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A ship my kingdom for a ship.

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A ship my kingdom for a ship. Empty A ship my kingdom for a ship.

Post by Rion Fri Mar 07, 2014 1:24 am

Planning on starting up a Dark Heresy Campaign after the second edition is released. But I'm stuck on something. I want to have the party based on a ship so they can travel to different worlds and on occasion partake is grand space battles (briefly taking on the roll of the Captain and Ship's crew: or as themselves to repel borders). But my question here is which ship?

http://warhammer40k.wikia.com/wiki/Sword-class_Frigate
http://warhammer40k.wikia.com/wiki/Dauntless-class_Light_Cruiser

These are the two I've narrowed it down to. Chosen based on these criteria: Commonality, the party is going to be working for Bradley who favors stealth and anonymity over ceremony and notoriety. Versatility: pretty much must do just about anything from scout duty to combat, as well as act as a mobile base/home for the party. Speed: The parties only human they don't have centuries to get somewhere (time dilation from Warp travel not with standing.)
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Post by Constantine Fri Mar 07, 2014 11:47 pm

I say go for the Dauntless class. After reading through the links you provided it sounds like the Dauntless is a better choice for what you want to use it for.
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Post by Klomster Sun Mar 09, 2014 4:23 pm

Why not a scout sloop?

It is a heavily ignored ship class in 40k, but it is excellent for small undercover groups.

A scout sloop has almost fully given up fighting capability in favor of stealth and detection apparatus.
And in stealth apparatus, we mean SPEED!

These small buggers are fast and with a decent astropath can outrun anything anywhere.
Downside is the ship is not going to be fighting anything bigger than a few starhawk bombers (i think the starhawks were the bombers) or fury interceptors.
Normal cargo vessels are no problem for a scout sloop but heavy cargo vessels or upgunned ones are not going to be taken down without extraordinary tactics or happenings in the sloops favor.

Although i saw you wanted it to fight....
When we played rouge trader the group really liked the little ship i cobbled together for them.
A sword class frigate, with crappy guns, a massive titanforge lance and a skittish demeanor. It had lots of fun things that made it memorable and were generally perfect for the job.

I'd say go for a sword class, or more specifically a firestorm frigate.

If you want more specifiks i can get them on the ship i made, i even got the stats left Very Happy
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Post by Aubec le noir Mon Mar 10, 2014 2:12 am

For à ship based campaign go to Rogue Trader RPG you have lots of ship descriptions and gear to upgrade them !!
I like the dauntless class too !
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Post by Rion Thu Mar 13, 2014 2:44 am

Agreed a Dauntless-Class while not as maneuverable or as fast as a Frigate is much more versatile and has more space for customization. I was able to fit the stealth system on there. I've been building the thing using proper rules from Rogue Trader. Still one bad -bleep- ship  Twisted Evil Very well suited for the party thanks for the input guys!
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Post by Rion Wed Mar 19, 2014 9:38 pm

So after implementing my own personal restrictions of ONLY 3 Archeotech Components, and a slight GM mod to fix the Dauntless-Class lack of forward firepower I give you the Alexandria as the party will play her.

Alexandria
Hull: Modified Dauntless-Class Light Cruiser
Dimensions: 4.5 km long, 0.5 km abeam at fins approx.
Mass: 20 megatonnes approx.
Crew: 65000 crew, approx.
Accel: 4.3 gravities max sustainable acceleration

Discovered over 4 standard T-Centuries ago amongst the drifting bulk of a long forgotten Space Hulk by Inquisitor Coulson the Alexandria has served four generations of Inquisitors. Each having upgraded and modified the ship making her a truly formidable vessel. Bradley is the latest to call this ancient vessel home. And it has served as his mobile base of operations never once failing him.

Speed:8   Manoeuvrability:+19
Detection:+20   Armour:+28
Void Shields: 1   Hull Integrity:63
Space:60 (Used: 58)  Power:75 (Used: 74)
Turret Rating:3
Weapon Capacity: Starboard 1, Port 1, Prow 1

Essential Components
Veteran Crew (50),  Voidsmen Quarters, Void Shields, Bridge of Antiquity, Pattern Life Sustainer, Modified Jovian "Warcruiser" Drive, Geller Fields, W-240 Pass Detection Arrays

Turreted Broadside: The Alexandria has a strange but powerful feature. The foremost guns of her Port and Starboard Broadsides can actually fire towards the Prow adding to her forward firepower.
>The Port and Starboard Broadsides can fire into the Prow firing Arc but at -3 Strength

Supplemental Components
Prow: Sunhammer Lance Battery, Port: Sunsear Las-broadside, Starboard: Sunsear Las-broadside, Auxiliary Plasma Banks, Fire Suppression System, Extended Supply Vault, Labatorium, Reinforced Interior Bulkheads,  Micro Laser Defense Grid, Medicade Deck, Libarium Vault, Empyrean Mantel, Augmented Retro Thrusters.

Complications
Resolute, Wrested from a Space Hulk
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Post by Klomster Thu Mar 20, 2014 1:10 am

Sounds cool. Only 3 archeotech components...... yeah......

Good luck with the games Very Happy
I want to hear some of the juicy stuff >Very Happy
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Post by Aubec le noir Thu Mar 20, 2014 1:37 am

she looks Great !!  cheers 
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Post by Rion Thu Mar 20, 2014 12:38 pm

@Klomster> used to have all her guns archeotech as well. lol but dont worry if it ever gets started I'll give all the juicy bits.

@Aubec> That she does
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Post by Constantine Thu Mar 20, 2014 6:02 pm

Very nice.
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Post by Rion Sun Mar 23, 2014 12:27 am

My thanks brother Constantine.

So I was looking over some rules. Getting a better feel for the space combat and decided to make some changes. Much better I think. Don't know what I was thinking with a movable broadside.  scratch 

Next may post my idea for the the final boss ship.  Twisted Evil 

Alexandria
Hull: Modified Dauntless-Class Light Cruiser
Dimensions: 4.5 km long, 0.5 km abeam at fins approx.
Mass: 20 megatonnes approx.
Crew: 65000 crew, approx.
Accel: 4.3 gravities max sustainable acceleration

Discovered over 4 standard T-Centuries ago amongst the drifting bulk of a long forgotten Space Hulk by Inquisitor Coulson the Alexandria has served four generations of Inquisitors. Each having upgraded and modified the ship making her a truly formidable vessel. Bradley is the latest to call this ancient vessel home. And it has served as his mobile base of operations never once failing him.

Speed:8   Manoeuvrability:+28
Detection:+30   Armour:20
Void Shields:1   Hull Integrity:63
Space:60 (Used: 58)  Power:75 (Used: 73)
Turret Rating:2
Weapon Capacity: Dorsal 1, Prow 1, Port 1, Starboard 1

Essential Components
Veteran Crew (50),  Voidsmen Quarters, Castellan Shield, Bridge of Antiquity, Clemency Pattern Life Sustainer, Modified Jovian "Warcruiser" Drive, Geller Fields, Deep Void Auger Array

Extra Turret: When the Alexandria was salvaged it was discovered that she was built with the power complings and mounting for a an extra turret mounted on her dorsal length. Add 1 Dorsal weapon Mounting.

Supplemental Components
Dorsal: Sunsear Laser Battery, Prow: Sunhammer Lance Battery, Port: Sunsear Laser Battery, Starboard: Sunsear Laser Battery, Auxiliary Plasma Banks, Arboretum, Labatorium, Reinforced Interior Bulkheads, Flakk Turrets, Medicade Deck, Libarium Vault, Empyrean Mantel, Augmented Retro Thrusters. Best Craftsmen

Upgrades
Best Craftsmenship Superior Damage Control

Complications
Resolute, Wrested from a Space Hulk
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