Phased Plasma Battery : Macrobattery / Cruisers - Light Cruisers / Space 5 / Power 5 / SP 2 /Strength 4 / Damage 1D10+2 / Crit Rating 4 / Range 12 / Instable ( if Damaged or Destroyed, another component will be Unpowered for one turn.)
Phased Plasma Broadside : Macrobattery /Cruisers / Space 7 / Power 9 / SP 3 / Strength 6 / Damage 1D10+2 / Crit Rating 4 / Range 12 / Instable ( if Damaged or Destroyed, another component will be Unpowered for one turn)
Destructor-cannon Battery : Macrobattery / Cruisers - Light Cruisers / Space 4 / Power 7 / SP 2 / Strength 5 / Damage 1D10+3 / Crit Rating 5 / Range 5 / Imprecise (over the nominal Range, decrease the Damage and the Strenght of -3), Full of Ammunitions (see Volatile on RT Core pg 205)
Destructor-cannon Broadside : Macrobattery / Cruisers / Space 6 / Power 9 / SP 3 / Strength 6 / Damage 1D10+3/ Crit Rating 5 / Range 5 / Imprecise (over the nominal Range, decrease the Damage and the Strenght of -3), Full of Ammunitions (see Volatile on RT Core pg 205)
Dreadclaw Drop Pod Bays : When working toward a Military Objective against a planet, the players earn an additional 75 Achievement Points. Hull: Light Cruisers, Cruisers / Space 4 / Power 2 / SP 2
Devastation Launch Bays : Cruisers / Space 4 / Power 2 / SP 2 / Strength 2 / External (every damage sufferd by this component is increasd by +1)
Retaliation Landing Bays : Grand Cruisers / Space 6 / Power 2 / SP 3 / Strength 2 / External (every damage suffered by this component is increased by +1), Double bays (the Strength is considered 4 in order determine the amount of squadrons that can be launched at a time)
Secondary Command Bridge
: Heavy Cruisers, Battlecruisers, Grand Cruisers / Space 2 / Power 3 / SP 4 / Can function as Ship's Bridge if the primary is destroyed, but in this case all the bonuses granted by the bridges are lost and all command tests suffer an -5; until the primary bridge is undamaged, all Piloting and Navigation Tests made by allied vessels within 10 VUs gain a +5 bonus. Can't be combined with a Fleet Flag Bridge.
The Reserve Fleets in my campaings
The Imperium has reached the limits of the Astronomican and it has encountered many hostile alien species, so, many Admirals have begun to petition for new cruisers. However, the Imperium have a slow production rate and so many Admirals have plundered their reserves; starting from the Repulsive grand cruiser, they have taken everything they can; many have asked to the Mechanicus new Avengers and their variants. They have left only the older vessels and so the Rear-Admirals had started to rearmed the old pre-heresy cruisers, like the Murder and the Devastation, and this has formed a particular market for new spare parts for those cruisers; apparently, the Imperium can't produce again these type of cruiser, but for the single spare parts it's another story. Plus, some Solar Admirals are put in charge of some ship cemetery, with the task to rearm the ancient ships to cover the holes in the internal defence.
Murder Class Cruiser
This is the most common cruiser in the reserve fleets and it's also under the command of many Solar Admirals and some Trader Militant; the ship cemeteries of the Imperium are full of this vessels and so they are cheap. There are also many Trader families who are gaining a lot of wealth to produce spare parts for these cruisers.
Hull: Cruiser / Speed 7 / Manoeuvrability +5 / Detection +10 / Armour 19 / Hull Integrity 70 / Turret Rating 2 / Space 75 / Weapon Capacity: Prow 1, Port 2, Starboard 2 / SP 58
Ancient design: this ship cant have an Armoured Prow, a Reinforced Prow, a Nova Cannon, a Power Ram and Torpedo Tubes.
Devastation Class Cruiser
Common as the Murder Class Cruiser, this ship is vital for many Rear-Admiral, since the newer Dictators are reserved for line duties.
Hull: Cruiser / Speed 7 / Manoeuvrability +5 / Detection +10 / Armour 19 / Hull Integrity 70 / Turret Rating 3 / Space 67 / Weapon Capacity: Prow 1, Port 2, Starboard 2 / SP 62
Carrier Vessel: this ship come pre-equipped with a port and a starboard Devastation Launch Bays, they can't removed and when the ship is constructed it must be able to provide 2 Power to each compponent.
Ancient design: this ship cant have an Armoured Prow, a Reinforced Prow, a Nova Cannon, a Power Ram and Torpedo Tubes.
Carnage Class Cruiser
This is the most common support cruiser in many reserve fleets, however it's more difficult to gain the spare parts needed for this ship, so it's used only during war actions where it's really needed.
Hull: Cruiser / Speed 7 / Manoeuvrability +5 / Detection +10 / Armour 19 / Hull Integrity 70 / Turret Rating 2 / Space 75 / Weapon Capacity: Prow 1, Port 2, Starboard 2 / SP 60
Overloaded: the Plasma Drive of a Carnage provides +10 Power, but every time a Carnage takes a Critical Hit, there is a 30% chance that it suffer an additional Fire! Critical Hit as well.
Ancient design: this ship cant have an Armoured Prow, a Reinforced Prow, a Nova Cannon, a Power Ram and Torpedo Tubes.
Slaughter Class Cruiser
One of the rarest ships of the Imperium, its upkeep is difficult and it's guarded with much care by the Rear-Admirals who have one; the few who have more than one are seen with envy by others.
Hull: Cruiser / Speed 9 / Manoeuvrability +5 / Detection +10 / Armour 20 / Hull Integrity 68 / Turret Rating 2 / Space 75 / Weapon Capacity: Prow 1, Port 2, Starboard 2 / SP 62
Scartix Coil: this is automatically installed in every Slaughter Cruiser: Space 20 / Power +75
Rare Spare Parts: when making Extended Repair, this ship repairs 1 point less of Hull Integrity, to a minimum of 1.
Ancient design: this ship cant have an Armoured Prow, a Reinforced Prow, a Nova Cannon, a Power Ram and Torpedo Tubes
Exorcist Home-rule Errata
Pure Carrier: installing an additional Jovian-pattern Landing Bay per side will cost a point in less of Space.
Repulsive Home-rule Errata
Cursed: this ship gains automatically the Blasphemous Tendencies Oddities
Retaliator Class Grand Cruiser
Hull: Grand Cruiser / Speed 5 / Manoeuvrability +4 / Detection +12 / Armour 20 / Hull Integrity 90 / Turret Rating 3 / Space 80 / Weapon Capacity: Port 3, Starboard 3 / SP 72
Grand Cruiser: see BFK pg.21
Carrier: the Retalietor comes with 2 Retaliation Landing Bays, one in a Port slot, one in the Starboard slot and the can't be removed. When constructed the ship must provide 4 Power to them
Silura Class Light Cruiser
This cruiser is the precursor of the Dauntless and now is recalled in active service in many reserve fleets.
Hull: Light Cruiser / Speed 7 / Manoeuvrability +20 / Detection +15 / Armour 18 / Hull Integrity 56 / Turret Rating 1 / Space 50 / Weapon Capacity: Prow 1, Port 1, Starboard 1 / SP 50
Small but Vicious Cruiser: when traveling on Silent Running, all Tests to detect this vessel have their Difficulty increased by +5; The Lance Weapons can be mounted only in the Prow Slot.
Old design: this ship can't have an Armoured Prow or Torpedo Tubes.
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I hope you like my home rules; in the next days I'll post some new dreadnaughts, new transports and new cruisers, and my stats for the Ignis class cruiser.
P.S.: I apologize for my bad english.
Edited by Sebastian Traitor