Greetings all. I'm the new guy around(so my apologize if this is in the wrong place) although I've bee lurking around these forums for awhile now. I mean how else would I have discovered Mathhammer to fix the ship to ship weapons of Rogue Trader? lol
My gaming group and I are planning a Dark Hersey Campaign soon. I'll be GMing for them as my group is new to RPing together and I have the most experience with GM in the 40k setting. I ran a rather successful Deathwatch Campaign (I ran it with a different group.) But I'll be bringing in elements of Rogue Trader mainly the ship to ship combat aspect. And would like you input for the parties vessel and the vessel of what will become the final boss.
Truth be told the main story/investigation actually revolves around the parties ship. In short, the ship the Alexandria was once apart of a Battlegroup meant to test the viability of a new engine design. A Forge World thought they could fix the problems associated with Grand Cruisers' engines. After a hundred years of field testing the battlegroup was lost during a warp jump. The Alexandria was separated from the group during that same jump and became apart of a drifting Space Hulk where she was salvaged several millennium later and became the flagship for a succession of Inquisitors. She just finished undergoing a massive refit from a Lunar -class to a Dictator -class following a massive battle with enemies unknown. (I.E. my Deathwatch Campaign)
I wanted to keep the rules somewhat legal so I built these 'experimental' engines using Archeotech Engines, and Good/Best Craftsmanship rules on a number of components to reflect the more efficient use of the ships power. Also I know there's a lot of fluffy things that I can give the ship to make her more of a mobile base for a Inquisitor but, the Alexandria will only be a factor when it's Space Combat.
Alexandria (Original Name unknown even to author at present)
Hull : Dictator-class Cruiser
Speed :7 Maneuverability : +21 Shield : 2
Detection : +23 Armor : 21 Hull : 66
Turret : 3 Space : 63/65 Power :72/85
Past : Wrested from a Space Hulk Complication : Ancient and Wise
Essential Components
Modified Jovian Warcruiser Drive, Strelov 2 Warp Engines, Gellar Field, Multiple Shield Array, Ship Master's Bridge, Vitae Pattern Life Sustainer, Clan-kin Quarters, M-201.b Auger Array
Supplemental Components
Barracks, Extended Supply Vaults, Pilot Chambers, Teleportarium, Crew Reclamation Facility, Port and Starboard Sunsear Laser Broadside, Port and Starbord Jovian Launch Bays, Prow Good Craftsmanship Sunhammer Lance (+1 STR)
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When it came to the boss ship I went to my brain trust and then discreetly asked a few of my players what they would want and the decision was unanimous. Go big or go home. Thus we have the Overlord -class battlecruiser Phoenix . Flagship of the lost fleet and the ship the Alexandria used to escort. Or do you think I should just use the Griffon from BFK, and just change the name?
Phoenix
Hull : Overlord -class
Speed :6 Maneuverability : +15 Shield : 2
Detection : +10 Armor : 20 (24 Prow) Hull : 70
Turret : 2 Space : 65/78 Power :86/90
Past : Reliquary of Mars Complication : Martial Hubris
Essential Components
Modified Saturine-pattern Class 4A "Ultra" Drive, Strelov 2 Warp Engines, Gellar Field, Multiple Void Shield, Fleet Flag Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, Mark-100 Auger Array
Supplemental Components
Augmented Retro-thrusters, Armored Prow, Targeting Matrix, Port and Starboard Good Craftsmanship Hecutor-pattern Plasma Battery (+1 DMG), Port and Starboard Good Craftsmanship Hecutor-pattern Plasma Battery (+1 DMG), Dorsal Good Craftsmanship Godsbane Lance Battery (+1 STR), Prow Mars Pattern Plasma Torpedo Tubes
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Now on a side note I got bored and made a rogue trader and his faithful ship. Nothing complicated about that one. The ship was a gift from the Navy: and the family while ancient has fallen on hard times so now it's a race to rebuild the family fortunes. Family fortune was made on trade, exploration, and pirate hunting so I tried to reflect it in the ship.
Sovereign Enterprise
Hull : Turbulent -class SP : 57/72
Speed :8 Maneuverability : +28 Shield : 1
Detection : +10 Armor : 20 Hull : 36
Turret : 1 Space : 39/42 Power :45/47
Past : Vessel of the Fleet Complication : Ancient and Wise
Essential Components
Modified Jovian-pattern Class 2 Drive, Strelov Warp Engines, Gellar Field, Void Shield, Command Bridge, Vitae Pattern Life Sustainer, Voidsmen Quarters, Mark 201.b Auger Array
Supplemental Components
Arboretum, Compartmentalized Cargo Hold, Trophy Room, Dorsal x2 Best Craftsmanship Sunsear Laser Battery (+2 DMG)