Well, I got bored again, and decided to put all those delicious new ship options from Rogue Trader: Into the Storm to use...
Thunder's Word , Galdius Class Frigate:
Crew Skill Rating:
40
NPC Crew Actions
: 4
Crew:
100%
Morale:
N/A
Speed:
11
Maneuverability:
+31
Detection:
+25
Hull Integrity:
35/35
Armor:
18(20 front)
Turret Rating:
4
Space:
45/45
Power:
47/47
Weapon Capacity:
Dorsal 2
Plasma Drive:
Lathe-Pattern Class 2b "Escort" Drive
Warp Drive:
Markov 1 Warp Engine / Warpsbane Hull
Void Shields:
Castellan Void Shield
Ship's Bridge:
Command Bridge
Life Sustainers:
M-1.r Life Sustainer
Crew Quarters:
Pressed Crew Quarters
Auger Arrays:
Deep Void Auger Array
Armament:
Dorsal Staravar Turbo-Laser Macrobattery
Strength 4, 1d10+2 Damage, Crit 4, Range 13
Dorsal Staravar Turbo-Laser Macrobattery
Strength 4, 1d10+2 Damage, Crit 4, Range 13
Extras
Augmented Retro-Thrusters
Micro Laser Defence Grid
Drop Pod and Thunderhawk Bay
Empyrean Mantle
Reinforced Prow
Upgrades
Best Quality Turbo-Weapon Batteries x2
Best Quality Servitor Crew (Skill 40)
Best Quality Star Chart Collection
Good Craftmanship Atomics x3
Background - Deathwatch Vessel:
Emperor's Crusader:
All BS skill tests to fire the ship's weapons gain a +10 Bonus
Strike and Fade:
All Silent Running manoeuvres the ship performs gain a +10 Bonus
Duty Unto Death:
When this ship is crippled, the ship's Captain may make a Challenging (+0) Command Test. If the Test is successful, the ship does not suffer the effects of being crippled during its subsequent turn.
Assorted Bonuses:
Atomics (Good Quality):
Nuclear Warhead, Capable of destroying a hive spire between 5-10 km across. Can be adapted into a torpedo or macrocannon shell, does 1d5+5 hits doing 1d10+6 damage each, void shields and armor protect against this normally, however all hits are added together as a salvo. If detonated deep inside a ship or station, destruction is guaranteed.
Castellan Void Shield:
During one opponent's turn, the ship's Engineseer may make a Difficult (-10) Tech-Use Test, this does not count as the Engineseer's Extended Action. If he Succeeds, the ship doubles its number of void shields for the duration of a single opponent's strategic turn.
Command Bridge:
+5 to Command Tests by Captain, +5 to Ship Weapon BS Tests
Empyrean Mantle:
All tests to detect this vessel while in Silent Running increase their difficulty by two degrees.
Markov 1 Warp Engine:
Reduces base travel time for a journey through the Immaterium by 1d5 weeks.
Reinforced Prow:
Ship has +2 armor in front facing, does +1d5 damage when ramming.
Servitor Crew (Best Quality):
Morale is always 100%, Crew losses reduced by 50% (minimum 1), Crew Skill Rating = 40
Star Chart Collection (Best Quality):
Reduces Warp Travel times by 1d5+5 days, to a minimum of one.
Turbo-Weapon Batteries x2 (Best Quality):
Ignores penalties for firing at double range, +5 to Weapon's BS Tests
Warpsbane Hull:
Any Navigation Tests to pilot the ship through the warp gain a +10 Bonus. When rolling on the Warp Travel Encounters table, the GM rolls twice and allows the Navigator to chose which result is applied.
Hull was based on a slighty upgraded Sword Class Frigate, since its a very close analogy to the Galdius. Otherwise I just threw in whatever felt appropriate and was suitably sneaky/killy. Fast, sneaky, hard, and capable of blowing apart ships of equal tonnage at frightening distances. It can outfight anything it can't outrun (which isn't much) and outrun anything it can't outfight. It is certainly not a ship I'd want to go up against with anything less than a Grand Cruiser.
I don't know if it has a practical use, I doubt I'd ever use it myself in a game of Deathwatch, since that focuses on the ground action, but it was an amusing enough diversion, so I figured I'd share.