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.
--------
"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.