They routinely
skirmish with the frigates and raiders of seditionists, pirates, and even hostile xenos races. Thus, a frigate captain is “in
the mix” much more than his counterparts aboard the Battlefleet’s larger vessels.
Frigates are a balance between all aspects of ship design; speed, maneuverability, firepower, and defences. A
skilled Mechanicus shipwright can even increase their cargo capacity and supply stowage without greatly reducing any
other aspects. They are also relatively common ships, often with robust, simple designs. Therefore they are easily
modified and maintained. There are countless stories in the Calixis Sector of crippled frigates lost in space, only to limp
into port months later after their crews had affected emergency repairs.
• Hull Type: Frigate • Turret Rating: 1
• Ship Class: Tempest • Shields: 1
o Length 1.5km • Armor: 19
o Weight 6.1 megatons • Hull Integrity: 40
o Crew 30,500 • Weapon Capacity: 2x Dorsal
o SP: 42 • Space: 42 (11 Remaining)
• Speed: 7 • Power: 45 (12 Remaining)
• Maneuverability: +18
• Detection: +12
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 2 Drive 10 X
2. Strelov 1 Warp Engine 10 10
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Combat Bridge 1 1
6. Vitae Pattern Life Sustainer 2 4
7. Voidsmen Quarters 3 1
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
• Weapons
COMPONENT SPC POW
9. Dorsal Mars Pattern Macrocannons 2 4
10. Dorsal Mars Pattern Macrocannons 2 4

The Tempest-class Strike Frigate is a specialized frigate produced in the Calixis Sector and surrounding sectors for the
local battlefleets of the Imperial Navy. 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-armored prows and boosted
plasma drives, and often carry Assault Boats and large complements of ratings for participation in boarding actions.
These larger quarters and hanger bays have been found very useful for other, more commercial purposes as well when
these vessels are acquired by Rogue Traders.
• Hull Type: Frigate • Turret Rating: 2
• Ship Class: Sword • Shields: 1
o Length 1.6km • Armor: 18
o Weight 6 megatons • Hull Integrity: 35
o Crew 26,000 • Weapon Capacity: 2x Dorsal
o SP: 44 • Space: 40 (1 Remaining)
• Speed: 8 • Power: 45 (7 Remaining)
• Maneuverability: +20
• Detection: +15
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 2 Drive 10 X
2. Strelov 1 Warp Engine 10 10
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Combat Bridge 1 1
6. Vitae Pattern Life Sustainer 2 4
7. Voidsmen Quarters 3 1
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
9. Extended Supply Vaults 4 1
• Weapons
COMPONENT SPC POW
10. Dorsal Sunsear Laser Battery 4 6
11. Dorsal Sunsear Laser Battery 4 6

The Sword-class is a very old design, which has seen service since the earliest days of the Imperium. A staple class upon
which many other variants of Imperial Escort have been based, all its components have been tried, tested, refined and if
necessary redesigned over innumerable engagements, resulting in a surprisingly efficient warship.
• Hull Type: Frigate • Turret Rating: 1
• Ship Class: Firestorm • Shields: 1
o Length 1.8km • Armor: 18
o Weight 6 megatons • Hull Integrity: 38
o Crew 25,000 • Weapon Capacity: Prow, Dorsal
o SP: 47 • Space: 40 (1 Remaining)
• Speed: 7 • Power: 45 (4 Remaining)
• Maneuverability: +20
• Detection: +15
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 2 Drive 10 X
2. Strelov 1 Warp Engine 10 10
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Combat Bridge 1 1
6. Vitae Pattern Life Sustainer 2 4
7. Voidsmen Quarters 3 1
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
9. Extended Supply Vaults 4 1
• Weapons
COMPONENT SPC POW
10. Dorsal Titanforge Lance Weapon 4 9
11. Dorsal Sunsear Laser Weapon 4 6

The Imperial Firestorm-class Frigate is a relatively recent creation within the Imperial Navy's Battlefleet Obscurus,
designed to combine the maneuverability of an Escort-sized warship with the firepower of Lance armaments. To achieve
this, the Firestorm is based on the hull of the Sword-class Frigate with a major reworking of the Sword's laser battery
cores to direct power towards a single, massive starship-grade Lance weapon mounted on the prow.
Light Cruisers
Light cruisers are the eyes and ears of the Battlefleet. Smaller and faster than true cruisers, light cruisers have
the massive fuel and supply reserves for deep void patrols. These may last for years, even decades, and thus light
cruiser commanders must be independent-minded and self-reliant. Light cruisers are also used as the flagships of
small squadrons of frigates and destroyers tasked with the escorting convoys or hunting pirates.
A light cruiser’s design is usually balanced between combat and endurance. They have the advantage of being
only slightly slower and less maneuverable than a frigate, while mounting a capital ships armament. This is
accomplished, however, by giving the light cruiser substantially less armor and reinforced interior bulkheads than a
proper cruiser. In short, light cruisers are faster and more maneuverable than standard cruisers, but much more
fragile. Capital warships are substantially rarer in the Calixis Sector than frigates, raiders, or transports, and are
usually only found in the Imperial Battlefleet. Such ships are exceedingly rare within the Kronus Expanse.
• Hull Type: Light Cruiser • Turret Rating: 1
• Ship Class: Dauntless • Shields: 1
o Length 4.5km • Armor: 19
o Weight 20 megatons • Hull Integrity: 60
o Crew 65,000 • Weapon Capacity: Port, Starboard, Prow
o SP: 62 • Space: 60 (14 Remaining)
• Speed: 7 • Power: 60 (11 Remaining)
• Maneuverability: +20
• Detection: +20
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 3 Drive 12 X
2. Strelov 2 Warp Engine 12 12
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Command Bridge 2 3
6. Vitae Pattern Life Sustainer 3 5
7. Voidsmen Quarters 4 2
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
9. Extended Supply Vaults 4 1
• Weapons
COMPONENT SPC POW
10. Mars Pattern Macrocannons, Port 2 4
11. Mars Pattern Macrocannons, Starboard 2 4
12. Titanforge Lance Weapon, Prow 4 9

Light, scouting cruisers are the eyes and ears of Imperial fleets. They carry enough fuel and supplies for patrols that last
months or even years, and enough firepower to dispatch any smaller vessels foolish enough to close with them. The
Dauntless is popular because it combines the maneuverability of a frigate with a daunting forward lance armament.
• Hull Type: Light Cruiser • Turret Rating: 2
• Ship Class: Secutor • Shields: 2
o Length 4.3km • Armor: 20
o Weight 24 megatons • Hull Integrity: 65
o Crew 50,000 • Weapon Capacity: Dorsal, Port, Starboard,
o SP: 65 Prow
• Speed: 5 • Space: 58 (10 Remaining)
• Maneuverability: +12 • Power: 59 (0 Remaining)
• Detection: +15
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 8.2 Drive 13 X
2. Strelov 2 Warp Engine 12 12
3. Geller Field 0 1
4. Multiple Void Shield Array 2 7
5. Command Bridge 2 3
6. Vitae Pattern Life Sustainer 3 5
7. Voidsmen Quarters 4 2
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
• Weapons
COMPONENT SPC POW
9. Mars Pattern Macrocannons, Port 2 4
10. Mars Pattern Macrocannons, Starboard 2 4
11. Titanforge Lance Weapon, Dorsal 4 9
12. Titanforge Lance Weapon, Prow 4 9
• Outfitted for war: The Secutor is designed solely for combat, and in anticipation of this her masters have
equipped her with the heavy power couplings and projection arrays required to maintain multiple void shields.
The Secutor can use ‘cruiser only’ Void Shield Components.

The Secutor class vessels are a modification of the Lathe class unique to the Calixis Sector. The first Secutor monitor-
cruiser was adapted from the existing design when the forge world learned that the existing light cruiser was
insufficiently armed for heavy starship combat. Rather than spend the considerable resources to construct true
cruisers, they developed the Secutor. Secutors are significantly better armed than their cousins, and have higher
defensive capabilities as well. In exchange they are less maneuverable, and with so much of their frame devoted to
weapons and defenses, they are useful only for war. Of course, in that field they excel.
Wayfarer Class Station
A general class of small space stations, designed to operate without constant support on the frontier. Many have
evolved into independent trading communities or refueling depots, cut off from regular contact with the Imperium.

• Hull Type: Station • Turret Rating: 2


• Ship Class: Wayfarer • Shields: 2
o Length 5km • Armor: 18
o Weight 22.1 megatons • Hull Integrity: 60
o Crew 10,000 crew, 100,000 inhabitants • Weapon Capacity: 3x Keel
o SP: 60 • Space: 60 (8 Remaining)
• Speed: 0 • Power: 60 (7 Remaining)
• Maneuverability: Immobile
• Detection: +20
• Essential Components
COMPONENT SPC POW
1. Station Genatorium 12 X
2. Multiple Void Shield Array 2 7
3. Stationmaster Bridge 3 4
4. Hydroponics Decks 3 5
5. Civitas Decks 4 2
6. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
7. Docks 14 7
• Weapons
COMPONENT SPC POW
8. Keel Sunsear Laser Battery 4 6
9. Keel Sunsear Laser Battery 4 6
10. Keel Sunhammer Lance Battery 6 13

• Hydroponics Decks: Essential for providing food and clean air to a void-born population.
• Sustaining: This station suffers no penalties to Crew Population or Morale for remaining in space for an
extended period.
• Civitas Decks: All aspects of a thriving, bustling community with many thousands of inhabitants can be found on
these decks.
• Docks: Any size of ship smaller than a cruiser (up to 4) may dock with the station to on- and off-loading supplies
and cargo.
• Space Station: By its very nature a space station is completely immobile (including realspace and warp travel),
and does not require the same Components as a starship. A space station requires the following Essential
Components: Hull, Genatorium, Void Shield Array, Bridge, and Life Sustainer. In combat, a space station never
moves or performs maneuver Actions. Otherwise, it should be treated as a starship during combat. This type of
station may equip Cruiser or Transport Components, but must take the larger equivalent of there are two
different versions.
Space Habitat
A space habitat is a broad category of common smaller space stations constructed within a system used for
permanent colonization and supported from an outside source such as a nearby planet or frequent resupply. These may
be hollowed out asteroids, refurbished but stationary void ships, or true purpose built space stations. Such habitats are
often used for research stations, early system colonization, secret installations, orbital relay stations or are even
occasionally found abandoned and repurposed by pirates among other purposes.

• Hull Type: Station • Turret Rating: 1


• Ship Class: Habitat • Shields: 1
o Length 2km • Armor: 15
o Weight 8 megatons • Hull Integrity: 40
o Crew 1,000 crew, 20,000 inhabitants • Weapon Capacity: 1x Keel
o SP: 20 (Core 16) • Space: 40 (7 Remaining)
• Speed: 0 • Power: 40 (11 Remaining)
• Maneuverability: Immobile
• Detection: +10
• Essential Components
COMPONENT SPC POW
1. Station Genatorium 8 X
2. Single Void Shield Array 1 5
3. Commerce Bridge 1 1
4. Hydroponics Decks 3 5
5. Civitas Decks 4 2
6. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
7. Main Cargo Hold X 2
8. Docks 14 7
• Weapons
COMPONENT SPC POW
9. Keel Mars Pattern Macrocannons 2 4

• Hydroponics Decks: Essential for providing food and clean air to a void-born population.
• Sustaining: This station suffers no penalties to Crew Population or Morale for remaining in space for an
extended period unless the station is cut off from supplies from its home station or planet.
• Civitas Decks: All aspects of a thriving, bustling community with many thousands of inhabitants can be found on
these decks.
• Docks: Any size of ship smaller than a light cruiser (up to 2) may dock with the station to on- and off-loading
supplies and cargo.
• Space Station: By its very nature a space station is completely immobile (including realspace and warp travel),
and does not require the same Components as a starship. A space station requires the following Essential
Components: Hull, Genatorium, Void Shield Array, Bridge, and Life Sustainer. In combat, a space station never
moves or performs maneuver Actions. Otherwise, it should be treated as a starship during combat. This type of
station may equip Raider or Transport Components, but must take the larger equivalent of there are two
different versions.
Orbital Defense Platform
Orbital Defense Platforms are orbiting Space Stations used by the Imperial Navy and Planetary Defense Forces for
defense of a world against enemy spacecraft. They are deployed within a planet, moon's gravity well or near a larger
station and are armed with a variety of weapons.

• Hull Type: Orbital Defense Platform • Turret Rating: 2


• Ship Class: Wayfarer • Shields: 1
o Length .5km • Armor: 15
o Weight 3.1 megatons • Hull Integrity: 30
o Crew 1,000 • Weapon Capacity: 2x Keel
o SP: 15 (Core 13) • Space: 30 (8 Remaining)
• Speed: 0 • Power: 30 (6 Remaining)
• Maneuverability: Immobile
• Detection: +20
• Essential Components
COMPONENT SPC POW
1. Station Genatorium 6 X
2. Single Void Shield Array 1 5
3. Combat Bridge 1 1
4. Station Life Sustainer 2 4
5. Hab Decks 3 1
6. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
• Weapons
COMPONENT SPC POW
7. Keel Mars Pattern Macrocannons 2 4
8. Keel Mars Pattern Macrocannons 2 4

• Sustaining: This station suffers no penalties to Crew Population or Morale for remaining in space for an
extended period unless the station is cut off from supplies from its home station or planet.
• Space Station: By its very nature a space station is completely immobile (including realspace and warp travel),
and does not require the same Components as a starship. A space station requires the following Essential
Components: Hull, Genatorium, Void Shield Array, Bridge, and Life Sustainer. In combat, a space station never
moves or performs maneuver Actions. Otherwise, it should be treated as a starship during combat. This type of
station may equip Raider or Transport Components, but must take the larger equivalent of there are two
different versions.
System Vessel
System Ships are a mix of short-ranged vessels incapable of interstellar travel. They have civilian crews and do not
have the advanced equipment (engines, weapons targeting systems) more commonly seen in Imperial Navy warships.
However, they can pack a good punch when massed and used effectively.

• Hull Type: System Vessel • Turret Rating: 1


• Ship Class: System Vessel • Shields: 1
o Length 1km • Armor: 15
o Weight 4.1 megatons • Hull Integrity: 30
o Crew 18,000 • Weapon Capacity: Port, Starboard, Prow
o SP: 18 (Core 16) • Space: 20 (1 Remaining)
• Speed: 7 • Power: 35 (11 Remaining)
• Maneuverability: +20
• Detection: +10
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 1 Drive 8 X
2. Single Void Shield Array 1 5
3. Commerce Bridge 1 1
4. Vitae Pattern Life Sustainer 2 4
5. Voidsmen Quarters 3 1
6. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
7. Main Cargo Hold X 2
• Weapons
COMPONENT SPC POW
8. Dorsal Mars Pattern Macrocannons 2 4
9. Dorsal Mars Pattern Macrocannons 2 4

• Easy to Repair: When effecting long term repairs, this ship may repair an additional +2 Hull Integrity if the
repairs succeed.
Wayfarer Station; 5km

Light Cruiser (Dauntless); 4.5km

Frigate (Sword); 1.6km

Raider (Iconoclast); 1.3km

Transport (Vagabond); 2.0km

System Vessel; 1km

Orbital Defense Platform; .5km


Orks
The Orks, also called Greenskins, are a savage, warlike, green-skinned race of humanoids who are spread all
across the Milky Way Galaxy. They are seen by their enemies (pretty much everyone else in the universe) as savage,
warlike, and crude, but they are the most successful species in the whole galaxy, outnumbering possibly every other
intelligent race, even Mankind (with the very plausible exception of the Tyranids).
Greenskins are one of the most dangerous alien races to plague the galaxy. Numerous beyond belief and driven
always to fight and conquer, the Orks threaten every single intelligent species of the galaxy. Orks are possibly the most
warlike aliens in the 41st Millennium, and their number is beyond counting. Amid constant, seething tides of war and
bloodshed, burgeoning Ork stellar empires rise and fall. Mercifully most are short-lived, soon destroying themselves in a
maelstrom of violence and internecine conflict, but should the Orks ever truly unify, they would crush all opposition.

Ork Ram Ship

Ork Onslaught Frigate

Ork Rok

Frigate (Sword); 1.6km


• Hull Type: Raider • Turret Rating: 1
• Ship Class: Ork Ram Ship • Shields: 1
o Length 1.1km • Armor: 15 (23 Prow)
o Weight 6.5 megatons • Hull Integrity: 30
o Crew Unknown • Weapon Capacity: Dorsal
▪ Rating: 30 • Space: --
• Speed: 8 • Power: --
• Maneuverability: +20
• Detection: +10
• Essential Components
COMPONENT SPC POW
Looted Drive
Warp Engine
Really Big Teef
Single Void Shield Array
Kaptin’s Bridge
Air Pumps
Boyz Barracks
Searchy Gobbinz
• Supplemental Components
COMPONENT SPC POW
Stowage Bays
Armored Ramming Beak
• Weapons
COMPONENT SPC POW
Dorsal Looted Gunz

WEAPON STRENGTH DAMAGE CRIT RANGE


Dorsal Looted Gunz 4 1d10+3 5 5

• WAAAGH! Ram Ship crew are not only eager to ram their vessels into enemy ships, but they’re quite skilled at it
as well. A Ram Ship gains a +20 bonus on all tests made to ram an enemy ship.

The first encounters between Imperial Navy forces and Ork ram ships were uncertain affairs, with the small,
nimble Ork craft initially believed to be a more conventional form of escort vessel. However, the brutish tactics of the
Orks soon showed through, with the ram ships using their mobility to close with enemy vessels swiftly and collide
with them at full speed. Their heavy armoured prows, comprising two-thirds of the vessel’s mass and fitted with drills
and spikes, allow them to cause significant harm to even capital ships.
• Hull Type: Frigate • Turret Rating: 1
• Ship Class: Ork Onslaught • Shields: 1
o Length 1.5km • Armor: 18
o Weight 9.5 megatons • Hull Integrity: 40
o Crew Unknown • Weapon Capacity: Dorsal, 2x Prow
▪ Rating: 30 • Space: --
• Speed: 5 • Power: --
• Maneuverability: +15
• Detection: +10
• Essential Components
COMPONENT SPC POW
Looted Drive
Warp Engine
Really Big Teef
Single Void Shield Array
Armored Kaptin’s Bridge
Air Pumps
Boyz Barracks
Searchy Gobbinz
• Supplemental Components
COMPONENT SPC POW
Reinforced Armor
Big Red Button
Lotsa Boyz
Stowage Bays
Ork Armored Prow
• Weapons
COMPONENT SPC POW
Looted Prow Macrocannons
Looted Prow Macrocannons
Dorsal Gunz

WEAPON STRENGTH DAMAGE CRIT RANGE


Looted Prow Macrocannons 3 1d10+2 5 5
Dorsal Gunz 1d5 1d10+4 6 4

• Reinforced Armour: If this Component takes a Critical Hit, becomes damaged, or suffers power loss, roll 1d10.
On a 4 or higher, the component is unharmed.
• Big Red Button: If this vessel chooses not to turn, it may move an additional 1d5 VUs during its Manoeuvre
Action.
• Lotsa Boyz: This Component grants +10 to all Command Tests involving boarding actions and Hit and Run
Actions.

Ork escort craft resemble those of the Imperium in size more than anything else, generally lacking the speed and
manoeuvrability that characterise most frigates and raiders. Typically lacking in armour along their flanks and rear,
and difficult to quickly manoeuvre, Ork attack ships are useful only for the head-on attacks typical of Ork tactics.
• Hull Type: Light Cruiser • Turret Rating: 3
• Ship Class: Ork Rok • Shields: 2
o Length 4.km • Armor: 23
o Weight 30 megatons • Hull Integrity: 60
o Crew ~30,000 • Weapon Capacity: Prow, 2x Dorsal
▪ Rating: 20 • Space: --
• Speed: 2 • Power: --
• Maneuverability: -10
• Detection: +10
• Essential Components
COMPONENT SPC POW
Looted Drive
Looted Double Void Shield Arrays
Kaptin’s Bridge
Air Pumps
Boyz Barracks
Searchy Gobbinz
• Supplemental Components
COMPONENT SPC POW
Reinforced Armor
Stowage Bays
Lotsa Boyz
• Weapons
COMPONENT SPC POW
Looted Prow Macrocannons
Dorsal Gunz
Dorsal Gunz
Dorsal Gunz

WEAPON STRENGTH DAMAGE CRIT RANGE


Looted Prow Macrocannons 3 1d10+2 5 5
Dorsal Gunz 1d5 1d10+4 6 4

• Reinforced Armour: If this Component takes a Critical Hit, becomes damaged, or suffers power loss, roll 1d10.
On a 4 or higher, the component is unharmed.
• Lotsa Boyz: This Component grants +10 to all Command Tests involving boarding actions and Hit and Run
Actions.

An Ork Rok is the most feared form of Ork spacecraft. A Rok was once an asteroid that has been hollowed out by
Ork Mekboyz and then outfitted with Ork-made gunz, plasma engines, targeting systems and whatever other large,
powerful weapons the Orks can get their green hands on. Roks possess no Warp-Drives and so are incapable of Warp
travel, instead drifting from star system to star system as the solar winds dictate. It is common for Ork WAAAGHs!
that are large enough to possess Roks to use these massive spacecraft as one-way reentry vehicles, positioning them
to slam down onto the surface of a world the Orks intended to invade. While this means the Rok cannot be reused to
get back into space, it does cause a horrific amount of damage to whatever world the Orks invade, greatly pleasing
the Greenskins and weakening the defences of the planet's military forces.
Dark Eldar
The Dark Eldar, referred to as the Eladrith Ynneas, or, in more recent days, as the Drukhari in the Eldar Lexicon,
are the forsaken and corrupt kindred of the Eldar, an ancient and highly advanced alien race of fey humanoids. Their
armies, like their Eldar counterparts, usually have the advantages of mobility and advanced technology, though they are
often lacking in resilience and numbers. The Dark Eldar revel in piracy, enslavement and torture, and are sadistic in the
extreme. Dark Eldar armies make use of various anti-gravity skimmers such as Raiders and Ravagers to launch high
speed attacks. They strike with little or no warning, using an interdimensional labyrinth known as the Webway to
traverse the galaxy safely and far more quickly than most advanced races are able to with their Warp jumps.
The Dark Eldar are unique amongst the intelligent races of the Milky Way Galaxy because they do not live on a
settled world or worlds, but rather the bulk of their population is concentrated in one foul city-state -- the Dark City of
Commorragh -- that lies within the "ordered" Immaterium of the Eldar Webway. The Dark Eldar are mainly pirates and
slavers who prey on targets across the galaxy to feed their unholy appetites for other sentient beings' souls, a terrible
desire called the Thirst, though they are sometimes used as mercenaries by other species.

Dark Eldar Corsair

Frigate (Sword); 1.6km


• Hull Type: Raider • Turret Rating: 1
• Ship Class: Dark Eldar Corsair • Shields: --
o Length 1.2km • Armor: 15
o Weight 4 megatons • Hull Integrity: 20
o Crew Unknown • Weapon Capacity: 2x Prow
▪ Rating: 40 • Space: --
• Speed: 13 • Power: --
• Maneuverability: +45
• Detection: +25
• Essential Components
COMPONENT SPC POW
Unidentified Xeno Propulsion System
Warp-Plotter
Shadow Field Generator
Command Bridge
Eldar Life Sustainer
Eldar Crew Quarters
Sensor Array
• Supplemental Components
COMPONENT SPC POW
Torture Holds
• Weapons
COMPONENT SPC POW
Prow Disintegrator Macrocannon Cluster
Prow Phantom Lance Battery

WEAPON STRENGTH DAMAGE CRIT RANGE


Prow Disintegrator Macrocannon Cluster 4 1d10+3 4 5
+10 Ballistic Test
Prow Phantom Lance Battery 1 1d10+4 3 4
+1d10 damage per degree of success (Max +2d10)

• Torture Holds: These labyrinthine complexes contain all manner of depravity and the air within them seethes
With anguish and echoes with the screams of countless thousands of slaves. If this component is destroyed, the
vessel loses an additional 1d5 Morale each turn as the crew’s source of unholy sustenance is taken from them.
In additiona thos compoenent can be expected to hold 1d10+5 thousand slaves.
• Shadow Field Generator: All macrocannons that target this ship take a -30 penalty to hit. All lances that target
this ship take a -20 penalty to hit.

As with their larger counterparts, the Corsair-class Escorts are more a collection of broadly similar vessels.
Accurate identification of these ships has so far been impossible, and indeed the collective term “Corsair” may be as
much a reference to the crew or to these vessels’ activities as to the ships themselves. Corsairs are known to make
particularly frequent use of the mimic engine system favoured by many Dark Eldar Void- Archons, their smaller size
allowing them to pose as more commonly encountered frigates, destroyers, transports, and system ships as they close
upon their prey unperturbed. In the largest raids, a single squadron of Corsairs with mimic engines are often used to slip
in amongst the prey while the rest of the fleet coasts silently through the darkness of space.
Such Corsairs take the greatest risks, but also present the earliest opportunities for their crews to sow terror and
panic and reap the rewards of their subterfuge.
Eldar
The Eldar, or Aeldari as they were known in the Eldar Lexicon before the fall of their lost realm, are an ancient
humanoid alien race whose vast empire once extended the width and breadth of the known galaxy. The Aeldari Empire
was without equal, and they counted themselves masters of the stars. But millennia ago, the Aeldari's overweening
pride and their fall into hedonistic practices led to a cataclysm that all but eradicated their kind and led to the birth of
the Chaos God Slaanesh. Despite their boundless power, the heart of their civilisation was torn out by this catastrophe
of their own making, forcing the surviving Aeldari, now calling themselves "Eldar," to flee upon gigantic, continent-size
starships called Craftworlds. Now they cling to survival by a thread, fighting the horrors of the galaxy with ritualised
discipline and consummate skill.
The Eldar race has a long and complex spacefaring history, so long in fact that little is known for certain about
the course of their physical evolution and early planet-bound existence. The original Eldar homeworld was destroyed
during the catastrophic collapse of the Eldar civilisation known as the Fall of the Eldar. The remnants of Eldar culture
that survived the cataclysm preserved much of their species' history in the form of traditional stories, songs and dance.
Written records, monuments and visual records were almost completely destroyed except for a few instances where
they were taken aboard voidcraft fleeing from the doomed worlds.

Eldar Nightshade

Eldar Hellbore

Frigate (Sword); 1.6km


• Hull Type: Raider • Turret Rating: 1
• Ship Class: Eldar Nightshade • Shields: --
o Length 1.3km • Armor: 14
o Weight 4 megatons • Hull Integrity: 20
o Crew Unknown • Weapon Capacity: Prow, Keel
▪ Rating: 40 • Space: --
• Speed: 14 • Power: --
• Maneuverability: +45
• Detection: +24
• Essential Components
COMPONENT SPC POW
Solar Sails
Warp-Plotter
Holofield
Command Bridge
Eldar Life Sustainer
Eldar Crew Quarters
Sensor Array
• Supplemental Components
COMPONENT SPC POW
• Weapons
COMPONENT SPC POW
Prow Pulsar Lance
Prow Starcannon Cluster Battery

WEAPON STRENGTH DAMAGE CRIT RANGE


Starcannon Cluster Battery 3 1d10+2 4 4
+10 Ballistic Test
Pulsar Lance 1 1d10+3 3 3
+1d10 damage per degree of success (Max +2d10)

• Holofield: All macrocannons that target this ship take a -30 penalty to hit. All lances that target this ship take a
-20 penalty to hit.

The Nightshade-class destroyer is designed to close, attack, and flee, much like its Imperial counterpart, the
Cobra destroyer. Nightshade-class vessels ususally make rapid attack runs on their target, firing as they close and then
covering their retreat with a barrage from their macroweapons.
• Hull Type: Frigate • Turret Rating: 1
• Ship Class: Eldar Hellbore • Shields: --
o Length 1.8km • Armor: 14
o Weight 5 megatons • Hull Integrity: 25
o Crew Unknown • Weapon Capacity: 2x Prow, Keel
▪ Rating: 50 • Space: --
• Speed: 14 • Power: --
• Maneuverability: +42
• Detection: +25
• Essential Components
COMPONENT SPC POW
Solar Sails
Warp-Plotter
Holofield
Command Bridge
Eldar Life Sustainer
Eldar Crew Quarters
Sensor Array
• Supplemental Components
COMPONENT SPC POW
• Weapons
COMPONENT SPC POW
Prow Pulsar Lance
Keel Pulsar Lance
Prow Starcannon Cluster Battery

WEAPON STRENGTH DAMAGE CRIT RANGE


Starcannon Cluster Battery 3 1d10+2 4 4
+10 Ballistic Test
Pulsar Lance 1 1d10+3 3 3
+1d10 damage per degree of success (Max +2d10)

• Holofield: All macrocannons that target this ship take a -30 penalty to hit. All lances that target this ship take a
-20 penalty to hit.

Gaining infamy as “the most heavily armed frigate in the Gothic Sector” during the devastating Gothic War,
Hellebores are designed to sow confusion among a target fleet through a swift dispersal of torpedoes. It then follows
up with a barrage of battery and pulsar fire.
Rak’Gol
The Rak'Gol are vicious xenos marauders and a relatively new threat within the Koronus Expanse of the Halo
Stars adjacent to the Calixis Sector, encountered first in the dim stars past the Alenic Depths a little more than a
standard century ago. Striking from the blackest reaches of the Alenic Depths, the violent and cruel Rak'Gol have
become the byword for death and terror in the Koronus Expanse. Horrific, eight-limbed monstrosities, twisted and
warped, the Rak'Gol seem to exist only for slaughter, descending on voidships and isolated colonies like a plague, and
disappearing again into the cold depths of the void. Though the underlying impetus for the Rak'Gol's seemingly random
attacks remains a mystery, those who suffer their predations rarely live to tell the tale.
A xenos breed of which little is known for fact, they take the appearance of rough-hewn and irregular stone
reptilids, eight-limbed and over three metres long. Chalky white in colour and mantis-like in bodily arrangement, Rak'Gol
warriors favour cybernetic augmentation to increase their abilities and replace lost limbs. Their point of origin remains
unknown, as does the motivation for their sporadic attacks on human-held worlds and vessels, other than to slaughter
indiscriminately and steal minerals and weapons. Their rasping, screeching language remains incomprehensible, and no
successful communication between the Rak'Gol and humanity has been recorded; no Rak'Gol has ever been captured
alive. Indeed, even their name is taken from children's stories of mythical monsters from the settlement of Footfall's
slums, legends which they superficially resemble.

Rak’Gol Marauder

Frigate (Sword); 1.6km


• Hull Type: Frigate • Turret Rating: 3
• Ship Class: Rak’Gol Marauder • Shields: 1
o Length 1.5km • Armor: 15
o Weight 7.2 megatons • Hull Integrity: 40
o Crew Unknown • Weapon Capacity: Prow, Dorsal, Keel
▪ Rating: 30 • Space: --
• Speed: 9 • Power: --
• Maneuverability: +6
• Detection: +12
• Essential Components
COMPONENT SPC POW
Stutter Class Fusion Propulsion Drive
Xeno Warp Drive
Warp Chalms
Single Void Shield Array
Clutchmaster’s Bridge
Rad Fume Sustainer
Brood Warren
Void Watcher
• Supplemental Components
COMPONENT SPC POW
Slave Pens
• Weapons
COMPONENT SPC POW
Keel Howler Cannons
Prow Howler Cannons
Dorsal Howler Cannons
• Slave Pens: This ship can be esxpected to hold 1d10+5 thousand slaves from a veriety of species.

WEAPON STRENGTH DAMAGE CRIT RANGE


Howler Cannons 5 1d5+3 5 4

• Unshielded: Ships equipped with this drive suffer a –10 to any Silent Running attempts. When any attempts are
made to detect the vessel (any actions that use a ship’s Detection, such as the Active Augury Extended Action),
treat the equipped starship as if it were 5 VU closer to the scanning vessel.
• Warhead Swarm (Howler Cannon): When firing a Howler Cannon, each additional degree of success on the
Ballistic Skill Test results in two additional hits instead of one, to a maximum of the weapon’s Strength.
• Xenos Horde: Rak’Gol ships are full of horrifying nightmare abominations. They gain a +20 bonus to all
Command Tests involving boarding and hit-and-run attacks.
• Cannot Be Reasoned With: Unless the GM has a very good reason to do otherwise, Explorers cannot
communicate, deal, or negotiate with the Rak’Gol, their utterly alien natures making them entirely disinterested
to such attempts.

Marauders are the name given to the most common of Rak’Gol ships, sharing the name with the Rak’Gol warrior
caste. Given that no two are exactly alike, they are similar enough in size and performance to be grouped together into a
broad classification. All Marauders seem to be haphazardly constructed with little regard for layout or comfort of crew.
They are all generally brutal craft that are over-gunned and have impressive amounts of speed thanks to their fission-
pulse drives. However, though they are quite fast they are slow to maneuver, and savvy captains have been known to
exploit this weakness in order to win the day.
Stryxis
The Stryxis are a sparse, nomadic xenos race with a reputation as untrustworthy traders, wanderers, and
sometimes slavers and pirates. Encountered infrequently in the Koronus Expanse on the border of the Calixis Sector in
the Segmentum Obscurus, their reputation is a dark one. The Stryxis are a truly hideous xenoform to look upon beneath
swathes of ragged, bone-coloured cloth and trinkets, described variously by human onlookers as a gangling and multi-
eyed creature that resembles a human-sized, skinned, dog embryo. Yet they communicate easily with willing humans
through a common language of greed, curiosity, and self-interest. Scavengers and obsessive hoarders, they possess a
wealth of technology stolen and bartered from countless intelligent races. They delight in trade, attaching worth only by
perceived value and rarity of things they can grasp in their bony talons. They seem to care nothing for conquest or
territory, abstract wealth, nor even their own species, but are driven instead by individual avarice and viperous petty
intrigues. The Stryxis will trade with almost anyone, human or xenos, even the worshipers of the Ruinous Powers, but
they despise the Eldar. They will kill them if they can, and avoid them otherwise.
The Stryxis are a mysterious race, whose sole motivation seems at first glance to be an almost obsessive
addiction to haggling. While other species’ interstellar communications consist of territorial warnings, boasts and
threats, the Stryxis broadcast cautious, wheedling entreaties to all within vox range to engage in mutually-beneficial
trade. The Stryxis encountered by humanity within the Koronus Expanse seem to be an entirely spaceborne species; no
homeworld for the race has yet been identified. While uncommon, they seem to regard the region as within their sphere
of influence, and seem to be very well informed regarding major developments from the Stations of Passage to the
edges of the Rifts of Hecaton.

Stryxis Xebec

Frigate (Sword)
• Hull Type: Light Cruiser • Detection: +50
• Ship Class: Stryxis Xebec • Turret Rating: 2
o Length varies wildly • Shields: 2
o Weight varies wildly • Armor: 15
o Crew 10,000 – 30,000 (mostly non- • Hull Integrity: 55
Stryxis) • Weapon Capacity: Dorsal, Keel, Port, Starboard
▪ Rating: 30 • Space: --
• Speed: 3 • Power: --
• Maneuverability: -10
• Essential Components
COMPONENT SPC POW
Scavenged Lathe-pattern Class 1 Drive
Xenos warp engine
Phase-reality field
Salvaged xeno void shields
Scavenged Commerce Bridge
Stryxis environmental architect
Pressed-crew quarters
Ghost-eye scanner
• Supplemental Components
COMPONENT SPC POW
Multiple Cargo Holds
Slave and Brute Barracks
Stowage Bays
Augmented Retro-thrusters
• Weapons
COMPONENT SPC POW
Dorsal Ghost-light Macroweapon
Keel Ghost-light Macroweapon
Port Ghost-light Macroweapon Batteries
Starboard Ghost-light Macroweapon Batteries
• Slave and Brute Barracks: This ship can be esxpected to hold 1d10+5 thousand slaves from a veriety of species.

WEAPON STRENGTH DAMAGE CRIT RANGE


Ghost-light Macroweapon 4 1d10+2 6 5
Ghost-light Macroweapon Batteries 6 1d10+2 6 5

Imperial Navy intelligence tentatively classes the larger Stryxian vessels as "Xebecs," with the smaller voidships
referred to as "caravan vessels." It is unusual to place an entire xenos race's starships into two classes, but Stryxian
vessels defy established classification. In appearance, Stryxian Xebecs vary tremendously. They are caravan vessels in the
most literal sense of the word. Each Xebec consists of a vessel (usually a bulk transport, although raiders, Frigates, and
even Light Cruisers have been used) retrofitted with massive Plasma Drives. Stretching behind it on hundreds of huge
chains are the stripped hulls of additional vessels, as many as four or five to a Xebec. These vessels are almost always of
human or other alien manufacture. The Stryxis seem to live in the stripped hulls as well as the lead vessel, though they've
also been known to sell a hull to an interested party.
Necrons
The Necrons are a mysterious race of robotic skeletal warriors that have lain dormant in their stasis-tombs for
more than 60 million Terran years and who are the soulless creations and former servants of the ancient C'tan, the
terrible Star Gods of Eldar myth. The Necrons are ancient beyond reckoning, predating even the birth of the Eldar. At
long last, however, they are beginning to awaken from their Tomb Worlds, for the galaxy is ripe for conquest and the
restoration of the Necron Empire since the disappearance of the Old Ones more than 60 million standard years ago. The
Necrons are a completely robotic humanoid species whose technological prowess is probably unmatched by any of the
other intelligent species of the galaxy. Yet out of a desire for vengeance against the more fortunate long-lived ancient
xenos race called the Old Ones, and the trickery of the godlike intelligences known as the C'tan, the Necrons shed their
original organic forms and lost all forms of compassion and empathy, becoming ruthless, undying killing machines who
are determined to exert their mastery over the galaxy once more. Necrons in the Kronus Expanse are thankfully
exrordinarily rare.

Necron Jackel Frigate

Frigate (Sword)

Necron Ship Special Rules


• +10 to all command tests.
• +10 to all piloting tests. This rises to +30 to piloting tests made due to celestial phenomena.
• +10 to all Ballistic skill tests made to fire the ship’s weaponry.
• -10 to all Ballistic skill tests and augury attempts made against the ship.
• -1 to all crew losses except decompression. (no losses due to decompression.)
• Reduce all crew population losses by 1
• Ship is immune to morale loss.
• Ship regenerates 1 Hull Integrity per turn if damaged.
• Hull Type: Frigate
• Ship Class: Necron Jackel • Turret Rating: 1
o Length 1.1km • Shields: 1
o Weight 5 megatons • Armor: 21
o Crew Unknown • Hull Integrity: 40
▪ Rating: 50 • Weapon Capacity: 2x Dorsal
• Speed: 12 • Space: --
• Maneuverability: +40 • Power: --
• Detection: +20
• Essential Components
COMPONENT SPC POW
Small Interphased Drive
Inertialess Drive
Quantum Shielding
Command Crypt
Crew Coffins
Tomb Sustainer
Trans-dimensional Sensor Array
• Supplemental Components
COMPONENT SPC POW
Portal
• Weapons
COMPONENT SPC POW
Dorsal Lighting Arc
Dorsal Lighting Arc

WEAPON STRENGTH DAMAGE CRIT RANGE


Doral Lightning Arc 4 1d10+4 4 6
These powerful emitters project intense blasts of eldritch lightning. The crackling bolts are somehow
attracted to solid objects, which means they are unaffected by Eldar holofields, defensive
countermeasures, or any other components that penalise the to-hit roll. (Evasive action does work –
that is an action, not a component.) They otherwise function as macrobatteries.

• Portal: These arcane devices project teleport beams that allow the ship to flood an enemy vessel with swarms of
soulless constructs and engines of destruction. A ship with a Portal counts as being equipped with a
Teleportarium & Murder Servitors.
• Stealth Systems: The combination of reactive hull and horrifically capable logic engines makes Necron ships very
difficult to detect. Stealth Systems count as an Empyrean Mantle, and impose a -10 penalty to all ballistic skill
tests and augury attempts against the ship even when the Mantle is deactivated.
• Necron Critical Hits: When Necron ships die, they go out with a bang due to their tremendously powerful drives
and the large quantity of contra-terrene matter stored aboard. Any plasma drive explosion deals double normal
damage for a destroyer or frigate, and triple normal damage for a capital ship. Since Necron ships do not have a
warp drive, treat any warp drive explosion as a plasma drive explosion.
• Phasing out: The drive creates a hyperspatial pocket and shifts the ship into it, rendering the vessel invisible and
intangible. To phase out requires a hard (-20) Tech-Use test by the controlling entity. A ship may not fire
weapons, use a portal or otherwise conduct a hit and run, launch ordnance, or perform any maneuver with a
difficulty harder than challenging (+0) on the turn it phases out. If successful, the phasing out ship is removed
from the map at the beginning of its next turn and may not return. A crippled ship may not phase out. Necron
ships evidently retain the ability to move while phased, as waiting for a phased-out ship to return has always
proven fruitless. Necrons have never been observed using the ability to phase in as an ambush; perhaps phasing
in has stricter technical limitations, or perhaps the xenos simply consider ambushes dishonourable.
Tau
The Tau (Imperial binomial classification: Tau tau), known in their own language as the T'au, are a young,
humanoid and technologically-advanced intelligent race native to the Eastern Fringes of the Milky Way Galaxy who are
fighting to expand their interstellar empire and extend a philosophical concept they call the "Greater Good" (Tau'va in
the Tau Lexicon) to all the intelligent species of the galaxy. The Tau claim to be a peaceful race when possible, asking if
others will join their cause voluntarily instead of fighting against them. However, if their peaceful overtures are refused,
the Tau may well decide to conquer a planet and add it to their growing interstellar empire for the Greater Good,
searing the flesh from the bones of anyone who stands against their benign intentions. Tau society is divided into a
number of castes, each responsible for managing a specific aspect of their society. The Tau's central motivating ideal is
that everyone in their empire regardless of their species will work for the collective betterment of everyone else, an
almost mystical philosophy they call the Greater Good.

Tau Courrier Transport

Tau Castelan Frigate

Frigate (Sword); 1.6km


• Hull Type: Transport
• Ship Class: Tau Courier • Turret Rating: 1
o Length 1.4km • Shields: 1
o Weight 6 megatons • Armor: 16
o Crew Unknown • Hull Integrity: 35
▪ Rating: 30 • Weapon Capacity: Dorsal
• Speed: 4 • Space: --
• Maneuverability: +10 • Power: --
• Detection: +10
• Essential Components
COMPONENT SPC POW
Sub-light engine
Transport Gravitic Drive
Void Shield Generator
Commerce Bridge
Xeno Crew Quarters
Life Sustainer
Sensor Array
• Supplemental Components
COMPONENT SPC POW
Main Cargo Hold
Main Cargo Hold
• Weapons
COMPONENT SPC POW
Dorsal Light Railgun 3 5

WEAPON STRENGTH DAMAGE CRIT RANGE


Dorsal Light Railgun 3 1d10+2 4 5
• Hull Type: Frigate
• Ship Class: Tau Castellan • Turret Rating: 2
o Length 1.2km • Shields: 1
o Weight 7 megatons • Armor: 18
o Crew Unknown • Hull Integrity: 40
▪ Rating: 40 • Weapon Capacity: Prow, Dorsal
• Speed: 8 • Space: --
• Maneuverability: +15 • Power: --
• Detection: +15
• Essential Components
COMPONENT SPC POW
Sub-light engine
Escort Gravitic Drive
Void Shield Generator
Combat Bridge
Xeno Crew Quarters
Life Sustainer
Sensor Array
• Supplemental Components
COMPONENT SPC POW
Supply Bay
• Weapons
COMPONENT SPC POW
Prow Ion Cannon 5 11
Dorsal Railgun Battery 5 7

WEAPON STRENGTH DAMAGE CRIT RANGE


Ion Cannon 1 1d10+3 3 7
Each time an Ion Cannon hits, reduce the target’s armor by 2 until the target can make repairs
Railgun Battery 4 1d10+2 4 9
Void Kraken
Void Kraken feed off minerals found in rock, which explains their interest in ships. The hulls of most void-worthy
vessels present a Kraken with a concentrated collection of metals, ores, and silicates for it to feed on, a tempting and
tasty morsel for the beast. Small ships have the most to fear from the Kraken, as the beast’s size and strength, especially
when striking from ambush in an asteroid field or close to a world, can quickly overpower a ship and render it helpless to
fight back. Even larger vessels are not immune, however, and Void Kraken attack things many times their own size,
latching onto them like a limpet mine. Only ship-borne weaponry is any defence against a Kraken, and only then if the
vessel detects the Kraken early enough and manages to drive it off with broadsides or lance strikes.
Once a Kraken has entangled a ship, it only disengages when the ship has been consumed or (if the ship is much
larger than the Kraken) once it has taken a substantial bite from its hull. This process of consumption is as ponderous as
the Kraken itself, however, and it is possible for a particularly brave crew to venture out onto the hide of the beast while
it is feeding and lay mines on it or try and cut away its tentacles. Such a task is fraught with danger and the Kraken often
reacts quickly to such “parasites” on its hide by throwing up small fanged tentacles to rake back and forth, scouring its
stony flesh clean. Sometimes a Kraken declines to consume a ship straight away, or, if it has fed enough on its hull, it
may leave the wreck alone. In these cases, Kraken have been known to drag lifeless ships from one system to another,
gathering the hulks around remote worlds or in deep space, possibly to feed on at a later time

Void Kraken

Frigate (Sword); 1.6km


• Hull Type: Unknown (Void Beast) • Turret Rating: 2 (Tentacles)
• Ship Class: Unknown (Void Beast) • Shields: --
o Length 1.8km • Armor: 17
o Weight 7 megatons • Hull Integrity: 50
o Crew N/A • Weapon Capacity: 2x Keel
▪ Rating: 35 • Space: --
• Speed: 3 • Power: --
• Maneuverability: +10
• Detection: +40
• Weapons
COMPONENT SPC POW
Keel Tentacles
Keel Maw

WEAPON STRENGTH DAMAGE CRIT RANGE


Tentacles 6 1d5+2 4 0
Entangle: If a Kraken hits a vessel with its Tentacles, it can immediately make an attack with its
Maw. If this Maw attack also hits, the Kraken has wrapped itself around the ship and begins to
feed, automatically hitting with its Maw attack each future round until dislodged or destroyed.
The ship may fire upon the Kraken, but then itself takes half the damage inflicted on the
creature due to the close proximity. The crew may also attempt to break free by making a Very
Hard (–30) Pilot (Space Craft)+Manoeuvrability Test; the Kraken, however, automatically hits
with one final Tentacle attack as the ship disengages. A feeding Kraken cannot be targeted by
another ship’s weapons as it is too close to the vessel (unless this is not a concern!).
Maw 2 1d10+2 4 0

Neither Beast Nor Ship: Void Kraken are monsters of truly gargantuan proportions, some growing to the size of small
escorts with tentacles that can stretch for kilometres trailing through the void. As such a Void Kraken is more akin to a
space ship than it is to a more mundane planetary creature, and is largely immune to all but the most potent of
weapons. To reflect this, the Void Kraken is treated as a vessel using the rules from page 212 of the ROGUE TRADER Core
Rulebook with the following exceptions:
• Void Kraken have no crew and when called upon to perform an action that requires a Characteristic Test, use a base
value of 35.
• Void Kraken are largely made of rocky material and have few components that can be damaged by ship weaponry or
ordnance, as even their tentacles can be re-spawned as needed. Void Kraken do not suffer Critical Hits, but are
instead destroyed when reduced to Hull Integrity 0.
• Void Kraken weapons use the Macrobattery rules.
• Void Kraken cannot be the subject of boarding actions.
• Void Kraken have no Morale rating like normal ships and are effectively fearless. Whenever a Void Kraken suffers
damage to its Morale, this damage is ignored.
• Void Kraken are fiendishly difficult to detect, as they are, in essence, living asteroids and only the most sophisticated
sensors can reliably pinpoint them. When scanning for Void Kraken, vessels suffer a –30 penalty to all Detection
Tests (–50 if they are not aware what they are looking for). Void Kraken more than 8VU away are completely
undetectable. At the GM’s discretion, bonuses may be applied if it is obvious where the Kraken is (i.e. there are no
asteroids or other debris in the area), though Kraken do not usually stray into zones where they have no cover.
Space Hulk
A Space Hulk is the term given by the Imperium of Man to the wreckage of a starship or a mangled twist of
various starships and artificial debris found drifting through the vacuum of the Milky Way Galaxy without apparent
direction. Many times they are so huge that they have their own atmosphere and gravity. Since the Hulks often exit and
re-enter the Warp seemingly at random, searching or traveling within them is dangerous in the extreme. Space Hulks
have many times been used as a means of transport by certain unsophisticated factions. The Orks, the Genestealers, and
even Chaos Space Marine renegades use them occasionally to invade other worlds. As the Warp jump of Space Hulks is
essentially made in a random direction, this gives them the advantage of surprise over Imperial or Eldar forces.
These monstrosities often drop in and out of the Warp, threatening to carry Chaos Space Marines, Orks or
Genestealers that have entered stasis who can launch attacks upon the unsuspecting planets of the Imperium. The
Imperial Navy, and all Imperial forces and authorities as a whole, have standard orders to survey such objects and to
report their location. The Hulks often consist of starships and items of technology millennia old, and the recoverable
technology can be of immense value to the Imperium, and especially to the Adeptus Mechanicus. Thus elite Imperial
forces are sent aboard to clear out infestations.
Depending on the strategic situation (availability of troops, proximity to vital Imperial star systems, safety
margins, etc.) Space Marines are usually sent to purge the Hulk of any alien or Chaotic infestations. The reason for this
intense interest is that Space Hulks have been adrift in the void often for hundreds or even thousands of years, forming
an unrecognizable huge mass, in which technological and scientific bounties from the Dark Age of Technology could be
stowed that would be of great commercial value.

Space Hulk

Frigate (Sword); 1.6km


• Hull Type: Unique (Cruiser) • Turret Rating: 4
• Ship Class: Space Hulk • Shields: 2
o Length 7km • Armor: 25
o Weight 50 megatons • Hull Integrity: 100
o Crew Unknown • Weapon Capacity: 3x Keel
▪ Rating: 20 • Space: --
• Speed: 2 • Power: --
• Maneuverability: +0
• Detection: +0
• Essential Components
COMPONENT SPC POW
Unidentified Xeno Propulsion System
Cursed Warp Drive
Unreliable Gellar Field
Multiple Void Shield Arrays
Fate Cursed Guidance
Several Unreliable Life Sustainers
Hiding Places for Terrors
• Supplemental Components
COMPONENT SPC POW
Unidentified Xeno Component
Unidentified Archeotech Component
Unidentified Archeotech Component
Chaos and Xeno Beasts (Barracks)
Tenebro-Maze
• Weapons
COMPONENT SPC POW
Keel Xeno Shard Cannon Battery
Keel Hecutor-pattern Plasma Battery
Keel Titanforge Lance Battery

WEAPON STRENGTH DAMAGE CRIT RANGE


Xeno Shard Cannon Battery 4 1d10+2 3 6
Hecutor-pattern Plasma Battery 3 1d10+2 3 11
Titanforge Lance Battery 2 1d10+4 3 6

• Unshielded: Ships equipped with this drive suffer a –10 to any Silent Running attempts. When any attempts are
made to detect the vessel (any actions that use a ship’s Detection, such as the Active Augury Extended Action),
treat the equipped starship as if it were 5 VU closer to the scanning vessel.
• Nightmares in the Dark: Space Hulks are full of horrifying nightmare abominations. They gain a +30 bonus to all
Command Tests involving boarding and hit-and-run attacks.
Chaos Ships
While uncommon, there are those ships that have strayed further from the light of the Emperor than even those
of Reavers and Pirats. This ships and their crews are given wholely over to the Ruinous Powers, and bear their mark as
proof of their service. Such ships, while maybe having some componenets that can be saved, are themselves not
salavageable as their hulls are forever trainted by the power of Chaos.

Apply one of the following templates to any other ship:


• The Mark of Nurgle
There are few sane beings who embrace the Master of Plagues, and fewer still enjoy his pestilential favor. Ships whose master
and crew bare this unwholesome boon are filled with oozing fluids, the ship's passages warping to resemble horrific organs
within some loathsome beast...
Special Rule: This ship is immune to boarding actions or hit and run attacks due to the foul nature of its internal workings. It
also gains +5 Hull Integrity.

• The Mark of Khorne


The Blood God favors those for whom violence is the first, last, and only answer. However, Khorne also prefers personal valor
over the use of machines for the spilling of blood, and therefore shows slight regard for ships of the void. Crews that follow the
Blood God eagerly await the chance to meet their foes in hand-to-hand
combat...
Special Rule: The crew of this ship doubles its moral when taking part in boarding actions, whether defending or attacking.
Also, they will not, under any circumstances, surrender.

• The Mark of Tzeentch


The Archtect of Fate has a great deal of appeal to ship's captains and officers, the fickle winds of Fate being a primary concern
for them as they try to direct things as mundane as their ship through the warp, or as complex as their rise to power and wealth.
And the Changer of Ways can guide them to what they seek, for a price...
Special Rule: The commander of this ship may make one free re-roll of any check per ship turn. However, they must accept
the new roll, even if it is worse than the original.

• The Mark of Slaanesh


The followers of the Prince of Pleasure care little for battle, their ships filled with debauchery and unholy orgies. This does not,
however, render them ineffective. Far from it, as they radiate unnatural urges and lusts through the warp, transmitting their siren
song across vox frequencies and demoralizing their foes. To gain the embrace of the Lord of Lust, one must not only commit the
most unimaginable depravities, but enjoy them to the fullest...
Special Rule: Enemy ships within 6 VU of this ship temporarily lose -10 Moral. This moral is automatically regained if they move
more than 6 VU away or this ship is destroyed.

Slave Holds
Any transport that has fallen under the sway of the Ruinous Powers can be expected to hold many thousands of slaves
that are to be sacrificed to the lords of Chaos. Any ship with a cargo bay can be expected to hold 1d10+5 thousand
slaves per cargo bay.
Astartes Ships
• Hull Type: Frigate • Turret Rating: 2
• Ship Class: Sword • Shields: 1
o Length 1.8km • Armor: 18
o Weight 6.5 megatons • Hull Integrity: 40
o Crew 26,000 • Weapon Capacity: 2x Dorsal
o SP: 50 • Space: 40 (1 Remaining)
• Speed: 10 • Power: 45 (7 Remaining)
• Maneuverability: +20
• Detection: +15
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 2 Drive 10 X
2. Strelov 1 Warp Engine 10 10
3. Geller Field 0 1
4. Single Void Shield Array 1 5
5. Combat Bridge 1 1
6. Vitae Pattern Life Sustainer 2 4
7. Voidsmen Quarters 3 1
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
9. Extended Supply Vaults 4 1
• Weapons
COMPONENT SPC POW
10. Dorsal Sunsear Laser Battery 4 6
11. Dorsal Sunsear Laser Battery 4 6

Invariably the Gladius is the most numerous escorts within a chapter-fleet, being one of the few escorts in relatively
uniform usage across the chapters. The vessel, although larger than any genuine gunboats likely to be in use, is
relatively small by Space Marine standards, seldom carrying much more than a single squad of Space Marines who are
invariably spread across its decks and control centers supervising the much more numerous chapter serfs upon whom the
chapter relies for actual operation of its vessels. As such, the Gladius lacks the genuine punch of other Space Marine
vessels, and is of little use in their favored planetary assaults, but instead earns itself an admirable place as the
foremost ship of the line when it comes to more mundane border patrols and deep space blockades.
• Hull Type: Light Cruiser • Turret Rating: 2
• Ship Class: Strike Cruiser • Shields: 2
o Length 4.1km • Armor: 24
o Weight 18 megatons • Hull Integrity: 60
o Crew 50,000 • Weapon Capacity: Dorsal, Port, Starboard,
o SP: 70 Prow
• Speed: 8 • Space: 60 (4 Remaining)
• Maneuverability: +20 • Power: 60 (4 Remaining)
• Detection: +20
• Essential Components
COMPONENT SPC POW
1. Jovian Pattern Class 8.2 Drive 13 X
2. Strelov 2 Warp Engine 12 12
3. Geller Field 0 1
4. Multiple Void Shield Array 2 7
5. Command Bridge 2 3
6. Vitae Pattern Life Sustainer 3 5
7. Voidsmen Quarters 4 2
8. M–100 Auger Array 0 3
• Supplemental Components
COMPONENT SPC POW
• Weapons
COMPONENT SPC POW
9. Mars Pattern Macrocannons, Port 2 4
10. Mars Pattern Macrocannons, Starboard 2 4
11. Titanforge Lance Weapon, Dorsal 4 9
12. Mars Pattern Macrocannons, Prow 2 6
• Outfitted for war: The Strike Cruiser is designed solely for combat, and in anticipation of this her masters have
equipped her with the heavy power couplings and projection arrays required to maintain multiple void shields.
The Strike Cruiser can use ‘cruiser only’ Void Shield Components.

While a Space Marine Chapter only rarely employs the might of its battle barges, Adeptus Astartes strike cruisers are a
more common, although still rare, sight. Often the arrival of a Space Marine strike cruiser is enough to quell a rebellious
system. The Space Marines are quick to act if their enemies’ surrender is not immediately forthcoming. Strike Cruisers are
fast, lightly-armed vessels which mass slightly less than the Imperial Navy’s Dauntless class light cruisers. Their primary
function seems to be that of rapid response, reports indicating that they are invariably the first craft to arrive at a
threatened planet.

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