Warships of the Imperium

By Sammael2, in Rogue Trader House Rules

This is my attempt at converting the warships of Battlefleet Gothic to Rogue Trader.
The ships are listed from smallest to largest. I plan I posting rules for larger sized (Battlecruiser through Battleship) guns and ship components at a later date.

Raiders and Frigates


Cobra Class Destroyer (Raider)

Speed: 12

Maneuverability: +35

Detection: 10

Hull Integrity: 25

Armour: 10

Turret Rating: 1

Space: 30

SP: 30

Weapon Capacity: Prow 1, Dorsal 2

Falchion Class Destroyer (Raider)

Speed: 9

Maneuverability: +25

Detection: 10

Hull Integrity: 30

Armour: 15

Turret Rating: 1

Space: 40

SP: 35

Weapon Capacity: Prow 2

Firestorm Class Frigate

Speed: 8

Maneuverability: +20

Detection: 15

Hull Integrity: 35

Armour: 18

Turret Rating: 2

Space: 40

SP: 35

Weapon Capacity: Prow 1, Dorsal 1

Light Cruisers


Endeavor Class Light Cruiser

Speed: 5

Maneuverability: +10

Detection: 20

Hull Integrity: 60

Armour: 19

Turret Rating: 2

Space: 60

SP: 50

Weapon Capacity: Prow 2, Port 1, Starboard 1

Endurance Class Light Cruiser

(Note: Endurance class Light Cruisers are Identical to the Endeavor class except for differing armament (Endurance carries Lance batteries)

Defiant Class Light Cruiser

Speed: 5

Maneuverability: +10

Detection: 20

Hull Integrity: 60

Armour: 19

Turret Rating: 2

Space: 60

SP: 55

Weapon Capacity: Prow 1

Carrier: This vessel was designed to carry large numbers of strike craft into battle. This vessel comes pre-equipped with two Hanger Bay Components (see below). The hull's Space has already been reduced to account for this, however it must be able to provide 4 power.

Cruisers


Tyrant Class Cruiser

(Note: Tyrant class Cruisers are identical to Lunar class Cruisers, except armed exclusively with plasma weapons.)

Dictator Class Cruiser

Speed: 5

Maneuverability: +10

Detection: 20

Hull Integrity: 70

Armour: 20

Turret Rating: 3

Space: 75

SP: 55

Weapon Capacity: Prow 1, Port 1, Starboard 1

Carrier: This vessel was designed to carry large numbers of strike craft into battle. This vessel comes pre-equipped with four Hanger Bay Components (see below). The hull's Space has already been reduced to account for this, however it must be able to provide 8 power.

Dominator Class Cruiser

Speed: 5

Maneuverability: +10

Detection: 20

Hull Integrity: 70

Armour: 20

Turret Rating: 2

Space: 75

SP: 80

Weapon Capacity: Prow 1, Port 1, Starboard 1

Guns of Dominance: The Dominator class cruiser comes outfitted with two powerful Broadside Macrocannon batteries normally found mounted on Battleships although they lack the range of their larger cousins

Power Space SP Strength Damage Crit Range

8 10 3 12 1d10+2 10 6

Gothic Class Cruiser

Speed: 5

Maneuverability: +10

Detection: 20

Hull Integrity: 70

Armour: 20

Turret Rating: 2

Space: 75

SP: 55

Weapon Capacity: Prow 1, Port 1, Starboard 1

Battlecruisers


Mars Class Battlecruiser

Speed: 4

Maneuverability: +5

Detection: 15

Hull Integrity: 80

Armour: 21

Turret Rating: 2

Space: 95

SP: 75

Weapon Capacity: Prow 1, Port 1, Starboard 1, Dorsal 1

Carrier: This vessel was designed to carry large numbers of strike craft into battle. This vessel comes pre-equipped with four Hanger Bay Components (see below). The hull's Space has already been reduced to account for this, however it must be able to provide 8 power.

Overlord Class Battlecruiser

Speed: 4

Maneuverability: +5

Detection: +15

Hull Integrity: 80

Armour: 21

Turret Rating: 2

Space: 95

SP: 75

Weapon Capacity: Prow 1, Port 1, Starboard 1, Dorsal 1

Armageddon Class Battlecruiser

Speed: 4

Maneuverability: +5

Detection: +15

Hull Integrity: 80

Armour: 21

Turret Rating: 2

Space: 95

SP: 75

Weapon Capacity: Prow 1, Port 2, Starboard 2, Dorsal 1

Grand Cruisers

Exorcist Class Grand Cruiser

Speed: 3

Maneuverability: +0

Detection: +20

Hull Integrity: 90

Armour: 22

Turret Rating: 3

Space: 115

SP: 95

Weapon Capacity: Port 1, Starboard 1

Carrier: This vessel was designed to carry large numbers of strike craft into battle. This vessel comes pre-equipped with four Hanger Bay Components (see below). The hull's Space has already been reduced to account for this, however it must be able to provide 8 power.

Avenger Class Grand Cruiser

Speed: 3

Maneuverability: +0

Detection: +20

Hull Integrity: 90

Armour: 22

Turret Rating: 3

Space: 115

SP: 90

Weapon Capacity: Port 1, Starboard 1

Vengeance Class Grand Cruiser

Speed: 3

Maneuverability: +0

Detection: +20

Hull Integrity: 90

Armour: 22

Turret Rating: 3

Space: 115

SP: 90

Weapon Capacity: Port 2, Starboard 2

Battleships

Oberon Class Battleship

Speed: 2

Maneuverability: -5

Detection: +25

Hull Integrity: 100

Armour: 23

Turret Rating: 5

Space: 140

SP: 110

Weapon Capacity: Prow 1, Port 2, Starboard 2, Dorsal 1

Carrier: This vessel was designed to carry large numbers of strike craft into battle. This vessel comes pre-equipped with four Hanger Bay Components (see below). The hull's Space has already been reduced to account for this, however it must be able to provide 8 power.

Apocalypse Class Battleship

Speed: 2

Maneuverability: -5

Detection: +25

Hull Integrity: 100

Armour: 23

Turret Rating: 4

Space: 140

SP: 105

Weapon Capacity: Prow 1, Port 1, Starboard 1, Dorsal 1

Retribution Class Battleship

Speed: 4

Maneuverability: +10

Detection: +25

Hull Integrity: 100

Armour: 23

Turret Rating: 4

Space: 140

SP: 110

Weapon Capacity: Prow 1, Port 1, Starboard 1, Dorsal 1

Emperor Class Battleship

Speed: 2

Maneuverability: -5

Detection: +25

Hull Integrity: 100

Armour: 23

Turret Rating: 4

Space: 140

SP: 120

Weapon Capacity: Prow 1, Port 1, Starboard 1, Dorsal 1

Carrier: This vessel was designed to carry large numbers of strike craft into battle. This vessel comes pre-equipped with eight Hanger Bay Components (see below). The hull's Space has already been reduced to account for this, however it must be able to provide 8 power.

Hanger Bay: : Can launch 1 Squadron per Strategic Turn and hold 6 squadrons. Each squadron is composed of 4 Attack Craft:

Okay,

Two initial remarks:
Strenghth 12 Macrocannons are useless, your never going roll 12 degrees of success, change them to two Macrocannon Broadsides of Strength 6

I thought the Cobra's Manouver of +35 and 3 weapon mounts was a little over the top....

The second Dorsal weapon is a typo. I gave it a really high manouver because it has really low armor and hull points. As an alternative I could switch it to +30 and increase the armor and hull points a tad. And good point on the Strength 12, but they're supposed to be massively overpowered for its size seeing as it has weapon strength normally found on Battleships.

I'm not sure about the way you have done the weapon slots.

Under your stats, an avenger grand cruiser can have a single port battery and a single starboard battery. I can see hoe you've got to this, in BFG an avenger has a weapons battery to both sides at strength 16.

However, with the weapons available, this leaves a lunar class cruiser able to mount a pair of macrocannon broadsides while the avenger can only mount one.

I can see why you'd only give the avenger one broadside slot, but i think it needs probably 4 (maybe even 5) weapon slots for each broadside.

This is something you've done with all the ships and unfortunately it leaves the big gun ships with only puny attacks compared to the lunar class in the books.

The other way you could get around this is to create new weapons that fit onto only larger ships. But personally that seems like even more work (especially getting them to balance with the existing weapons).

Ok updated a few ships with minor tweaks. By the way this is still a work in progress so don't be afraid to leave comments.

Cobra Class Destroyer (Raider)

Speed: 12

Maneuverability: +30

Detection: 10

Hull Integrity: 25

Armour: 15

Turret Rating: 1

Space: 30

SP: 30

Weapon Capacity: Prow 1, Dorsal 1

Dominator Class Cruiser

Speed: 5

Maneuverability: +10

Detection: 20

Hull Integrity: 70

Armour: 20

Turret Rating: 2

Space: 75

SP: 80

Weapon Capacity: Prow 1, Port 2, Starboard 2

Avenger Class Grand Cruiser

Speed: 3

Maneuverability: +0

Detection: +20

Hull Integrity: 90

Armour: 22

Turret Rating: 3

Space: 115

SP: 90

Weapon Capacity: Port 3, Starboard 3

Apocalypse Class Battleship

Speed: 2

Maneuverability: -5

Detection: +25

Hull Integrity: 100

Armour: 23

Turret Rating: 4

Space: 140

SP: 105

Weapon Capacity: Prow 1, Port 2, Starboard 2, Dorsal 1

Retribution Class Battleship

Speed: 4

Maneuverability: +10

Detection: +25

Hull Integrity: 100

Armour: 23

Turret Rating: 4

Space: 140

SP: 110

Weapon Capacity: Prow 1, Port 2, Starboard 2, Dorsal 1

Weapons for larger ships to come shortly (mostly higher strength and/or range)

Nice work. Is it any worth purchasing Battlefleet Gothic ?

The rules - includig descriptions of the ships - can be downloaded for free from the GW site. Only buy the game if you want to actually use it on it's own or if you want minis for RT.

Wilfred Owen said:

Nice work. Is it any worth purchasing Battlefleet Gothic ?

No, the rules are available on GW's Specialist site as a free download. Bonus, eh? gui%C3%B1o.gif

By the way, the revamped ratings are much better, thanks!

Cool. I have the stats for large ship components done and plan on play testing some of them this weekend. (Can't wait to see them react to a battleship...) I'm working on converting Space Marine ships next, hopefully be done by the weekend.

A suggestion brought up on my Fighter/Bomber thread was that Hangars take up a weapons mount space. I don't know how I missed it myself, but it's completely logical especially when you look at how the miniatures are assembled.

On the plastic Cruiser minis, you can glue on a Macro-Cannon battery OR a Hangar deck...

What I'm saying is, I guess, on some ships they may be obligatory, but treat Hangars as any other Weapon Component.

When contemplating converting BFG to RT, it did occur to me that the biggest difference between many of the ships was not how many weapons were mounted but which TYPE of weapon...especially when reading the background and finding out lots of different ships were based on the same hull configuration. And of course, RT is extremely flexible meaning you could have a FireStorm and outfit it unlike any of the BFG FireStorms, which is a good thing in my opinion.

Maxim C. Gatling said:

When contemplating converting BFG to RT, it did occur to me that the biggest difference between many of the ships was not how many weapons were mounted but which TYPE of weapon...especially when reading the background and finding out lots of different ships were based on the same hull configuration. And of course, RT is extremely flexible meaning you could have a FireStorm and outfit it unlike any of the BFG FireStorms, which is a good thing in my opinion.

I noticed that as well, so when I started working on converting BFG weapon systems to RT, I made a point of dividing them up into the component pieces they're assembled from on the BFG models - so that FP12 battery on the Retribution-class Battleship is actually 3 seperate FP4 batteries (though with twice the range of a standard Mars Macrocannon Broadside, and commensurately higher power requirements, as befits a Battleship's weapon) - and ensuring that all the weapons designed to fit on a Lunar-class hull had similar Space and Power requirements to the normal Mars Macrocannon Broadside and Titanforge Lance Battery, so that it doesn't take too much rearranging to get them to fit (working to the premise that the Lunar-class Hull is like the Rhino and Chimera chassis - it forms the basis for a number of other craft as well as the basic Lunar-class Cruiser).

Anyone care to tackle the Space Fleet ships? Sure, they're not in BFG but that gives a lot of leeway. The models are still floating around out there, so why not?

I'll give it a whirl when I get some time...unless some other Greybeard out there beats me to it.

Excellent. You mind making some playtest xenos ships? : D

Here are the essential components of the largest three ship sizes. All entries are identical to the ones described in Rouge Trader unless otherwise noted.

Essential Components Hull Type Power Space SP
Plasma Drives
Jovian Pattern Class 5 Drive Battlecruiser 90 Gen 16 -
Jovian Pattern Class 6 Drive Grand Cruiser 105 Gen 18 -
Jovian Pattern Class 7 Drive Battleship 130 Gen 20 -
Warp Engines
Strelov 3 Warp Engine Battlecruiser, Grand Cruiser 14 14 -
Strelov 4 Warp Engine Battleship 16 16 -
Void Shields
Triple Void Array Battlecruiser, Grand Cruiser 9 3 -
Quadruple Void Array Battleship 11 4 -
Ship's Bridge
Combat Bridge Battlecruiser, Grand Cruiser 3 3 -
Battleship 4 4 -
Command Bridge Battlecruiser, Grand Cruiser 4 4 1
Battleship 5 5 1
Armoured Command Bridge Battlecruiser, Grand Cruiser 4 3 -
Battleship 5 3 -
Shipmaster's Bridge Cruiser, Battlecruiser 4 3 -
Grand Cruiser, Battleship 5 4 -
Armored Shipmaster's Bridge Cruiser, Battlecruiser 5 3 2
Grand Cruiser, Battleship 6 4 2
Warmaster's Bridge Battleship 7 5 3
Life Sustainers
M-1.r Life Sustainer Battlecruiser, Grand Cruiser 5 3 -
M-1.r Life Sustainer Battleship 6 4 -
Vitae Pattern Life Sustainer Battlecruiser, Grand Cruiser 6 4 -
Vitae Pattern Life Sustainer Battleship 7 5 -
Crew Quarters
Pressed-crew Quarters Battlecruiser, Grand Cruiser 3 4 -
Pressed-crew Quarters Battleship 4 5 -
Voidsmans Quarters Battlecruiser, Grand Cruiser 3 5 -
Voidsmans Quarters Battleship 4 6 -

Triple Void Array- Triple multiple-layered void shields used on the largest of cruisers. Provides 3 Void Shields.

Quadruple Void Array- Quadruple miltiple-layered void shields used on the mightiest of the Imperium's ships. Provides 4 Void Shields.

Warmaster's Bridge- The pinnacle of military might, this bridge is equipped with massive banks of fire solution cogitators, a huge three dimensional combat display, readouts of ship functions, ammunition counts, and linked augar feeds. From here a Captain really is the lord of his vessel. Damage Control- As long as the bridge is undamaged, all Tech-Use checks to repair the ship gain +10. Hololithic Mapping- All Piloting and Navigation checks made by crew on the bridge gain +5. Fire Solution Cogitators- All Ballistics Skill Tests to fire shipboard weapons gain +10. Admiral's Throne- All Command Skill Tests by the ship's owner gain +10.

And now for the supplemental components:

Supplemental Components Hull Type Power Space SP
Macrobatteries

Mars Pattern Macrocannon Battery Battleship 8 3 2
Mars Pattern Macrocannon Broadside Battleship 8 6 3
Lances
Titanforge Lance Battery Battlecruiser 17 10 2
Titanforge Lance Battery Battleship 20 12 3
Lunar Class Bombardment Cannon All 15 4 4
Cargo Holds and Passenger Compartments
Hangar All 2 4 2
Massive Barracks All 4 8 3
Chapel-Barracks Cruiser, Battlecuiser 5 5 3
Grand Cruiser, Battleship 6 10 3
Augments and Enhancements
Augmented Retrothrusters Battlecruiser 6 0 2
Grand Cruiser 7 0 2
Battleship 8 0 3
Armour Plating Battlecruiser, Grand Cruiser 0 3 2
Battleship 0 4 2
Tenebro-Maze Battlecruiser, Grand Cruiser 3 4 2
Battleship 4 5 2

Reinforced Interior Bulkheads Battlecruiser, Grand Cruiser 0 4 2

Battleship 0 5 2
Additional Facilities
Massive Supply Vaults All 2 8 3
Grand Observation Dome All 0 2 3
Munitorium Battlecruiser, Grand Cruiser 4 5 2
Battleship 5 6 3
Cathedral of the God Emperor All 2 2 2
Basilica of the Emperor Ascendant All 4 4 3
Grand Librarium All 3 3 2

Hanger- Each hangar can hold 4 squadrons of either fighters, bombers, or assault craft. See Maxim C. Gatling's article on fighters and bombers for complete rules.

Lunar Class Bombardment Cannon- This massive cannon is intended for planetary assaults, but is equally deadly against other ships. Normally found mounted on Space Marines strike vessels it is a wealthy and powerful Rogue Trader indeed who can afford this massive gun.

Massive Barracks- War is just another business venture and this barracks insures that a Rogue Trader always has the upper hand. Not only does this barracks have enough room to hold entire regiments of guardsmen but it also supports a motor pool for land based vehicles. Army- When working towards a Military objective, the players earn an additional 200 Achievement Points towards completing that objective. Reinforcements- If the ship is transporting troops, it gains +30 to all Command Tests involving boarding actions and Hit and Run Actions.

Chapel-Barracks- The spartan quarters of the Space Marines sports all the tools and warriors to bring any enemy to their knees. Holding a full company of the Emperor's finest this barracks provides the ultimate offense in both planetary and shipboard battles. Emperor's Chosen- A chapel barracks combines the functions of both a Barracks and an Imperial shrine in one handy components. It is also the only way to get space marines to live on a vessel. (NOTE: This component should never be simply bought, and should rarely if ever fall into the hands of a PC. )

Massive Supply Vaults- These titanic storage bays allow for the transport of huge amounts of both food and spare parts, allowing a vessel to venture for even longer between ports. Titanic Stores- Quadruple the time a ship may remain at void without suffering Crew Population or Moral loss. When making Extended Repairs, repair 2 additional Hull Integrity. Refrigitorium- Increase Morale permanently by 5.

Grand Observation Dome- A huge observation dome with wide diamond paned windows adorns the vessel's spine. In addition the area is kept green using archeotech devices, giving the appearance of a large park. Holo-chart- When work working towards an Exploration objective, the players earn an additional 100 Achievement points towards completing that objective. R&R- Increase Morale permanently by 4.

Cathedral of the God-Emperor- This section of the ship stands to remind all those who sail the void that they are sheltered in the hand of the God-Emperor. Faith- Morale permanently increased by 5. Power of the God-Emperor- When working toward a Creed objective, the players earn an additional 150 Achievement Points toward completing that objective.

Basilica of the Emperor Ascendant- Massive stained glass windows look into the void from this gilded and vaulted room as a hand painted mural of the Emperor upon the Golden Throne looks down from above. A gigantic likeness of the Emperor stands watch over the faithful and protects them from the horrors of the warp. Truly none can stand against mankind. Fanaticism- Increase Moral permanently by 10. Glory of the Emperor Ascended- When working toward a Creed objective, the players earn an additional 200 Achievement Points toward completing that objective.

Grand Librarium- An opulently appointed study and research area adjoin this massive collection of writings and dataslates. Wealth of Knowledge- Any Investigation, Common Lore, Scholastic Lore, and Forbidden Lore checks gain a +10.

Grand Librarium- An opulently appointed study and research area adjoin this massive collection of writings and dataslates. Wealth of Knowledge- Any Investigation, Common Lore, Scholastic Lore, and Forbidden Lore checks gain a +10.

This component is obsolete - the Librarium vault already gives the same benefit.

Cifer said:

Grand Librarium- An opulently appointed study and research area adjoin this massive collection of writings and dataslates. Wealth of Knowledge- Any Investigation, Common Lore, Scholastic Lore, and Forbidden Lore checks gain a +10.

This component is obsolete - the Librarium vault already gives the same benefit.

Very true.

Regarding the revised hulls, wouldn't it be more true to BFG to give the BBs three weapon systems on each broadside and simply give them "battleship-only" long-range weapons to choose from?

Note: Due to a fluff mention of exactly how many Small Craft a Dictator carried, we revised the number of Squadrons to 6 per Hangar Bay.

I'm still working on the Fighter/Bomber/Assault Craft rules and while I feel they're quite solid and playable, I'm working on some details like Pilot Quality (which may differ from overall Crew Quality) and a Units system for Hangar Bay storage of different sized craft which will closely match the current 6 Squadrons per Bay number.

Not to mention some quick'n'easy charts to represent slightly more detailed damage results for use when a PC is involved in piloting one of the craft.

Cifer said:

Grand Librarium- An opulently appointed study and research area adjoin this massive collection of writings and dataslates. Wealth of Knowledge- Any Investigation, Common Lore, Scholastic Lore, and Forbidden Lore checks gain a +10.

This component is obsolete - the Librarium vault already gives the same benefit.

Ok, my mistake. I'm still getting used to the skill groups system. In that case I'd increase the bonus to +20 and +10 to Trade(Astrographer, Cryptographer, Remembrancer, and Scrimshawer).

Perhaps a company of space marines is a bit much, I'd be more inclined towards a few squads (taskforce (rogue trader's name here) perhaps).

But then I run space marines as they are in background fluff rather then in the board game (basically spacemarines die only through plot in my games and are controlled by the GM and have their own goals and aims that may be in conflict with the players own goals and aims).

Ok last Imperial Ships. Adeptus Astartes Vessels:

Raiders and Frigates

Hunter-class Destroyer (raider)

Speed: 11

Maneuverability: +25

Detection: +10

Hull Integrity: 35

Armour: 18

Turret Rating: 1

Space: 35

SP:35

Weapon Capacity: Prow 1, Dorsal 1

Gladius-class Frigate

Speed: 9

Maneuverability: +20

Detection: +15

Hull Integrity: 40

Armour: 19

Turret Rating: 2

Space: 40

SP:40

Weapon Capacity: Dorsal 1

Nova-class Frigate

Speed: 10

Maneuverability: +20

Detection: +15

Hull Integrity: 40

Armour: 19

Turret Rating: 1

Space: 40

SP:40

Weapon Capacity: Dorsal 2

Cruisers and Battleships

Strike Cruiser

Speed: 6

Maneuverability: +10

Detection: +10

Hull Integrity: 75

Armour: 21

Turret Rating: 2

Space: 75

SP: 65

Weapon Capacity: Prow 1, Port 1, Starboard 1

Carrier: This vessel was designed to carry large numbers of strike craft into battle. This vessel comes pre-equipped with two Hanger Bay Components (see below). The hull's Space has already been reduced to account for this, however it must be able to provide 4 power.

Battlebarge

Speed: 2

Maneuverability: -5

Detection: +25

Hull Integrity: 105

Armour: 24

Turret Rating: 3

Space: 140

SP: 110

Weapon Capacity: Prow 1, Dorsal 1, Port 2, Starboard 2

Supplemental Components Hull Type Power Space SP Strength Damage Crit Rating Range
Macrobatteries

Mars Pattern Macrocannon Battery Battleship 8 3 2 6 1d10+2 5 12
Mars Pattern Macrocannon Broadside Battleship 8 6 3 6 1d10+2 3 12
Lances
Titanforge Lance Battery Battlecruiser 17 10 2 2 1d10+4 3 12
Titanforge Lance Battery Battleship 20 12 3 3 1d10+4 3 12
Lunar Class Bombardment Cannon All 15 4 4 4 1d10+4 3 7

Lunar Class Bombardment Cannon: The Bombardment cannon is normally used for planetary bombardments, but it is also devastating against other vessels. Is a massive linear accelerator that fires a magma bomb at its target. The energies involved are so massive that a bombardment cannon ignores void shields and armor when firing. (Note: This weapon is MASSIVELY overpowered, and it is intended to be. This weapon is a very rare piece of technology that will never make it's way out of the hands of the Astartes chapters that make use of it. As such players should never get one of these.)

... I hate to say it, but I can't imagine there's a lot of Space Marine battlebarges floating around the Expanse...

Though what with all those guys with the funny eight pointed stars on here ships around, I'm sure my players would like to see a few space marines.... ;)

First, TYVM for making these rules, they are really helpfull (now onto xenos? :P )

Second, when you get the squadrons done would it be ok if I uploaded a PDF version? I just spent a good hour copying it all into a PDF and formating tables for everything and I thought it would be a nice idea to share it :D

Cant find the edit button

I just found the post saying you already had plans to make it a PDF so never mind :P

Just wanted to ask as I dont see it listed here, what are the crew needs of these new ships?