Homebrew Strike Cruiser Stats!

By Gavinfoxx, in Rogue Trader House Rules

So what do you all think? Yes, it's overpowered, but Astartes vessels are supposed to be better than other ships, and, after all, this is the hull that Inquisitors use as their suuuper high end Inquisitorial ship of choice, so it must have something that makes it better than other ships, yes? How would you change this?

"Very, very rarely, Rogue Traders of sufficient influence can gain the ownership of the mighty Strike Cruisers, those fast-response vessels of the Astartes. They never come with the actual Astartes that normally crew these vessels (along with innumerable chapter serfs and servitors of course). Normally, most Rogue Traders outfit them similarly to how Astartes outfit Vanguard Cruisers, for extended independent operations. After all, if one has access to the fastest variety of ship in the Imperium, the last thing you will want to do is slow it down with Escorts that can't keep up. Not that this ship would normally need escorts, being built to such generally high standards, with absurdly good armor, being essentially 'a much better Dauntless'."

Adeptus Astartes Strike Cruiser
Light-Cruiser scale vessel
Crew: 50,000
Speed: 7
Maneuverability: 15
Detection: 20
Hull: 60
Armor: 24
Turret: 2
Ship Points: 70
Space: 57
Weapon Mounts: Port, Starbord, Prow, Prow (Slot taken)

Wings of the Angels: The Strike Cruiser is well known as the most reliably fastest ship in the Imperium, at least when traveling through the Immaterium. The exact reason for it's fleetness through the Warp is unknown, but the effects are well-documented. Navigation Tests to pilot the ship through the warp gain a +10, and travel through the warp takes 1d3 less weeks than normal. Reroll all rolls for Blasphemous Tendencies or Temperamental Warp Engine under Past Histories and Machine Spirit Oddities until those results are not chosen. Further, when installed, any Warp drive where the version that would go on a light cruiser is slower than the one that would go on a Frigate or smaller, like the Markov Warp Drive, has the speed of the cruiser variant increased to the speed of the Frigate variant.

Astartes Prow: May not choose any component predicated on having a more traditional prow, such as a Variable Figurehead, a Reinforced Prow, or a Power Ram. In one of the prow slots, the vessel also has an integrated forward-facing Launch Bay and Cargo Hold, which must be provided with a point of power, and can not be removed. This does not impact the ship's ability to have a separate, second Prow weapon mount. This component normally launches Thunderhawks, Stormravens, Storm Eagles, and their void-capable Cutter variants, and carries extra mission cargo as well. Due to being designed into the vessel, this component does not lower the overall maneuverability of the ship. With this component, the cost of the component is already integrated in the ship. Provides 100 Achievement Points to Trade and Criminal objectives, and counts as a strength 1 bay.

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.

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"More common, though less famous, than the Adeptus Astartes Strike Cruiser is the Arbites variant of the ship, the 'Punisher' Class, often seen as the primary Arbites patrol vessel in important sectors. Less heavily armored than the Astartes variant, especially towards the rear, it often has forward-mounted torpedoes or a bombardment cannon. It also often has specialized components for the day-to-day running of a patrol and prisoner transport ship, but none of these components are integral to the ship. This class of Strike Cruiser is more commonly seen in the hands of Rogue Traders than the Astartes variant, being more easy to acquire, but it is still rare."

Adeptus Arbites Punisher-Class Strike Cruiser
Light-Cruiser scale vessel
Crew: 50,000
Speed: 7
Maneuverability: 15
Detection: 20
Hull: 60
Armor: 22, 20 rear
Turret: 2
Ship Points: 63
Space: 57
Weapon Mounts: Port, Starbord, Prow, Dorsal (Taken)

Long Arm of the Law: The Strike Cruiser is well known as the most reliably fastest ship in the Imperium, at least when traveling through the Immaterium. The exact reason for it's fleetness through the Warp is unknown, but the effects are well-documented. Navigation Tests to pilot the ship through the warp gain a +10, and travel through the warp takes 1d3 less weeks than normal. Re-roll all rolls for Blasphemous Tendencies or Temperamental Warp Engine under Past Histories and Machine Spirit Oddities until those results are not chosen. Further, when installed, any Warp drive where the version that would go on a light cruiser is slower than the one that would go on a Frigate or smaller, like the Markov Warp Drive, has the speed of the cruiser variant increased to the speed of the Frigate variant.

Dorsal Precinct: Instead of a dorsal weapon slot slot, this vessel has a Launch Bay and Cargo Hold, which must be provided with a point of power as any other bay and can not be removed. This component normally launches all manner of Cutters, Lighters, Landers, Aeronautica, and Barges, and even some Eagle Interceptors, and carries extra mission cargo as well. Due to being designed into the vessel, this component does not lower the overall maneuverability of the ship. With this component, the cost of the component is already integrated in the ship. Provides 100 Achievement Points to Trade and Criminal objectives, and counts as a strength 1 bay, albeit one incapable of servicing a full wing of bombers or assault boats, beyond the odd prestige one or two.

---------------------------

Hawking Exploration Cruiser

This ship is essentially the perfect ship for many types of Rogue Traders as well as certain Explorator fleets. Technically sized as a Light Cruiser, albeit a large one, it is extremely fast for it's size, if slightly hard to maneuver compared to other light cruisers. It is highly capable of operating independently, and has very advanced shields and sensors. Larger than a Defiant or Dauntless, smaller than a Dictator or Lunar, these ships can almost act as full Cruisers, with a cost to match. Almost always fitted with Exploration Bridges and Multi-Band Auspexes, the design originally dates back to Macharius's crusades. The ship always has a background package equivalent to a Thulian Explorator Vessel without the Archeotech component, with the benefits and costs already integrated into it's capabilities.

Hull Integrity: 60
Maneuverability: 10
Detection: 32
Armor: 19
Turret Rating: 2
Space: 60
Speed: 7
Ship Points: 68
Weapon Capacity: 1 Prow, 2 Port, 2 Starboard (of these, 1 port and 1 starboard slot are pre-equipped with Components)

Support Carrier: The Hawking comes pre-equipped with bays that act as a specialized variant of Jovian-pattern Escort Bays in the Port and Starboard slots. However, these bays have extra space to store cargo due to the nature of the Ship's mission; each also adds 50 points towards Trade or Criminal objectives. 2 Power must be supplied to these bays in total. These components can not be removed. However, due to the specialized nature of these bays, they are incapable of servicing full wings of Bombers, beyond the odd prestige one or two; they are generally used for the wide variety and massive quantity of utility and scouting and surveying small craft, including some specialized grav-chute-equipped drop vehicles, that an exploration-focused ship, which can not be assumed to have access to full docking facilities, may need.

Exotic Projection Arrays: The Exploration Cruiser, being almost as large as a normal Cruiser, can select Cruiser Only Void Shields. Further, all shields placed in these slots gain the benefits of being Repulsor shields.

Explorer: The vessel adds +75 to all Exploration Endeavours. Add 3 months of emergency supplies. The prow can not have a reinforced prow or a power ram without lowering the detection capability of the vessel by 5.

Edited by Gavinfoxx

The old Strike Cruisers only have 1 void shield. The new ones have 2. You could just say the ones with 2 have the BC shield upgrade from Hostile Acquisitions.

I like the idea of a Cargo Hold & Lighter Bay component. You could go for a prow-mounted escort bay, but I kinda like the hold and bay idea.

I think it should be smaller, maybe 50 space total. In BFG it's described as smaller than a Dauntless, which you have, but barely. I might give it more armor, say 22-24, once again in line with BFG.

The Secutor light cruiser seems an excellent model for the Strike Cruiser. Some things need changed, but it's a good starting point.

In the end, I think space marine ships just have lots of GC and BC components, giving them more space and power for additional components, like teleportariums and drop pod bays.

So should it have more armor than an Avenger??

It does in BFG.

Well, okay. Edited.

I also came up with a homebrew Heavy Frigate Astartes ship, to be a heavy version of a Gladius (whereas the Gladius is the Astartes Sword, this is to be equivalent of an Astartes Turbulent).

Pugna-Class Heavy Frigate

Crew: 26000

Ratings and Stats

Detection 20

Speed 9

Maneuver 19

Armour 20

Hull 42

Turrent Rating 2

Space 41

Weapon 1 Dorsal, Weapon 1 Keel

Ship Points 49

Due to the extra space dedicated to engine and drive, the ship can make more effective and efficient use of the Plasma Drive. This allows for the comparatively greater speed, and also increases the power output of any plasma drive installed on this vessel by 2. May not choose any component predicated on having a more traditional prow, such as a Variable Figurehead, a Reinforced Prow, or a Power Ram. Instead, the vessel also has an integrated forward-facing Good Quality Double-Sized Cargo Hold and Lighter Bay, which must be provided with one point of power as is normal for a lighter hold, and can not be removed, and provides 100 Trade and Criminal endeavors. This component normally launches Thunderhawks, Stormravens, Storm Eagles, and their void-capable Cutter variants, and carries extra mission cargo as well. Due to being designed into the vessel, this component does not lower the overall maneuverability of the ship. As a Heavy Frigate, it is one of the heavier classes of vessels that can still function in the upper atmosphere of some gas giants and make unassisted landings and takeoffs on terran-gravity planets, though this is only done for water landings in appropriately deep oceans, as the keel would be underwater in any landing; otherwise, it would have to land in a prepared landing slip due to the shape of the ship. It is also at roughly the maximum size of an Imperial ship capable of making rapid, tactical 90 degree turns.

Edited by Gavinfoxx

So I'd like some help statting out the Adeptus Arbites Strike Cruiser. I'm thinking lower the armor to Dauntless level, and remove the Outfitted For War, and do a mention that they tend to have specialized components when still in Arbites use, but those can be easily removed? I'm not sure what to do about the Prow for the Arbites version... keep it, I guess, and change the description? It'd have a lower amount of Ship Points, since those should be relatively much more common for a Rogue Trader to get their hands on...

Edited by Gavinfoxx

Wouldn't all Astartes ships have Drop Pod launch bays as default components?

Thunderhawks are space-worthy, so it might not be necessary, and having drop pods means having to also have retrieval stuff, while just the thunderhawks can already return to ship, WITH their passengers. That said, I assume MOST Strike Cruisers, and probably ALL Battle Barges, have drop pod bays, launch bays for thunderhawks, and teleportariums, just to maximize the flexibility with how the Space Marines in question can be deployed, to the task at hand.

Wouldn't all Astartes ships have Drop Pod launch bays as default components?

Perhaps! But I'm positing that these things aren't integral to the ship! Also any ideas for an Arbites Strike Cruiser?

Edited by Gavinfoxx

Allright, instead of creating a new thread on the exact same topic I'm just gonna go full golden throne on this one.

First of all:

Wouldn't all Astartes ships have Drop Pod launch bays as default components?

Perhaps! But I'm positing that these things aren't integral to the ship! Also any ideas for an Arbites Strike Cruiser?

There is an Arbites Strike Cruiser (Castigator-Class Patrol Cruiser) named Intervention on page 84 in HA, but it's actually just a -5 det +1 turret Dauntless.

BUT I took the time to create an Astartes/Inquisition Strike Cruiser Hull which looks as follow:

"Like battle barges of the Adeptus Astartes, strike cruisers do not represent a single class of vessel but instead consist of a broad range of types with differing weapons and systems designed primarily for rapid response, able to quickly fight their way into a contested system and rapidly deliver Space Marines or inquisitorial Storm Troopers and their wargear to the front.

To this end strike cruisers can and do take a variety of forms."

  • Dimensions: 4 km long, .5 km abbeam approx.
  • Mass: 22 megatonnes
  • Crew: 40000 Crew approx.
  • Accel: 5 gravities max sustainable acceleration

  • Speed: 8
  • Manoeuvrability: +10
  • Detection: +15
  • Armour: 23
  • Hull Integrity: 60
  • Turret Rating: 2
  • Space: 50
  • SP: 70
  • Weapon Capacity: 1 Port, 1 Starboard, 2 Prow (Astartes Version) or 1 Prow and 1 Dorsal (Inquisition Version)
  • Outfitted for War: Can use 'Cruiser only' Void Shield Components
  • Planetary Assault Ship: Can use the 'Cruiser only' Invasion Bridge Component
  • Rapid deployment System: Can be equipped with a prow Launch Bay Component; can't use any Prow Components such as Armoured prow or Power Ram

And here is how I designed the Hull:

First I looked at what would be the closest match to a Strike Cruiser and found the Hellbringer Planetary Assault Ship having everything I needed (even the Invasion Bridge as Light Cruiser!), except for a few points of Armour and one point of turret rating.

So I back-engineered it and came up with: Speed 8, Manoeuvrability +15, Detection +20, Armour 18, Hull Integrity 56, Turret Rating 1, Weapons: Prow Dorsal port Starboard, Space: 60.

Compared to the dauntless it has +1 Speed for -1 Armour (same on Chalice vs Overlord) so I concluded this should be a fair trade overall.

After that I wanted to find out what an additional dorsal mount is worth and back-engineered and compared Tyrant, Overlord and Mars.

Overlord has 1 more Space while costing +3 SP while Mars has the same Space while costing +1 SP.

Having in mind that 1 Space equals 1 SP if you take good craftsmanship I concluded that the dorsal mount must come for 1-2 SP in comparison and went with +2 SP .

After that I needed to find out what an additional turret would cost, so I looked at the Flak Turrets Upgrade from BFK (1 Power, 1 Space, 1 SP for +1 Turret) and compared Lathe-class and Secutor-class, the latter having +1 turret and +2 Hull Integrity for -2 Space and 3 SP.

Reinforced Interior Bulheads grant +3 Hull Integrity for 3 Space and 2 SP, while an additional turret costs 1 SP and takes 1 space.

I concluded that the "bigger Ship Upgrade" (+2 Hull, +1 turret) comes for -2 Space and 3 SP and noted 3 SP for that 1 turret (which would also equal a best craftsmanship Flak Turrets Component if the rules wouldn't state you can't lower Power/Space requirements below 1).

At this point I had a Dauntless with Speed 8, Armour 18, Turrets 2 and a Dorsal weapon slot for 60 SP , missing only a few Points of Armour to get to BFG's 6+ (= >21, <= 23 in RT)

I went with 23 as there is no ship with 6+ Prow in BFG and 18 Base Armour in RT and calculated that if I ignore the 'only once' rule for Armour Plating I'd have to go with +5 Armour for -10 Space and 10 SP while also loosing 10 Manoeuvrability! :(

I concluded that Manoeuvrability +5 wouldn't be enough for the Striker Cruiser and took half of those -10 from detection instead of manoeuvrability, making it -5 to both.

At the end of my calculations I had a Dauntless with Speed 8, Armour 23, Manoeuvrability +10, Detection +15, Turrets 2 Space 50 and an additional dorsal weapon slot for 70 SP!

I hope this project I made out of boredom is probably useful to someone one day and if you like it I'll probably think about the other Astartes Ships.

Have a nice day :)


EDIT :

Went over it again and figured that this wouldn't do if you want to design one truly awesome Space Marine or Inquisition Vessel.

With the thought of 22 Armour being enough and a speed of 8 as essential I changed the Dauntless modification to Speed 7, Armour 19, Turrets 2 and a Dorsal weapon slot for 60 SP and decided to add the Reliquiary of Mars Past History as standart for the fact that Strike Cruisers are or were build by the finest Techpriests of Mars themselves.

The Background is used to get a GQ Archeotech Drive for +1 Speed without sacrificing any Armour and the additional 4 Space compared to a regular Drive come in handy, too.

Comparing Loki and Vagabond, setting a standart Past History doesn't cost any SP (in fact, it seems to grant 4! SP if you calculate that 1 Space = 1 SP as with GQ/BQ Components, but we'll go with 2 Space = 1 SP for balancing reasons, great! :) )

After having the desired Speed with Armour 19 we just add 3 Armour with the formula used above for -6 Space, -6 Manoeuvrability/Detection and 6 SP, but with the Strike Cruiser being as awesome as it should be we take GQ Components for -3 Space and 9 SP!

This Makes our final Strike Cruiser look something like this:

  • Speed: 8
  • Manoeuvrability: +12
  • Detection: +17
  • Armour: 22
  • Hull Integrity: 60
  • Turret Rating: 2
  • Space: 50
  • SP: 71
  • Weapon Capacity: 1 Port, 1 Starboard, 2 Prow (Astartes Version) or 1 Prow and 1 Dorsal (Inquisition Version)
  • Outfitted for War: Can use 'Cruiser only' Void Shield Components
  • Planetary Assault Ship: Can use the 'Cruiser only' Invasion Bridge Component
  • Rapid deployment System: Can be equipped with a prow Launch Bay Component; can't use any Prow Components such as Armoured prow or Power Ram
  • Mechanicus Masterpiece: Comes pre-equipped with a good craftsmanship modified Jovian-pattern Class 3 Drive and the Reliquiary of Mars Past History, doesn't roll for Past History. If using the Ship Background Packages Option from Into the Storm, Players selecting the Planet-bound for millennia Background Package get acces to an additional Archeotech Component instead of the modified Drive but have to spend SP on it as usual.

→ ****, you could get a GC for that SP and simply take the Conversion Matrix...why do Astartes use this thing again? o.O

Edited by Tubarek al Kain

In the end I just can't imagine the need for it in my game. Will it ally with the players and fight alongside them? In that case I don't need details, just the basic stat lines (and they don't need to be that accurate), the armament, and the skills of its major NPCs (and crew rating). Will it be an enemy of my players? Do I want my players running around with such a ship that they didn't have to cobble together themselves? That's an awfully generous treasure chest. But it's a reasonable attempt at depicting the strike cruiser. I'd use a Secutor, though.

I could see players in an Arbites-version of a Strike Cruiser, if you are using my stats for one...

And Astartes, Inquisiton, and Arbites use this thing for the speed. Which I put into my version. The Strike Cruiser gets there first, reliably. Which is a very, very big deal. And my version is specifically NOT that well armed; these things are Light Cruiser size, with very few weaknesses, and are built more sturdily and better in canon, and are very very expensive for Light Cruiser size vessels... and a light cruiser just doesn't pack THAT big of a punch, ya know?

Edited by Gavinfoxx

The four Weapon slots, 1 each on Prow, Dorsal, Port and Starboard, are actually ideal for this kind of Vessel.

With 50 Space, a barracks Component and one or two Cargo Holds you also get 18-22 Shuttles (Thunderhawks for Astartes and Inquisition), so you don't really need Escort Bays and could instead pack some punch.

The Question is why anyone should use this kind of craft when you could simply take an Overlord with some extra Armour and buy the Conversion Matrix.

It would be the same but with a lot more Space and the possibility to get more weapons if you want or need them.

Also RAW the Strike Cruiser sucks, it only gets usable when you use the Mathhammer Armour fix but then again the BC you could get for the same Price is better at absolutely everything.

Edited by Tubarek al Kain

Again, in MY version, it is the best at speed in the Immaterium. And also, sometimes you don't actually want a ship that is bigger than a Dauntless for some sorts of missions. The ship isn't designed to efficiently as far as SP goes be great for combat, it is a prestige item that is designed to be super fast, and have great sensors and maneuverability and speed and durability out of the box, for a roughly appropriate amount of SP. IE, to race to a particular place, and be able to get a handle on solving all the problems when it gets there, not really needing escorts as much as a lumbering thing. It's basically a sports car, or maybe more accurately a racing truck.

The point is that your design seems just too good even if it's an Astartes vessel.

I tried to keep it in the rules, while you just added a few points here and there and made it more expensive, but not expensive enough for what it's capable of.

Also you completely ignored the need for a dorsal or 2nd prow mount needed for the obligatory Bombardment Cannon every Strike Cruiser has (see BFG).

With your package, you get +1 Speed, +2 Manoeuvrability, +3 Armour, +1 Turret, 2 GC Cargo Holds w/o the -Manoeuvrability, Cruiser Voidshields and a Combination of the Markov Drive effect combines with half an archeotech component (Warp Sextant) for -3(!) Space and 15 SP.
It's just way too powerful (read: completely out of rules) compared to other vessels.

I know, it's Astartes and they only get the finest of the best pieces of Tech, but so does the AdMech and their Ships (Secutor and Goliath) are special and probably better compared to normal ones, but not OP.

My simple opinion is that if you want special features like the reduced Warp travel time you need to select Components that grant you these benefits (e.g. Markov Drive = -1d5 days travel time per week, Warp Sextant = +20 to Navigation (Warp), etc).

I did, however, come op with a design of a 'heavily modified' Dauntless in five easy steps:

1. Oversizes Engines: +1 Speed, +3 Manoeuvrability for -2 Space and +1 SP (Lathe Class 1 and 2a Drive, possible due to the existance of the Lathe 2b)

2. Doral mount for 2 SP (comparing Tyrant and Overlord tells us this is possible)

3. Armour Plating: If we ignore the only once rule and take GC Components we get +3 Armour for -3 Space and 9 SP

4. Additional Turret: If we ignore the Power and Space cannot be lowered below 1 rule we get +1 Turret for 3 SP (best Flak Turret)

5. Add Outfitted for War without cost because BFG says so and comparing Lathe and Secutor tells us we can just do it

After these steps you'll get this great Strike Cruiser:

  • Speed: 8
  • Manoeuvrability: +12
  • Detection: +20
  • Armour: 22
  • Hull Integrity: 60
  • Turret Rating: 2
  • Space: 55
  • SP: 70
  • Weapon Capacity: 1 Port, 1 Starboard, 2 Prow (Astartes Version) or 1 Prow and 1 Dorsal (Inquisition Version)
  • Outfitted for War: Can use 'Cruiser only' Void Shield Components
  • Planetary Assault Ship: Can use the 'Cruiser only' Invasion Bridge Component
  • Rapid deployment System: Can be equipped with a prow Launch Bay Component; can't use any Prow Components such as Armoured prow or Power Ram

And since you can't get more than about 76 SP at creation and because it's an Astartes/Inquisition only Hull (meaning it isn't really obtainable at start) you could just take the Markov Drive and/or a nice Archeotech (or maybe Xenotech if the ship belongs to a radical Inquisitor!) Component for a few more SP and faster Warp travel.

Or you could grant it the effects of the Markov Warp Engine (Warp travel time -1d5 days for every week after the first for +1 SP) and a Starchart Collection (Warp travel time -1d5 days, Extremely rare = 4 SP according to BFK) by raising the SP cost by 5 and adding a special ability like " Superior Navigation: Reduce Warp travel time by 1d5 days for every week of travel to a minimum of one day. It may be further modified by the results of a Navigation (Warp) Test, but not by 'Overcharged' Warp Engines."


Other Astartes Hulls can be done way easier.

For the Gladius-Class Frigate just take the Turbulent Tempest and trade -1 Armour for +1 Speed.

Hunter-Class Destroyer would get +3 Armour for -3 Space, -6 Manoeuvrability and 6 SP which seems kind of hard but when you play with the Mathhammer Armour fix it's a huge boost against Macrobatteries (which is great since ships of this size can't mount lances!)

The Nova-Class Frigate is way harder to build because if you build it from the Firestorm it would have to get +3 (!) Speed. I suggest building it from the Turbulent Tempest by moving one dorsal slot to prow, then take -2 Armour (=17) for +2 Speed (=10) and get one point of Armour back for -1 Space, -2 Manoeuvrability and 2 SP.

Edited by Tubarek al Kain

Have you LOOKED at the comparison of the stats in Battlefleet Gothic versus the Imperial ships? Done an apples to apples comparison of their stats their with the equivalent ships? Have you compared the Adeptus Astartes Strike Cruiser and the Grey Knights Strike Cruiser and the Dauntless, and compared those rules with the Rogue Trader rules? The Astartes ships are just that much better .

Consider:

Dauntless:

Type: Cruiser; Hits: 6; Speed 25cm; Turns: 90; Shields: 1; Armour: 5+; Turrets: 1; Port battery: 30 cm, 4 str, left arc; Starbord battery: 30 cm, 4 str, right arc; Prow lances: 30cm, 3 str, front arc

Strike Cruiser

Type: Cruiser; Hits: 6; Speed 25cm; Turns: 90; Shields: 1 (can purchase extra shield); Armour: 6+; Turrets: 2; Port battery: 30 cm, 4 str, left arc; Starbord battery: 30 cm, 4 str, right arc; Prow bombardment cannon: 30cm, 3 str, front/left/right arc, Prow launch bay: Thunderhawks 20cm, 2 str

Consider that their entire armor is like that of the prow armor of a Lunar! This method gets me the launch bay, the three weapons, the canonical speed in the warp, the extra shield, the fact that Space Marine ships are considered that durable (yes, really)....

Edited by Gavinfoxx

I did compare a lot of BFG and RT stats and if you look at them you will see that, if you compare my Strike Cruiser to the Dauntless LC, you will get exactly what I stated above.

As of the armour please note that the Falchion Frigate does also habe Armour 5+ in BFG and 18 Armour in RT, meaning 5+ ranges somewhere from 18 to 21 (Avenger has 5+ in BFG and 21 in RT), so 22 in RT is 6+ in BFG.

Also you get that 25 cm Speed (Dauntless has 25cm and Speed 7, so 8 will do), all the Weapon mounts you need and decent Manoeuvrability and Detection.

I'm not saying your build is bad, quite the contrary actually, I was inspired by your build. What I'm saying is that it's way too powerful compared to other Hulls with this SP cost (I'm taking about balance here, not fluff!)

The canonical speed in the warp can easily be achieved by getting a proper Warp Engine (Markov 2), Star Charts, probably a Warp Sextant (since SM are the first to get cool Archeotech!) and a really good Navigator.

This combination reduces warp travel time by 1d5 days per week (!), meaning you travel 7 days in an average of 4 days, which is reduced by another 5 if you get good Star charts. This is further reduced by your Navigator who gets +30 (Warp Sextant + Warpsbane Hull) on his Navigation test, meaning he'll roll on 100+ for Navigation (Warp) and will surely get a few DoS from that (if he is talented and spends a Fate Point he'll easily get to 120, enough DoS guaranteed!).

This is why I think the ship doesn't need any further improvements on Warp Travel.

My design of the Grey Knights SC does get a better warpsbane hull and reduced travel time though, but for higher SP cost.

I'm working on a pdf file with about 12-15 pages on everything from Battel Barges to Hunter Destroyers and additional upgrades for Astartes ships, but it won't be finished until next week.

BuckX made exactly the same mistake as you, making SM ships way too powerful for their cost because of the 'SM Xtra coolness-factor'.

Also this document predates BFK and the rules for Torpedoes and Landing Bays.

I'll come up with my Astartes Ships pdf next week, still need to build some sample ships for quick and dirty use and do some proof reading before I release it.

Could someone give me a cited list or chart of what Battlefleet Gothic numbers directly match to what rogue trader numbers, so I can have a range of 'correct' scores?

"Like battlebarges, strike cruisers do not represent a single class of vessel, or specific configurations of weapons and systems, but rather represent a broad range of different Space Marine vessels used for largely similar tasks. Strike cruisers, first and foremost, need to be swift vessels, with a substantial transport capacity and various means of delivering those troops (be that a mixture of teleporters, drop pods or launch bays equipped with Thunderhawks). Within these parameters, strike cruisers can, and do, take a variety of forms."

That said, original BFG Strike Cruisers have 6 hits (60 in RT?), speed 25 cm (7-8 in RT?), turn 90 0 (not in RT), have a single shield (standard for CLs in RT), armor 6+ (22+ in RT?), 2 turrets, Mars broadside macrocannon batteries, prow launch bays (don't exist in RT), and prow bombardment cannon.

No, I mean things like:

Speed 25 cm matches to (6 from this ship, 7 from this ship, 8 from this ship). So we know the apples to apples range it can mean.

IE, a chart of what, unambiguously , the equivalencies are.

Edited by Gavinfoxx

your request seems unrealistic, the writing and translating was uneven

The best thing I could come up with the "rosetta stone" approach (which I've already applied to DH and OW) is this:

Speed: 5cm in TT = 1.5 in RT
Manoeuvrability: 45° in TT = +10 in RT, 90° in TT = +15/+20 in RT
Hull Integrity: 1 in TT = 9 in RT, min. 30
Armour: 5+ in TT = 18 in RT, 6+ in TT = 20 in RT
Void Shields: 1 in TT = 1 in RT
Turret Rating: 1 in TT = 1 in RT
Crew: 1 in TT = 6 in RT (excl. Marine vessels)
Detection: n/a
However, note that as Egyptoid mentioned, this was not translated directly and as such should at best be used as a rough guideline. Hull integrity in particular is notable here, for whereas Escort-type voidships still have about half of a cruiser's HP in Rogue Trader, in BFG they only have a single damage point, meaning they'd pop immediately compared to a cruiser's 6 or 8. Escorts also have a much bigger difference in crew size to capital ships, even discounting RT's inflated numbers.
Comparisons used:
Lunar
Crew: 14.000 <-> 95.000
Speed: 20cm <-> 5
Turns: 45° <-> +10
Hits: 8 <-> 70
Armour: 6+/5+ <-> 20
Turrets: 2 <-> 2
Dauntless
Crew: 10.500 <-> 65.000
Speed: 25cm <-> 7
Turns: 90° <-> +15
Hits: 6 <-> 60
Armour: 5+ <-> 19
Turrets: 1 <-> 1
Sword
Crew: 350 <-> 26.000
Speed: 25cm <-> 8
Turns: 90° <-> +20
Hits: 1 <-> 35
Armour: 5+ <-> 18
Turrets: 2 <-> 2

BuckX made exactly the same mistake as you, making SM ships way too powerful for their cost because of the 'SM Xtra coolness-factor'.

Whenever someone posts something with "Space Marine" at the start, this is almost to be expected. :P

It is useful here to consider the changes and decrees contained in the Codex Astartes, and how the Space Marine fleets became regulated specifically to ensure that they are not a match for the Imperial Navy when it comes to drawn-out slugging matches in space. As such, it might be a bit weird if Marine ships truly were better than their Navy counterparts in any and all regards!

Instead, both fleets are balanced in different ways, and built for entirely different purposes. Space Marine ships don't exist to win battles in space, but to break through enemy blockades and lead a planetary invasion. So they are fast, and they are tough. The Imperial Navy, on the other hand, almost behaves like the Imperial Guard when comparing to the Astartes, in that they are slower but have better artillery.

bfgfc.jpg

Here, the Imperial Navy ship (which is actually cheaper, too = the Navy generally shows up with more ships than the Marines, again sort-of like the Guard) has more shields then the Battle Barge, but its armour is weaker on the sides. It is also capable of opening up with its artillery much earlier, though the Marines should be able to close the distance fairly quickly.

The speed difference is only present in manoeuvrability here, but the SM Strike Cruiser (25cm) is faster than most Imperial cruisers (usually 20cm; light cruisers are 25cm too). The battleship also has no fighters or bombers, but as mentioned before, in an equal-points engagement, the Navy would bring these with the extra ships they get.

Oh, and of course the Marines have an advantage when trying to board another ship. ;)

In BFG, the Space Marines play just like they do in standard 40k: get in fast, and get in hard. If you try to play them on even terms with the Imperial Guard or the Imperial Navy (slugging match, avoiding the melee), you are going to lose.

Edited by Lynata