Elysian Class Drop Cruiser

By Gavinfoxx, in Rogue Trader House Rules

Hi, I need help with the stats of this homebrew ship, it doesn't seem to be working 100% right... could anyone help me get this to make sense?

Elysian Class Armored Drop Transport
Speed: 3
Manoeuvrability: -10
Detection: +5
Hull Integrity: 60
Armour: 17
Turret Rating: 1

Weapon Capacity: Prow
Space: 43

Armored Drop Transport
This ship is designed for void-to-planetary actions, and can not be changed from that task. It has two integrated launch bays (equivalent to specialized Jovian escort bays), taking up the port and starbord weapons bays, which are designed to also be able to launch aircraft, and can launch aircraft (like the Valkyrie) while the ship is flying in an atmosphere, and the bridge is a specialized equivalent to an Invasion Bridge. Further, there are two Barracks and a Main Cargo Hold. None of these components can be removed. The Hull's space has been reduced to account for these additions, but all these components require the full 23 power for these components. Further, this ship is more capable of landing in gravity wells than other ships of it's size, though often it simply enters the upper atmosphere, goes to the drop and launch window, and drops and launches it's payload, then goes back to void maneuvers. Finally, as this ship splits the difference between a Heavy Transport and a Light Cruiser, it can hold some comopnents that are novel: the prow is specifically capable of holding Stygies class bombardment cannons, and it can handle Jovian Class 3 and equivalent (Class 8.2, for example) drives.

-Common additions: Stygies Bombardment cannons, Drop pod launch bays (slower than Astartes versions, designed for people without power suits, but with other specialized equipment for the drop, to supplement more traditional grav-chute based drop troopers), Munitorium, BG-15 Assault Scanners, and the cargo bay generally carries hab bases like the jovian-pattern modular hab base and other prefab modular structures to support drop troops.

Edited by Gavinfoxx

So what part isn't working right? Apart from being highly specialized, it seems fine.

So you consider it fitting fluff and the crunch making sense? It's balanced? Priced right? I still need help with how much this might improve invasions, like with Military endeavors? I guess recovering the valkyries and drop sentinels and such must still be done with heavy lifters that can boost them to orbit or something?? What about the physical size and amount of people in the crew?

Speed is probably appropriate, but manueverability is probably low for a craft expected to enter the atmosphere. Detection is low for a craft apparently expected to direct ground forces. Turret rating is low for a craft that can expect attack from ground-based void-capable attack craft. Doesn't make much sense to have an invasion bridge for a craft that can only mount a single battery, even if it is a bombardment cannon. Might as well have the Munitorium built-in, and producing small-arms and ordnance ammo (though it would only use local resources - why carry raw materials when the finished product takes up so much less room?). Assault scanners would also be standard.

I'd consider some purpose-built components like your suggested modular hab base. I'd think in terms of command/control/fire control centers with void shielding. I would not carry them in the cargo bay, which is reserved for campaign supplies, but instead have them launchable/recoverable like the auto-temple. They could land from drop-pod style bays like buildings do in the Dawn of War series. And then there's Aegis Defense Lines, Skyshield Landing Pads, Imperial Bastions, and Fortresses of Redemption.