Chaos Fleets

By Vandegraffe, in Rogue Trader House Rules

"Attention spineless lapdogs of the false emperor! It has come to my attention that you have numerous rules available for the ships of the Imperial navy, but nothing about their opponents dedicated to the Ruinous Powers. Allow me to correct that oversight... look upon the fleets of Chaos, and despair!"

*ahem* Now that I've got that out of my system, here are my house rules for the Chaos fleets. This originally started when I saw a fan conversion and said "I could eat a Battlefleet Gothic Rulebook and puke a better fan conversion than that." Yeah, me and my big mouth! It wound up being a much, much bigger project than I originally expected - I needed to do hulls, then the new supplemental components, and then new rules for torpedoes and small craft. It would have been helpful if I'd noticed that folks here have already posted some stuff along those lines, and are working on house rules of their own! If my house rules are different than yours, nothing personal. I either didn't agree, or more likely just didn't see what you had done. I did take a few artistic liberties and favoured keeping the look and feel over a literal translation of the Battlefleet Gothic ships. I also tried to make ships of the same type distinct from one another. Enough said. I bring you Chaos...

Fleet List – Chaos Warships
Technical data and annotations, compiled by Vandegraffe. Version 1.0

Nearly all the hulls in the Chaos fleets are old Imperial designs, many of which date back to the Horus Heresy. The Imperium has lost much technical lore since then, and many of these ships incorporate systems no longer available from the Mechanicus. The loss of necessary technology, combined with a major shift in tactical doctrine, ensures that these ships will not be found in the Imperial navy. However, they may still occasionally be found in a planetary guard fleet, or in the service of an especially fortunate Rogue Trader. Note that these hulls often have far higher power requirements than current Imperial designs. The most common solution was to turn off the warp drive when in normal space, a practice now considered unwise by the Imperium due to increased wear and higher risk of exposure to warp radiation. Worse, those ships recovered from Chaos fleets have frequently been stripped of all systems deemed nonessential by the heretics, and need significant refitting.

Chaos Despoiler Class Battleship
The Despoiler was developed due to a theory among the Imperial admirals that attack craft rendered all other forms of naval weaponry obsolete. This theory did not hold up when tested in service, but the Despoiler proved a capable heavy carrier in spite of the flawed vision. Eight squadrons of attack craft, plus long range weapons make this class a formidable foe. None remain in Imperial service, but the Chaos fleets are believed to have at least one still operational.

Crew: 180,000 approx.
Speed: 5
Maneuverability: -5
Detection: +12 (+17)
Hull Integrity: 95
Armour: 21
Turrets: 4
Space: 140 (135 used)
Power: 150 (130 used)
Ship Points: 140

Weapon Capacity: 1 Dorsal, 1 Prow, 3 Port, 3 Starboard
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Triplex Heavy Lance Battery 1d10+6 3 3 12 1 Dorsal, 1 Prow
Antioch Plasma Hvy. Broadside 1d10+6 6 4 10 1 ea. Port / Starboard
Launch Bays, Quad - - - - 1 ea. Port / Starboard
Swiftdeath Fighter Squadron 1 4 3 16 / turn
Doomfire Bomber Squadron 1d10 4 3 12 / turn
Dreadclaw Assault Boats H&R 4 - 15 / turn

Typical Components:
Jovian pattern Class 7 Drive, Strelov 4 Warp Engine, Geller Field, Quad Void Shield Array, Ship Master’s Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-201.b Auger Array, 2x Triplex Heavy Lance Battery, 2x Antioch Heavy Plasma Broadside, 2x Launch Bays - Quad, Compartmentalized Cargo Hold, Crew Reclamation Facility, Temple-Shrine to the Ruinous Powers, Observation Dome, Murder-Servitors.

Chaos Desolator Class Battleship
It has been a long, long time indeed since the Cult Mechanicus could build ships of this magnitude. No Desolators remain in Imperial service, and there are only a handful remaining in the Chaos fleets. The few Desolator battleships that remain are the stuff of nightmares for loyalist captains, as this ship is easily a match for any vessel in the Imperial Navy and has unsurpassed long range firepower.

Crew: 160,000 approx.
Speed: 5 (6)
Maneuverability: +0 (+3)
Detection: +14 (+24)
Hull Integrity: 100
Armour: 22 (24)
Turrets: 4
Space: 130 (128 used)
Power: 150 (147 used)
Ship Points: 120

Weapon Capacity: 1 Dorsal (extended), 1 Prow, 2 Port, 2 Starboard
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Heavy Turbo Laser Broadside 1d10+2 6 4 12 1 Dorsal
Torpedo Tubes (8) 2d10+10 8 3 15 / t 1 Prow
Triplex Heavy Lance Battery 1d10+6 3 3 12 2 ea. Port / Starboard

Typical Components:
Jovian pattern Class 7 Drive, Strelov 4 Warp Engine, Geller Field, Quad Void Shield Array, Ship Master’s Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, Deep Void Auger Array, 1x Heavy Turbo Laser Broadside, 1x Torpedo Tubes (8), 4x Triplex Heavy Lance Battery, Compartmentalized Cargo Hold, Armour Plating, Crew Reclamation Facility, Temple-Shrine to the Ruinous Powers.

Good Quality: All Desolators are of such ancient manufacture that they are always good quality (+1 speed, +3 maneuverability, +1 armour). These values are already included in the statistics and the ship cost has been adjusted accordingly. If the ship rolls “Wrested from a space hulk” on table 8-2, reroll the result.

Extended Dorsal Mount: The dorsal mount on the Desolator class is so large that it can mount weapons that are normally restricted to broadside mounts only.

Chaos Repulsive Class Grand Cruiser
The Repulsive is a very old design. The Grand Cruisers fell out of favour with the Imperial Navy shortly after the Heresy, as it was no longer possible to manufacture the powerful drives required by these ships. They have more firepower and a more robust hull than any cruiser, and are only overshadowed by battleships. The Imperial navy still maintains a few Repulsive class hulls in their reserve fleets, but the design is generally considered obsolete. Of course, it still appears in Chaos fleets, given their tendency toward older designs.

Crew: 120,000 approx.
Speed: 5
Maneuverability: +5
Detection: +10 (+15)
Hull Integrity: 85
Armour: 22
Turrets: 3
Space: 100 (96 used)
Power: 120 (102 used)
Ship Points: 95

Weapon Capacity: 1 Dorsal, 1 Prow, 3 Port, 3 Starboard
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Triplex Lance Battery 1d10+4 2 3 9 1 Dorsal
Torpedo Tubes (6) 2d10+10 6 3 15 / t 1 Prow
Antioch Plasma Broadside 1d10+5 5 4 8 1 ea. Port / Starboard
Turbo Laser Battery 1d10+2 4 4 9 2 ea. Port / Starboard

Typical Components:
Jovian pattern Class 6 Drive, Strelov 3 Warp Engine, Geller Field, Twin Void Shield Array, Ship Master’s Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-201.b Auger Array, 1x Triplex Lance Battery, 1x Torpedo Tubes (6), 2x Antioch Plasma Broadside, 4x Turbo Laser Battery, Compartmentalized Cargo Hold, Temple-Shrine to the Ruinous Powers.

Chaos Retaliator Class Grand Cruiser
The Retaliator class, like other Grand Cruisers, is no longer found in Imperial service. The Retaliator class has exceptionally heavy shields, although the unusual hull shape and additional shield generators mean the design cannot mount dorsal or prow weapons. The Retaliator has a mix of weaponry, with lances, macrobatteries, and launch bays all mounted along the ship’s extended broadside.

Crew: 130,000 approx.
Speed: 5
Maneuverability: +4
Detection: +9 (+14)
Hull Integrity: 90
Armour: 20
Turrets: 3
Space: 105 (102 used)
Power: 120 (110 used)
Ship Points: 90

Weapon Capacity: 3 Port, 3 Starboard
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Antioch Plasma Broadside 1d10+5 5 4 8 1 ea. Port / Starboard
Triplex Heavy Lance Battery 1d10+6 3 3 12 1 ea. Port / Starboard
Launch Bays, Double - - - - 1 ea. Port / Starboard
Swiftdeath Fighter Squadron 1 4 2 16 / turn
Doomfire Bomber Squadron 1d10 4 2 12 / turn
Dreadclaw Assault Boats H&R 4 - 15 / turn

Typical Components:
Jovian pattern Class 6 Drive, Strelov 3 Warp Engine, Geller Field, Triple Void Shield Array, Ship Master’s Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-201.b Auger Array, 2x Antioch Plasma Broadside, 2x Triplex Heavy Lance Battery, 2x Launch Bays – Double, Compartmentalized Cargo Hold, Temple-Shrine to the Ruinous Powers.

Chaos Executor Class Grand Cruiser
The Executor is very rare indeed. A variant of the Retaliator hull, only a handful were built, mostly at Hydraphur and the surrounding forge worlds. Only three are believed still operational, and all are in the Chaos fleets. While the Retaliator was designed for versatility, the Executor is a specialized lance boat, mounting nothing but the massive lances in its broadsides. While it can be difficult for the Executor to bring its weapons to bear, the broadside power of this ship is terrifying.

Crew: 125,000 approx.
Speed: 5
Maneuverability: +4
Detection: +9 (+14)
Hull Integrity: 90
Armour: 20
Turrets: 3
Space: 105 (103 used)
Power: 125 (136 used)
Ship Points: 90

Weapon Capacity: 3 Port, 3 Starboard
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Triplex Heavy Lance Battery 1d10+6 3 3 12 1 ea. Port / Starboard
Titanforge Lance Battery 1d10+4 2 3 6 2 ea. Port / Starboard

Typical Components:
Lathe pattern Class 6 Drive, Strelov 3 Warp Engine, Geller Field, Triple Void Shield Array, Ship Master’s Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-201.b Auger Array, 2x Triplex Heavy Lance Battery, 4x Titanforge Lance Battery, Compartmentalized Cargo Hold, Temple-Shrine to the Ruinous Powers.

* The Executor’s weapons tax the ship’s reactors beyond capacity. It can only use all weapons simultaneously if the Warp Engine is powered down.

Chaos Styx Class Heavy Cruiser
The Styx class is a stretched Devastation class, with additional launch bays. The resulting carrier is quite dangerous, with substantial weaponry in addition to their squadrons of small craft. These vessels are rarely sighted outside of a major fleet engagement, as the resources required to maintain one are more than most pirate bands can afford.

Crew: 110,000 approx.
Speed: 6
Maneuverability: +8
Detection: +10
Hull Integrity: 75
Armour: 19
Turrets: 3
Space: 80 (78 used)
Power: 75 (71 used)
Ship Points: 80

Weapon Capacity: 1 Dorsal, 1 Prow, 2 Port, 2 Starboard
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Triplex Lance Battery 1d10+4 2 3 9 1 Dorsal
Heavy Turbo Laser Battery 1d10+2 6 4 9 1 Prow
Launch Bays, Triple - - - - 1 ea. Port / Starboard
Swiftdeath Fighter Squadron 1 4 2 16 / turn
Doomfire Bomber Squadron 1d10 4 2 12 / turn
Dreadclaw Assault Boats H&R 4 - 15 / turn

Typical Components:
Jovian pattern Class 4 Drive, Strelov 2 Warp Engine, Geller Field, Twin Void Shield Array, Ship Master’s Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-100 Auger Array, 1x Triplex Lance Battery, 1x Heavy Turbo Laser Battery, 2x Launch Bays – Triple, Stowage Bays, Barracks, Temple-Shrine to the Ruinous Powers.

Chaos Hades Class Heavy Cruiser
The Hades class is essentially an upgraded Murder class, with additional lances mounted on an extended dorsal spine. It stretches the capacity of a cruiser class hull to the absolute limit, and the ship is catastrophically underpowered unless fitted with an exceptionally powerful drive. Lack of suitable drives is the only real limit to the Hades’ numbers, which is fortunate indeed for the Imperium. The Hades cruisers in service are quite capable of destroying any Imperial cruiser, and they are often used as command ships for the Chaos fleets.

Crew: 95,000 approx.
Speed: 6
Maneuverability: +10
Detection: +12 (+17)
Hull Integrity: 70
Armour: 20
Turrets: 2
Space: 85 (82 used)
Power: 95 (101 used*)
Ship Points: 80

Weapon Capacity: 1 Dorsal, 1 Prow, 2 Port, 2 Starboard
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Triplex Lance Battery 1d10+4 2 3 9 1 Prow, 1 Dorsal
Antioch Plasma Broadside 1d10+5 5 4 8 1 ea. Port / Starboard
Heavy Turbo Laser Battery 1d10+2 6 4 9 1 ea. Port / Starboard

Typical Components:
Lathe pattern Class 5 Drive, Strelov 2 Warp Engine, Geller Field, Twin Void Shield Array, Ship Master’s Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-201.b Auger Array, 2x Triplex Lance Battery, 2x Antioch Plasma Broadside, 2x Heavy Turbo Laser Battery, Stowage Bays, Temple-Shrine to the Ruinous Powers, Trophy Room.

* The Hades’ weapons tax the ship’s reactors beyond capacity. It can only use all weapons simultaneously if the Warp Engine is powered down.

Chaos Acheron Class Heavy Cruiser
An experimental ship, only one Acheron class was ever built by the Mechanicus. The tech-priests have been particularly tight lipped regarding the ship, as well as the origin of certain onboard systems. There are unconfirmed reports that servants of the Ruinous Powers have managed to construct additional ships of this class. The Acheron is a deadly lance boat, and woe to any captain unlucky enough to encounter this ship.

Crew: 90,000 approx.
Speed: 6
Maneuverability: +10
Detection: +14 (+19)
Hull Integrity: 70
Armour: 20
Turrets: 3
Space: 80 (69 used)
Power: 90 (98 used*)
Ship Points: 70

Weapon Capacity: 1 Dorsal, 1 Prow, 1 Port, 1 Starboard
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Heavy Turbo Laser Battery 1d10+2 6 4 9 1 Prow
Xenophile Lance Battery 1d10+3 2 4 12 1 Dorsal
Xenophile Lance Battery 1d10+3 2 4 12 1 ea. Port / Starboard

Typical Components:
Jovian pattern Class 5 Drive, Strelov 2 Warp Engine, Geller Field, Twin Void Shield Array, Ship Master’s Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-201.b Auger Array, 1x Heavy Turbo Laser Battery, 3x Xenophile Lance Battery, Temple-Shrine to the Ruinous Powers.

* The Acheron’s weapons tax the ship’s reactors beyond capacity. It can only use all weapons simultaneously if the Warp Engine is powered down.
Xenophilous: An Acheron may have two past histories (Table 8-2 in the RT rulebook). Roll on the table, but treat any “Reliquary of Mars” result as “Xenophilus” instead. Furthermore, all Acherons automatically possess the Xenophilus past history due to their unique construction, but must choose the Xenophile Lance Batteries as their Xenotech component. If the die roll indicated Xenophilus as well, then the Acheron has two Xenotech components, one of which must be used for the Xenophile Lance Batteries.

Chaos Devastation Class Cruiser
The Devastation class was designed as a carrier. It lacks the sophisticated systems or heavy weapon batteries of other Chaos cruisers, which makes it easier to maintain. Instead, the Devastation carries four squadrons of small craft, backed up with batteries and lances. The result is quite effective, and the Devastation has proven itself a reliable combatant.

Crew: 100,000 approx.
Speed: 7
Maneuverability: +12
Detection: +10
Hull Integrity: 60
Armour: 20
Turrets: 3
Space: 75 (74 used)
Power: 80 (78 used)
Ship Points: 65

Weapon Capacity: 1 Prow, 2 Port, 2 Starboard
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Antioch Plasma Battery 1d10+4 4 4 6 1 Prow
Triplex Lance Battery 1d10+4 2 3 9 1 ea. Port / Starboard
Launch Bays, Double - - - - 1 ea. Port / Starboard
Swiftdeath Fighter Squadron 1 4 2 16 / turn
Doomfire Bomber Squadron 1d10 4 2 12 / turn
Dreadclaw Assault Boats H&R 4 - 15 / turn

Typical Components:
Lathe pattern Class 4 Drive, Strelov 2 Warp Engine, Geller Field, Twin Void Shield Array, Combat Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-100 Auger Array, 1x Antioch Plasma Battery, 2x Triplex Lance Battery, 2x Launch Bays - Double, Stowage Bays, Temple-Shrine to the Ruinous Powers.

Chaos Murder Class Cruiser
The Murder Class was once the Imperial navy’s standard cruiser, and was built by the hundreds. Many of the other old Imperial cruisers copy elements of the ubiquitous Murder class design. It was replaced by the Lunar class in M36 due to a shift in tactical doctrine and the latter’s ease of maintenance, not because of any fault in the Murder’s design. It is a solid, well balanced ship of the line, and the corrupted Murders of the Chaos fleet are a major threat to the Imperial navy.

Crew: 90,000 approx.
Speed: 7
Maneuverability: +12
Detection: +12
Hull Integrity: 65 (68)
Armour: 20
Turrets: 2
Space: 75 (75 used)
Power: 80 (90 used*)
Ship Points: 65

Weapon Capacity: 1 Prow, 2 Port, 2 Starboard
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Triplex Lance Battery 1d10+4 2 3 9 1 Prow
Antioch Plasma Broadside 1d10+5 5 4 8 2 ea. Port / Starboard

Typical Components:
Lathe pattern Class 4 Drive, Strelov 2 Warp Engine, Geller Field, Twin Void Shield Array, Ship Master’s Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-100 Auger Array, 1x Triplex Lance Battery, 4x Antioch Plasma Broadside, Stowage Bays, Reinforced Interior Bulkheads, Temple-Shrine to the Ruinous Powers.

* The Murder’s weapons tax the ship’s reactors beyond capacity. It can only use all weapons simultaneously if the Warp Engine is powered down.

Chaos Carnage Class Cruiser
The Carnage was controversial from the moment of its creation. It was intended as a fleet support vessel, and the magos responsible for its design attempted to match a grand cruiser’s weapon range with a medium cruiser hull. Unfortunately, the resulting long barreled turbo lasers placed great stress on the ship’s systems, and the Carnage proved quite expensive to operate. The type has long since been withdrawn from Imperial navy service, but is still fairly common in Chaos fleets. A few planetary defense fleets still operate the type, although many of these have had their original turbo lasers replaced with less temperamental weaponry.

Crew: 95,000 approx.
Speed: 7
Maneuverability: +11
Detection: +14 (+19)
Hull Integrity: 65 (68)
Armour: 20
Turrets: 2
Space: 75 (70 used)
Power: 80 (80 used)
Ship Points: 65

Weapon Capacity: 1 Prow, 2 Port, 2 Starboard
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Heavy Turbo Laser Battery 1d10+3 6 4 12* 1 Prow
Turbo Laser Battery 1d10+3 4 4 12* 1 ea. Port / Starboard
Antioch Plasma Broadside 1d10+6 5 4 8 1 ea. Port / Starboard

Typical Components:
Lathe pattern Class 4 Drive, Strelov 2 Warp Engine, Geller Field, Twin Void Shield Array, Ship Master’s Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-201.b Auger Array, 1x Heavy Turbo Laser Battery, 2x Turbo Laser Battery, 2x Antioch Plasma Broadside, Stowage Bays, Reinforced Interior Bulkheads, Temple-Shrine to the Ruinous Powers.

* Weapon has the “Long Barreled Turbo Lasers” trait. See below.

Long Barreled Turbo Lasers: All Turbo Lasers installed on this ship get +3 range, but consume 2 extra power. Furthermore, all Tech-use and Acquisition tests to these components are at a -20 penalty due to the exotic and highly stressed components required.

Chaos Slaughter Class Cruiser
The Slaughter is quite possibly the fastest cruiser ever constructed by man. This hull was the only type ever built with a Scartix engine coil, and the resulting speed means this cruiser is fast enough to catch most raiders. Of course, even one of these cruisers can wreak havoc with merchant shipping… These ships are quite popular with the bloodthirsty followers of Khorne, as they can quickly get to boarding range. The only real drawback to the Slaughter class is that the great power draw of the Scartix engine forced the designers to economize on their weapon selection, so it has weaponry with shorter range than most other Chaos cruisers.

Crew: 85,000 approx.
Speed: 7 (9)
Maneuverability: +15
Detection: +12
Hull Integrity: 65
Armour: 19
Turrets: 2
Space: 70 (68 used)
Power: 75 (86 used*)
Ship Points: 60

Weapon Capacity: 1 Prow, 2 Port, 2 Starboard
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Antioch Plasma Battery 1d10+4 4 4 6 1 Prow
Titanforge Lance Battery 1d10+3 2 4 6 1 ea. Port / Starboard
Mars Macrocannon Broadside 1d10+2 6 5 6 1 ea. Port / Starboard

Typical Components:
Jovian pattern Class 4 Drive, Scartix Engine Coil, Strelov 2 Warp Engine, Geller Field, Twin Void Shield Array, Armoured Command Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-100 Auger Array, 1x Antioch Plasma Battery, 2x Titanforge Lance Battery, 2x Mars Macrocannon Broadside, Stowage Bays, Barracks, Temple-Shrine to the Ruinous Powers.

* The Slaughter’s weapons tax the ship’s reactors beyond capacity. It can only use all weapons simultaneously if the Warp Engine is powered down.

Scartix Engine Coil
This device is attached to a ship’s drives. It increases the speed of the ship by 2, but occupies 4 space and consumes 10 power. It costs +5 SP.

Chaos Idolator Class Frigate
The Imperium knows precious little about the mysterious Idolator frigate. These ships are blatantly xenophilous, and incorporate many systems that are obviously of Xenos origin. While rumour incriminates a corrupted forge world, their true origin is unknown. Idolators have caused great damage in the systems surrounding the Eye of Terror. They possess a deadly combination of speed, superior sensors, and remarkably long range weaponry, and are quite capable of inflicting murderous damage and then escaping before a counterattack can be mustered.

Crew: 25,000 approx.
Speed: 9
Maneuverability: +20
Detection: +18 (+23)
Hull Integrity: 34
Armour: 18
Turrets: 2
Space: 42 (38 used)
Power: 45 (48 used*)
Ship Points: 45

Weapon Capacity: 1 Dorsal, 1 Prow
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Turbo Laser Battery 1d10+2 4 4 9 1 Dorsal
Xenophile Lance Weapon 1d10+3 1 4 9 1 Prow

Typical Components:
Jovian pattern Class 2 Drive, Strelov 1 Warp Engine, Geller Field, Single Void Shield Array, Command Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-201.b Auger Array, 1x Turbo Laser Battery, Xenophile Lance Weapon, Stowage Bays, Tenebro-maze, Temple-Shrine to the Ruinous Powers, Murder Servitors.

* The Idolator’s weapons tax the ship’s reactors beyond capacity. It can only use both weapons simultaneously if the Warp Engine is powered down.

Xenophilous: An Idolator may have two past histories (Table 8-2 in the RT rulebook). Roll on the table, but treat any “Reliquary of Mars” result as “Xenophilus” instead. Furthermore, all Idolators automatically possess the Xenophilus past history due to their unique construction, but must choose the Xenophile Lance Weapon as their Xenotech component. If the die roll indicated Xenophilus as well, then the Idolator has two Xenotech components, one of which must be a Xenophile lance.


Chaos Infidel Class Frigate
The Infidel frigate is a recent addition to the Chaos fleets. Servants of the Ruinous Powers stole the plans for this torpedo frigate in M40, and it has been encountered in increasing numbers ever since. It is as fast as the Imperial navy’s Cobra torpedo destroyer and significantly more durable, much to the chagrin of the Imperials. Given the logistics requirements of the torpedo tubes, this vessel is generally part of a war fleet and is seldom encountered as a pirate.

Crew: 28,000 approx.
Speed: 10
Maneuverability: +18
Detection: +12
Hull Integrity: 32 (35)
Armour: 18
Turrets: 1
Space: 40 (39 used)
Power: 45 (33 used)
Ship Points: 40

Weapon Capacity: 1 Dorsal, 1 Prow
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Turbo Laser Battery 1d10+2 4 4 9 1 Dorsal
Torpedo Tubes (2) 2d10+10 2 3 15 / t 1 Prow

Typical Components:
Jovian pattern Class 2 Drive, Strelov 1 Warp Engine, Geller Field, Single Void Shield Array, Combat Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-100 Auger Array, 1x Turbo Laser Battery, Torpedo Tubes (2), Stowage Bays, Reinforced Interior Bulkheads, Extended Supply Vaults, Temple-Shrine to the Ruinous Powers.

Chaos Iconoclast Class Destroyer
Although quite small for a void-ship, the Iconoclast carries very heavy armament for its size. It is similar in design to many raider vessels, and is a major hazard to merchant shipping. In numbers, its firepower and exceptional speed make it a threat to warships as well, although the Iconoclast does not have enough armour to withstand heavy fire.

Crew: 20,000 approx.
Speed: 11
Maneuverability: +24 (+29)
Detection: +10
Hull Integrity: 30
Armour: 15
Turrets: 1
Space: 35 (33 used)
Power: 45 (38 used)
Ship Points: 35

Weapon Capacity: 2 Dorsal
Statistics in parentheses () are with typical components installed.

Armament Damage Strength Crit Range Mounting
Macrocannons 1d10+3 3 5 6 2 Dorsal

Typical Components:
Jovian pattern Class 2 Drive, Strelov 1 Warp Engine, Geller Field, Single Void Shield Array, Combat Bridge, M-1.r Life Sustainer, Pressed-crew Quarters, M-100 Auger Array, 2x Mars Pattern Macrocannons, Stowage Bays, Augmented Retro-thrusters, Munitorium, Temple-Shrine to the Ruinous Powers.



New Rules

Crew Population and Morale, Battleships and Grand Cruisers: These ships are huge, with enormous crews and the heaviest armour. When ships in these size classes take damage, they lose one point of crew population and one point of morale for every three points of hull integrity lost.

Crew Population and Morale, Heavy Cruisers and Cruisers: These ships are big, with large crews and heavy armour. When ships in these size classes take damage, they lose one point of crew population and one point of morale for every two points of hull integrity lost.


Past Histories

Emissary of the Imperator: A vessel consecrated to Chaos will never, ever have this past history. If it is rolled, treat as “Emissary of the Ruinous Powers” instead. (See below.)

Emissary of the Ruinous Powers: This has the same effect as “Emissary of the Imperator”, except the ship is dedicated to the other side, so reactions are reversed: heretics will see a potential ally, while Imperial loyalists will see a hated foe.


New Essential Components

Lathe Pattern Drives
These drives are bulkier than the standard Jovian pattern drives, but have larger secondary reactors and therefore provide more power. Due to decline of the Imperium’s technology base, the Lathe Pattern Class 1 drive is the only type in common use by the Imperium. However, the Chaos fleets often have access to the larger Lathe classes. These function as the corresponding Jovian pattern drive, but provide +5 power and take up 4 more space. They cost +1 SP for a Class 3 or smaller drive, and +2 SP for a Class 4 or larger drive.


New Supplemental Components

Turbo Laser Battery
The Imperium understands laser weaponry quite well, and turbo laser batteries were once quite common. In most cases, they have been replaced on larger ships simply because macrocannon are cheaper to maintain and draw less power. The older ships in Chaos fleets tend to have better reactors and the corresponding old-school laser armament.
Turbo Laser Battery: This weapon system is 100% identical to the Sunsear Laser Battery (see RT rulebook) and is included for comparison purposes only.
Heavy Turbo Laser Battery: Lasers are recoilless, and don’t require the bulky inertia dampers that macrobatteries do. So, the cruiser sized versions do not need to be installed in broadside slots and can be mounted anywhere on the ship.
Heavy Turbo Laser Broadside: The largest laser batteries are found on grand cruisers and larger vessels. Sadly, these weapons are so big and cumbersome that they are restricted to the port and starboard broadside mounts.

Triplex Lance Battery
Triplex lances are variants of the standard STC Titanforge lance. An extended barrel and overcharged energy wells significantly increase the range of the weapon. However, the huge power requirements and massive barrel restrict the installation of this weapon to broadsides or very large warships. The Mechanicus has largely lost the ability to make or maintain these weapons, so the surviving copies in the Chaos fleets are all that remain.
Triplex Lance Battery: This is a pair of Triplex pattern lances in a massive turret. Their range is better than anything currently in Imperial service, largely because the plasma reactors in today’s Imperial navy simply cannot provide the prodigious power these lances require.
Triplex Heavy Lance Battery: Millennia ago, a handful of forge worlds manufactured a truly enormous Triplex pattern heavy lance for use on grand cruisers, battleships, and the largest space stations, and there are still a few of these dire weapons found on traitor vessels.

Antioch Pattern Plasma Cannon
These weapons are an ancient STC design, and are some of the best plasma cannon ever produced by the Cult Mechanicus. Their focusing coils generate a stabilised containment field that minimizes dissipation of the plasma bolt and permits exceptional long range gunnery. Once, these cannon were standard armament for Imperial cruisers, but the design has been lost to the Imperium for millennia. Given the fact that the forge world Antioch fell to Chaos long ago, and that the traitor legions still have many heresy-era ships in their fleets, these weapons still sometimes appear on Chaos warships. Antioch Pattern Plasma Cannon were made in several different sizes, and could be manufactured small enough to fit in a frigate’s macrobatteries, or large enough to fill out a battleship’s heavy broadside.
Antioch Plasma Battery: These weapons are the same size as the Imperial Ryza Pattern Plasma cannon, but are more expensive and a bit longer ranged.
Antioch Plasma Broadside: These massive weapons must occupy a port or starboard slot on a cruiser or larger vessel. Range and damage are both great, but so is their power consumption.
Antioch Plasma Heavy Broadside: These enormous weapons must occupy a port or starboard slot on a grand cruiser or larger vessel, and offer unmatched destructive power.

Xenophile Pattern Lance Weapon
Contemplation of this heretical lance is enough to make an orthodox Tech-Priest blow a gasket. It is a blasphemous hybrid of STC designs and Xenos technology that uses a collapsing gravity wave to focus a plasma blast into a needle beam of thermonuclear fusion. Like Imperial lances, this weapon ignores armour. It has vastly improved range compared to the lasers used in Imperial lances, but is somewhat less destructive due to the extremely narrow beam. Xenophile lances are made only on the corrupted forge world of Xana II, near the Eye of Terror, though rumours abound that a few Mechanicus installations have built experimental weapons of similar nature.
Xenophile Lance Weapon: This xenos-derived lance is small enough to fit on a frigate, but has greatly improved range compared to its Imperial counterparts.
Xenophile Lance Battery: This is a pair of xenotech lances in a massive turret. The blasphemous technology gives the weapons superb range, although there is some loss in destructive potential compared to the orthodox patterns used by the Mechanicus.

STC Torpedo Tubes
Torpedo tubes launch building sized torpedoes powered by a violently unstable plasma reactor, and carry a massive warhead as well. The reactor is designed to go critical on impact, and that triggers detonation of the warhead. These enormous anti-ship weapons have changed little over time, and exhibit minimal variation between different forge worlds. As a result, the heresy-era torpedoes found on Chaos ships are functionally identical to the modern weapons installed on Imperial navy vessels, and each side can make use of captured munitions. Given their huge size, a ship cannot carry that many torpedoes – the number of reloads carried is at GM’s discretion, but six to ten reloads per tube is suggested. (Historical note: 20th century submarines typically carry 6 to 10 reloads per torpedo tube.)
Prow Mount: Torpedo tubes can only be installed in the prow or keel of a vessel. Prow mounts can only fire in the fore arc regardless of the size of the ship. (Imperial vessels usually do not have keel mounts, but Imperial space stations do. This is why space station torpedoes typically fire all around.) STC pattern torpedo tubes come in groups of 2, 4, 6, or 8. The size of the ship determines the number of tubes that can be carried, with larger vessels obviously mounting more tubes.
Torpedo, Plasma: This is the standard torpedo type used by both the Imperial and Chaos navies. It may not maneuver, and inflicts the listed damage.
Torpedo, Boarding: This torpedo does not have a warhead. Instead, it carries a small crew of raiders along with an escape pod and a powerful inertia damper. The crew can steer the torpedo, so it can maneuver. When a boarding torpedo hits a ship, it does not do any damage to hull integrity. Roll 4d10. If the total rolled exceeds the ship’s armour, then the torpedo has penetrated. Otherwise, the torpedo bounces off harmlessly. A boarding torpedo strike allows the raiders to conduct one hit and run raid, as described on p. 218 of the RT rulebook, before fleeing in the escape pod. The escape pod can, hopefully, be picked up by a friendly ship after the battle.
Torpedo, Guided: This rare and expensive torpedo is fitted with sophisticated logic engines. It is remotely controlled by the launching ship, so it can maneuver as long as the launching ship has a functioning auger array and line of sight to the torpedo. It is a standard plasma torpedo in all other respects.
Torpedo, Melta: These torpedoes carry a cluster of incendiary melta warheads instead of the usual plasma warhead. They may not maneuver. When a melta torpedo hits a ship, it does not do any damage to hull integrity. Roll 4d10. If the total rolled exceeds the ship’s armour, then the torpedo has penetrated. Otherwise, the torpedo bounces off harmlessly. A melta torpedo strike causes fire critical hits to random components. Roll 1d10. 1-3 = 1 fire. 4-7 = 2 fires. 8-10 = 3 fires. The GM is encouraged to place multiple fires in adjacent components.

Launch Bays
All ships carry a flotilla of small flyers and shuttlecraft to carry cargo or passengers, but these civilian flyers are of little use in combat. Naval vessels have military grade launch bays, and those are a different matter entirely. Naval launch bays hold heavily armed and armoured small craft, and have the catapults, arrester fields, munitions hoists, and other specialized hardware needed to deploy their squadrons quickly. Each launch bay can have one squadron ready to launch at a time, but launch bays usually have enough space to carry several additional squadrons in reserve. Once the ready squadron has launched, a reserve squadron can be readied. The squadrons of small craft are purchased separately, and each launch bay may be equipped with any type(s) of small craft squadron desired.
Launch Bay, Single: A single launch bay can have one squadron ready to launch at a time, and has enough room to carry two squadrons.
Launch Bay, Double: This installation is two interconnected launch bays. It occupies as much space as a macrobattery broadside and must be mounted in a port or starboard mount. The double launch bay can have two squadrons ready to launch at a time, and has enough room to carry five squadrons.
Launch Bay, Triple: This installation is three interconnected launch bays. It is so bulky that it occupies two weapon capacity slots, both of which must be port or starboard broadsides. The triple launch bay can have three squadrons ready to launch at a time, and has enough room to carry eight squadrons.
Launch Bay, Quad: This installation is four interconnected launch bays. It is so bulky that it occupies two weapon capacity slots, both of which must be port or starboard battleship broadsides. The quad launch bay can have four squadrons ready to launch at a time, and has enough room to carry twelve squadrons.
Table - Additional Weapons

Components Hull Types Power Space SP Strength Damage Crit Range
Antioch Plasma Battery All ships 7 4 3 4 1d10+4 4 6
Antioch Plasma Broadside Cruiser + 9 6 3 5 1d10+5 4 8
Antioch Plasma Heavy Broadside Grand Cruiser + 11 9 4 6 1d10+6 4 10

Turbo Laser Battery All ships 6 4 1 4 1d10+2 4 9
Hvy. Turbo Laser Battery Cruiser + 8 6 2 6 1d10+2 4 9
Hvy. Turbo Laser Broadside Grand Cruiser + 10 9 2 6 1d10+2 4 12

Triplex Lance Battery Cruiser + 15 7 3 2 1d10+4 3 9
Triplex Heavy Lance Battery Grand Cruiser + 20 10 4 3 1d10+6 3 12

Xenophile Lance Weapon All ships 12 5 2 1 1d10+3 4 9
Xenophile Lance Battery Cruiser + 18 8 3 2 1d10+3 4 12

STC Torpedo Tubes (2) All ships 1 3 2 2 2d10+10 3 15
STC Torpedo Tubes (4) Light Cruiser + 2 6 2 4 2d10+10 3 15
STC Torpedo Tubes (6) Cruiser + 3 9 2 6 2d10+10 3 15
STC Torpedo Tubes (8) Battleship 4 12 2 8 2d10+10 3 15

Launch Bays, Single All ships 2 4 1 n/a n/a n/a n/a
Launch Bays, Double Cruiser + 4 8 2 n/a n/a n/a n/a
Launch Bays, Triple Heavy Cruiser + 6 12 3 n/a n/a n/a n/a
Launch Bays, Quadruple Battleship 8 16 4 n/a n/a n/a n/a
Swiftdeath Fighters 1 4 1 n/a 16
Doomfire Bombers 1 4 1d10 2 12
Dreadclaw Assault Boats 2 4 H&R n/a 15


Ordnance Rules: Torpedoes and Small Craft

Many warships carry a flotilla of heavily armed small craft (fighters, bombers, and assault boats), or torpedoes. These autonomous vessels are small but potent, and offer long range striking power. The term “ordnance” applies to both small craft and torpedoes. Ordnance is subject to the following rules:

Launch Ordnance: Ordnance has its own counter and maneuvers independently on the map. Each counter represents a small craft squadron or torpedo salvo. Launching ordnance is a free action for a ship, although ordnance does not automatically reload after launch (see Reload Ordnance). Each launch bay can launch one ready squadron, and each torpedo tube can launch one torpedo. Just place the counter 1 VU away from the ship in the appropriate arc. Small craft, such as fighters, bombers, and assault boats, may not move on the turn they are launched. The ordnance moves on every turn thereafter until it is destroyed or returns to the launching ship. Ordnance usually moves on the same initiative count as the launching ship.
Optional rule: GM’s wishing more realism can roll initiative for each squadron, with a +4 bonus for bombers and assault boats, and a +8 bonus for fighters. This will, however, slow down the game.

Ordnance Movement, Small Craft: The “range” entry for ordnance lists the maximum movement per turn. Small craft are much, much more nimble than void ships and have a maneuver bonus equal to their maximum movement. A squadron of small craft can freely move any speed from zero up to its maximum movement. It may turn twice during its move: once at the beginning of the move, and once after it has moved at least half its movement. (Clarification: the delay before making the second turn is half the VU’s moved in the current turn, not half the maximum!) Each turn may be up to 180 degrees. Ordnance may not use the Flank Speed, Adjust Speed, or Adjust Speed & Bearing actions, largely because there is no need to do so. They may, however, Adjust Bearing if they want to take their 2nd turn quickly but don’t want to slow down.

Ordnance Movement, Torpedoes: Torpedoes handle a bit differently from other small craft. Torpedoes are fired out of launch tubes by a powerful boost charge, but they are not designed for sustained maneuvering. Unlike other small craft, torpedoes get up to speed very quickly and get a full move the turn they are launched. However, torpedoes must always move their maximum distance, and most torpedoes may not turn. Torpedoes that can maneuver, such as boarding torpedoes, may make one turn of up to 45 degrees at the beginning of their movement. This means that a maneuvering torpedo can hit any target that is in its fore arc and within its move distance. Torpedoes that cannot turn will only target objects in their fore arc within 1 VU. If a ship-sized or larger object (asteroid, space hulk, derelict, space station, whatever) is within 1 VU of a torpedo salvo, the torpedoes’ terminal guidance cogitators will activate. When this occurs, resolve the attack per the Ordnance Combat section. Torpedoes that hit will sideslip as needed to enter the target’s space and will either detonate or be shot down. Any remaining torpedoes will continue moving and will attack anything that crosses their path.

Ordnance Hull Integrity: Each squadron of small craft has 4 hull integrity points, although the number of individual craft in a squadron can vary greatly depending on the type of craft. A squadron composed of relatively large, powerful craft, like Astartes Thunderhawks or Tau Mantas, may have only a few craft, whereas a squadron composed of more modest flyers may number 20 to 30 individual units. A torpedo salvo has one hull integrity point per torpedo. Each point lost means a portion of the squadron or salvo has been disabled or destroyed, with a corresponding loss in combat strength.

Ordnance Combat: Small craft are agile and have rapid firing weapons. Since a space combat turn is thirty minutes, much can happen during a single turn and the battle inevitably turns into a swirling melee where each combatant has several opportunities to inflict damage. Small craft weapons are very short ranged compared to the massive macrobatteries and lances on void ships, so all small craft combat occurs at a range of 1 VU or less. Whenever ordnance moves within 1 VU of a potential target, it may attack. Fighters may attack even if it is not their turn. If ordnance moves within 1 VU of hostile fighters and doesn’t attack the fighters, then the fighters may intercept and attack as a reaction. This allows fighters to protect friendly ships or to escort bombers, as they simply remain in the same space as the unit they are protecting and attack anything that approaches. When small craft attack, or are attacked by other small craft, they must stop moving as any remaining movement will be used in the resulting dogfight. However, torpedoes never stop moving. If torpedoes attack, or are attacked, resolve the attack and then move any surviving torpedoes the remainder of their movement. Ordnance combat can include small craft, ships, and torpedoes in any combination, and proceeds in the following sequence:
1. Fighters attack. Each fighter squadron attacks its declared target and makes a ballistic skill test, with a +10 bonus for every point of strength in the squadron. If the test is passed, the target takes a hit, plus an additional hit for every degree of success. Each hit costs the target one hull integrity point. While they are nimble, fighters are notoriously short on fuel and ammunition. A fighter squadron can fight at full effectiveness for only one space combat turn. Thereafter, all attack rolls made by the squadron are at a -20 penalty until the squadron returns to its launching ship for rearming.
2. Defensive fire from ship’s turrets. A ship may make one ballistic skill test for each point of turret factor it has, and turrets may fire once per turn against each attacking squadron or salvo. If a test is passed, the target takes a hit, plus an additional hit for every degree of success. Each hit costs the target one hull integrity point.
3. Torpedoes attack. A torpedo’s terminal guidance cogitator has a ballistic skill of 60. When a target is within 1 VU of a torpedo salvo, and in the torpedo’s fore arc, roll to hit individually for each torpedo. Any that miss will keep moving in a straight line. (Obviously, the salvo loses one hull integrity for every torpedo that hits or is shot down.) Any torpedoes that hit inflict the listed damage. Torpedo hits ignore void shields, but are affected by armour. Each torpedo hit is always resolved separately, so armour deducts from every hit, and each torpedo has the opportunity to cause a critical hit.
4. Bombers attack. Bomber squadrons carry enough bombs for one attack on a ship or other large target. The bombers make a ballistic skill test, with a +10 bonus for each point of strength in the squadron and a -10 penalty for each point of the ship’s turret factor. Success means all the bombs hit. Bombers ignore void shields as they can fly through them and release the bombs from inside the shields. Bombers are affected by armour, but the bombers in a squadron can (and usually do) combine their attack into a single devastating salvo. In this case, armour only deducts once from the combined attack, and only one critical can be inflicted.
5. Assault boats attack. Because assault boats need to clamp onto their target, their attacks are resolved last. Each assault boat squadron makes one hit and run attack, as described on p. 218 of the RT rulebook. This test gets a +10 bonus for each point of strength in the squadron, but a -10 penalty for each point of the ship’s turret factor.

Firing on torpedoes: Torpedoes are fast and heavy and may not evade when they are hit. However, their speed makes them a difficult target. Small craft take a -20 penalty to any attacks on torpedoes. Defensive turrets firing on torpedoes do so at no penalty as the torpedoes are coming straight in toward the ship and that makes the shot easier.

Small craft evasion: Whenever small craft are attacked by turrets or by other small craft, they may attempt to evade the attack by making a Challenging (+0) Pilot (Flyers) + Maneuver test. Each success, plus each degree of success, negates one hit.

Small craft counterattacks: Bombers and assault boats have defensive weapons, similar to the turret weapons on ships. These can be lascannon, autocannon, heavy bolters, missiles, or many other types of weapon. Fighters have similar armament, and are nimble enough to dogfight with any an attacker. Whenever any squadron of small craft is attacked by other small craft, the survivors may counterattack as a free action. The squadron makes a ballistic skill test, with a +10 bonus for every point of strength in the squadron. If the test is passed, they inflict a hit. Fighters score an additional hit for every degree of success, while bombers and assault boats score an additional hit for every two degrees of success. These hits may be evaded as normal. While a squadron may only attack once per turn, there is no limit to how many counterattacks they can make. If fighters are not at full effectiveness due to fighting in a previous turn, their counterattack does suffer the -20 penalty.

Recovering small craft: Small craft may return to their launching ship simply by flying into the same space and making a Routine (+20) Pilot (Flyers) + Maneuver test. This test becomes Challenging (+0) if there are hostile flyers within weapon range. Success means the small craft are safely aboard, and can be refueled and reloaded. Failure means the small craft are not recovered, and failure by one or more degrees results in a crash landing. The ship takes 1d5 hull integrity bypassing armour and void shields, and the squadron loses 1 hull integrity for each degree of failure. Exception: if the squadron in question is a bomber squadron that still has bombs aboard, then the bombs explode! In addition to the crash damage, the ship suffers the bomb damage, bypassing armour, and the launch bays are automatically damaged as well.

Reload Ordnance: Reloading a torpedo tube can be a challenge due to the huge bulk of the weapon. This is doubly true during combat, when a ship is subject to all manner of disturbances. As an extended action, an explorer must make a Challenging Tech-Use Test (+0) to direct the deck crews in loading the colossal torpedoes. This takes one turn, and if successful reloads any and all torpedo tubes on the ship.
Small craft need to be rearmed and refueled as well, though this is a bit easier as the necessary weapons and equipment are smaller, and the launch bays are relatively roomy. An explorer must make an Ordinary Tech-Use Test (+10) to ready small craft. This also takes one turn, and if successful, every available launch bay may ready a squadron of its choice. Once a squadron is ready, it can launch on the next turn. Most launch bays carry multiple squadrons, but only one squadron can be ready to launch at a time. Any squadron aboard ship can be readied. This may be a squadron that just landed, or one that was held in reserve aboard ship. If a squadron has been damaged, meaning it has lost hull integrity, then it may borrow flyers from another squadron of the same type on the same ship to restore its missing strength.

Repairing Ordnance: Damage to small craft squadrons cannot be repaired during combat. A ship may attempt extended repairs to rebuild damaged flyers and restore squadron strength. This is treated like extended repairs to the ship, except the ship does not need to be resting at anchor, and the ship can attempt extended repairs once for each intact launch bay. Success restores 1d5 points of hull integrity to any damaged squadron. Destroyed squadrons cannot be rebuilt and must be replaced.

Legal / Disclaimer
Proper names of vessels and components described herein are property of Games Workshop, and were first published as part of the Battlefleet Gothic game. This is an unofficial, not-for-profit fan conversion intended to convert Battlefleet Gothic ships for use with the Rogue Trader game (published by Fantasy Flight Games, under licence to Games Workshop). If you represent either of these companies and do not want me to make a fan conversion of your IP, please let me know. All stat conversions and flavour text presented here are my own creation. The official flavour text for these ships is part of the Battlefleet Gothic rules, available from Games Workshop, and is not reproduced here.

Eh: as far as the Murder goes: 500 of them were produced at Port Maw in the Gothic sector. I would say it safe to say that several thousand of them were probably produced Imperium wide.

People seem to have a hard time with the idea that the Imperium is enormus. Near Unique might mean that 'only' 25 million of them were produced Imperium wide. Unique might be more limited (between 1 and several thousand, probably).