Speed: Speed in Void Units (inches) per Strategic Round.
Manoeuvre: Bonus or penalty applied to Pilot rolls.
Sensors: Bonus or penalty applied to Electronics checks to uses sensors.
Shields: Energy shields. Each can negate the first hit per Strategic Round.
Toughness: Damage resistance of the hull.
Wounds: Damage capacity. A ship reduced to 0 Wounds is crippled, one reduced to negative Wounds equal to half the starting capacity (round up) is destroyed.
Weapons: Weapon types and fire arcs.
Modules: Total amount of additional components that can be put on the ship (see below).
Ventures: Additional points gained towards Ventures of the relevant type(s) when this ship is sent on them.
Raiders:
Havoc:
Speed: 10
Manoeuvre: +2
Sensors: +2
Shields: 1
Toughness: 7
Wounds: 3
Weapons: 2 Battery (F/P/S)
Modules: 3
Ventures: +1 Criminal, +1 Exploration
The Havoc is a common raider vessel, and a popular choice for pirates.
Cobra:
Speed: 8
Manoeuvre: +3
Sensors: +3
Shields: 1
Toughness: 8
Wounds: 3
Weapons: 1 Torpedo (F), 1 Battery (F/P/S)
Modules: 3
Ventures: +1 Military, +1 Exploration
The Cobra is an Imperial Navy torpedo boat, sometimes purchased or salvaged by Rogue Traders and rebuilt as a swift and resilient raider.
Iconoclast:
Speed: 9
Manoeuvre: +4
Sensors: +2
Shields: 1
Toughness: 7
Wounds: 3
Weapons: 2 Battery (F/P/S)
Modules: 3
Ventures: +1 Criminal, +1 Exploration
Though most associated with the forces of Chaos, the Iconoclast is an easily reproduced and maintained design popular among renegades of all stripes.
Frigates:
Sword:
Speed: 8
Manoeuvre: +2
Sensors: +3
Shields: 1
Toughness: 8
Wounds: 4
Weapons: 2 Battery (F/P/S)
Modules: 4
Ventures: +1 Military
The Sword is an Imperial workhorse, a versatile and trusty military frigate that has proved its worth in countless battles.
Firestorm:
Speed: 8
Manoeuvre: +2
Sensors: +3
Shields: 1
Toughness: 8
Wounds: 4
Weapons: 1 Lance (F), 1 Battery (F/P/S)
Modules: 4
Ventures: +1 Military
The Firestorm is a variant of the Sword, and the lightest vessel to mount lance weaponry.
Falchion:
Speed: 7
Manoeuvre: +2
Sensors: +2
Shields: 1
Toughness: 8
Wounds: 4
Weapons: 1 Torpedo (F), 2 Battery (F/P/S)
Modules: 4
Ventures: +1 Military
The Falchion is a more modern Imperial Navy design, sacrificing some speed for a torpedo armament and better protection.
Turbulent:
Speed: 7
Manoeuvre: +2
Sensors: +2
Shields: 1
Toughness: 8
Wounds: 5
Weapons: 2 Battery (F/P/S)
Modules: 5
Ventures: +1 Military
The Turbulent is a semi-obsolete model of heavy frigate, still popular for the additional capacity and power it brings.
Light Cruisers:
Dauntless:
Speed: 7
Manoeuvre: +1
Sensors: +2
Shields: 1
Toughness: 8
Wounds: 5
Weapons: 2 Broadside (1 P & 1 S), 1 Lance / Battery (F/P/S)
Modules: 5
Ventures: +1 Exploration
The Dauntless is a swift Navy scout cruiser that can outfight what it can’t outrun, and outrun what it can’t outfight.
Secutor:
Speed: 5
Manoeuvre: -1
Sensors: +0
Shields: 2
Toughness: 9
Wounds: 5
Weapons: 2 Broadside (1 P & 1 S), 1 Lance / Battery (F/P/S), 1 Battery (F/P/S)
Modules: 5
Ventures: +1 Military
The Secutor is a heavy design adapted from system defence ships, with unmatched protection and firepower in its class.
Endeavour:
Speed: 6
Manoeuvre: +0
Sensors: +1
Shields: 1
Toughness: 9
Wounds: 5
Weapons: 2 Broadside (1 P & 1 S), 1 Lance / Battery (F/P/S), 1 Torpedo (F)
Modules: 5
Ventures: +1 Military
The Endeavour is a balanced light cruiser that combines good protection with torpedo capacity.
Cruisers:
Lunar:
Speed: 4
Manoeuvre: -1
Sensors: +0
Shields: 2
Toughness: 10
Wounds: 6
Weapons: 4 Broadside and / or Lance (2 P & 2 S), 1 Lance / Battery (F/P/S) or 1 Torpedo (F)
Modules: 5
Ventures: +1 Military
The Lunar is the backbone of Imperial fleets, a rugged and versatile design that has been adapted into several other designs with varied loadouts (such as the Tyrant-class long-range gunboat, the nova cannon-armed Dominator, the Dictator carriers and the Gothic lance boats).
Murder:
Speed: 5
Manoeuvre: +0
Sensors: +0
Shields: 2
Toughness: 9
Wounds: 6
Weapons: 4 Broadside and / or Lance (2 P & 2 S), 1 Lance / Battery (F/P/S)
Modules: 5
Ventures: +1 Military
The Murder is from a bygone era of Imperial shipbuilding, once common but now shunned after the crews of several defected to Chaos, causing the remaining ships to either be scrapped or sold off.
Ambition:
Speed: 4
Manoeuvre: -1
Sensors: 1
Shields: 2
Toughness: 9
Wounds: 6
Weapons: 4 Broadside and / or Lance (2 P & 2 S), 1 Lance / Battery (F/P/S) or 1 Torpedo (F)
Modules: 6
Ventures: +1 Any
Each Ambition is a unique vessel, commissioned by excessively wealthy Rogue Traders to their personal specifications.
Heavy Transports:
Jericho:
Speed: 3
Manoeuvre: -2
Sensors: -1
Shields: 1
Toughness: 6
Wounds: 5
Weapons: 2 Battery (1 P & 1 S)
Modules: 4
Ventures: +2 Trade
The Jericho is an archetypal Imperial freighter, slow and poorly defended but with exceptional carrying capacity.
Conquest:
Speed: 4
Manoeuvre: -1
Sensors: +0
Shields: 2
Toughness: 8
Wounds: 6
Weapons: 4 Broadside (2 P & 2 S)
Modules: 5
Ventures: +1 Trade, +1 Exploration
The Conquests are rare and ancient treasure ships that blur the line between cruiser and freighter.
Universe:
Speed: 1
Manoeuvre: -4
Sensors: -1
Shields: 2
Toughness: 6
Wounds: 8
Weapons: 4 Battery (2 P & 2 S)
Modules: 4
Ventures: +3 Trade
The Universe is one of the biggest freighter classes in common use, almost immobile but with vast cargo holds.
Light Transports:
Carrack:
Speed: 6
Manoeuvre: +0
Sensors: +0
Shields: 1
Toughness: 8
Wounds: 4
Weapons: 2 Battery (F/P/S)
Modules: 4
Ventures: +2 Trade
The Carrack is a modern freighter design engineered for more survivability and mobility without compromising carrying capacity.
Orion:
Speed: 8
Manoeuvre: +2
Sensors: +1
Shields: 1
Toughness: 7
Wounds: 3
Weapons: 2 Battery (F/P/S)
Modules: 3
Ventures: +1 Trade, +1 Criminal
The Orion is a fast blockade runner or smuggling vessel that can outpace all but the fastest pirates.
This message was last edited by the GM at 23:19, Mon 08 Nov 2021.