Category: "Ships"

CLS WELL OF THE SOUL

by Apostle Castor  

Astartes Strike Cruiser. Vanguard-type Deep Patrol Vessel. Ancient voidship that has served the 10th for the last 60 centuries. Many of its systems are old and ill-understood by the tech-adepts toiling in the ship's bowels. Frequent sacrifices are required to keep things in working order.

CLS TIGER RAMPANT

by Apostle Castor  

Astartes Strike Cruiser. Previously of the Tigers Argent. Captured (with only light damage) after a very successful ambush. Castor's flagship. Slowly being repaired, redecorated and reconsecrated. There are still issues with noncompliant cogitators and subsystems. It is hoped that the datavaults may contain information about the Tigers' homeworld of 'Icefang'. Apothecary ‘Doctore’ oversees the creation of new Word Bearers from the on-board medicae facilities (which are far superior to those found aboard the Hammer).

BBA ANVIL OF THE GODS

by Apostle Castor  

Sister ship to the Hammer. Mothballed after much of the 10th was lost fighting the Khan. In near-pristine condition.

BBA HAMMER OF FAITH

by Apostle Castor  

Word Bearer Battle Barge. This ancient relic of a ship has been with the 10th since the Great Crusade. As such it is an important part of the espirit de corps and religious life of the 10th Host. The ship has been well cared for over the millennia, but there is no denying that she can be a somewhat fickle lady. The Hammer has a sister ship - the Anvil of the Gods - which lies mothballed near Sicarus.

Vern on Warp travel

by DM B  

On the rare occasions where the learned Adept has need of explaining the workings of the Warp (aka. the Empyrean, aka. the Immaterium) to a layman he often resorts to using the parable of the ocean voyage: The ocean is the warp and instead of a ship sailing across the watery surface you have a voidship plunging through the great unknown. Solar systems get described as tiny islands in a dark and vast ocean. Navigation is difficult because clouds are almost always obscuring the stars, save the brightest star of the all - the Astronomican. Currents and storms can throw a ship of course - or sink it utterly. And the predators of the deep...the shark and the sea serpents and the leviathans...well, there be Daemons on the charts for a reason.

The Warp actually has very little in common with planetary oceans, but let's stick with it for lack of a better metaphor. But if we must use the ocean to explain the Warp, let us instead go under the surface. That adds dimensions to our tale that the surface of the ocean lacks. So...let the voidship be a submersible. The submersible is protected by a pressure hull. That hull is all that stands between its occupants and a watery grave. This hull very rarely loses integrity, but when it does the effect is spectacular: Sea-water gushes into the sub, flooding it. If the breach is large there is naught to be done; there is no escape for crew and passengers, and the vessel itself sinks to the bottom of the sea. If the breach is small, however, the crew might be able to stem the flow of water long enough to surface.

It's more or less the same with a voidship and its Geller field; the Geller field protects the ship - without it everyone dies a horrible death and the vessel is lost. There is no water involved of course; instead the Geller field maintains a bubble of normality around the ship. Without this bubble the full entropic effects of the Warp will grab hold of the ship and its occupants. Destruction is not far away. Even a small 'leak' in the field can create a lot of trouble; the weird energies of the Warp can do untold damage to a voidship, even if the Geller field doesn't collapse completely. And of course there are the Daemons...but that's another issue altogether.

Entering the Warp requires preparation, just as it does for a sub to go under the water. The Warp drive must be brought online and charged - which requires stupendous amounts of energy - and all manner of calculations and preparations are made before reality is finally rent asunder and the ship slips into the Empyrean. A sub doesn't require a Warp drive of course, just some ballast tanks, propulasion and adjustable planes - but the principle of preparation and readiness is the same, even if there is no tearing reality apart in the case of the sub. And just like the sub can't dive in shallow water the voidship cannot enter the Warp where there is a powerful gravity well nearby; gravity equals the shoals of the Warp if you will: Most ships need to be in a system's outer reaches before entering the Warp - the orbit of Saturn is considered the safe Warp threshold in the Sol system for example. Finally; where the sub creates bubbles and turbulence in the water as it dives, so too does the voidship create ripples and disturbances in the space-time continuum as the Warp drive engages. And when the transition has been made both types of ship are simply gone, leaving no trace of their existence behind.

Let's presume for a moment that you've got both the entry and exit strategies covered. That only leaves the actual journey. Which pretty much involves pointing your ship in the general direction of the star you're going to and pushing the 'Engage' button on the Warp drive control station. Right? Wrong. Very wrong. Navigating in the Warp is difficult; much worse than steering a submersible with nothing but the most rudimentary telemetry to work with. The ship's empyric augury arrays collect some data, which is sufficient to perceive the ship's immediate surroundings. Ships without Navigators use these data to navigate by running them through massive cogitator banks. It's not perfect, but it works for short trips. If the ship is fortunate enough to have a trained Navigator on board its ability to traverse the Warp improves dramatically; Navigators have a unique psychic capacity to perceive raw Warp-data without the need for additional machinery. Simply put they just peer into the augury arrays and their minds plot courses with far greater accuracy than a mere machine can accomplish. Needless to say Navigators are rarely completely sane...and many suffer from bodily mutation. Such is the price they pay for peering into the Warp for a living. The Astronomican is another important factor; if this beacon of Imperial might shines brightly Navigators can use it to fix their position: Much like ancient mariners used stellar formations fixed above the poles of their worlds to navigate by. If the light of the Emperor grows dim - or is obscured altogether - their ability to navigate (pardon the pun) is somewhat curtailed, but still significant.

For navigation to mean anything you have to know where you're going. That's when those tiny islands in the great, dark and often storm-tossed sea come in. Having a real-space bearing is a good starting point, but nowhere near sufficient to get you where you want to go: Once you go under the surface you'll lose you target and won't have more than a general idea of where you must go to reach it. Again Navigators and the Astronomican makes it a bit easier, but you're still essentially going blind. You'll need to resurface frequently to get your bearings, then dive again (with all the complexity entering and leaving the Warp entails). Repeat as often as needed. It works, but it can take months to reach even nearby stars, making large-scale interstellar civilizations...impractical. That's where Warp routes come in. Warp routes are paths through the warp that have been charted in detail, taking note of markers, currents, ebbs and flows or whatever they call it. Even in a realm of Chaotic energy there are patterns that offer a way of telling one place from another (but routes do change and need constant monitoring and updating for charts to stay viable). The houses of the Navis Nobilite guard the knowledge of such routes jealously: The greater the house the more routes they will know and the greater the extent of their travel networks - and the greater their power and wealth will be. Ships without Navigators also stick to the same routes; Chartist vessels have the data required to travel between their designated ports of call, but rarely more than that.

Once the course is set the ship's warp drive will be able to move it in the direction specified by the ship's navigator - be he at true Navigator or a mere man and his machines. The Warp is in constant turmoil, so regardless of the course laid in there will be a drift. The Navigator and the Helmsman will work diligently between them to keep a ship on its course, but there will always be some deviation, however slight. It's more a skill thing than a power thing: The Warp is rarely turbulent enough to actually force a ship along, despite its warp drives; it's far more common to be pushed ever so slightly off course. And remember what I said about dimensions - the Warp has very many, so it's tad bit more complex than up-down and north-south. Try keeping your bearing in seventeen dimensions, with drifts and flows and sheers in all of them and you'll know what I mean. But barring major turbulence or outright storms the ship will move where its Captain wills.

Then there is speed. Speed is generally taken to mean time used to cover a distance. Well, in the Warp both time and distance cease to behave in a fashion that's predictable, so already the 'speed' thing gets a little murky. But as a general rule the deeper you go the faster you move. I don't have a good ocean metaphor for that one, except perhaps if the core of the world was filled with watery tunnels and you could move through them and reach the other side faster than you would if you had to traverse the surface ocean. In the Warp it's more about how many dimensions you're willing to play with; deeper essentially means taking on more dimensions and using them for travel. The more dimensions are involved the greater the complexity of navigation...and consequently the risk of getting lost - possibly forever - increases dramatically. Which is why a ship that has a Navigator who can see the Astronomican it can make longer journeys at greater speed; they can go deeper, faster, without risking destruction. Lesser Chartist captains who must do without such luxuries can only move between local systems at a much slower pace. As a side note lesser charts need only contain a fraction of the data complete Navis Nobilite charts holds, because the Chartist barges using them will never go that deep.

Finally your destination island is looming ahead of you. Then there is getting to the surface...unfortunately leaving the warp is not as simple as pushing a big red button or pulling a panic lever. Cutting the warp drive just leaves you adrift on the currents of the Immaterium; it doesn't return you to real space. So not only is it pointless in terms of getting out, it will actually throw you off course - which is never a good thing. Disengaging the Geller field also doesn't work, but it's infinitely more stupid: It's not the field that's keeping you in the Warp - it's whats keeping the Warp out of you! Losing the Geller field is like breaching the pressure hull of the sub; the outside comes rushing in to fill the vessel., which is a very, very Bad Thing! One final solution that doesn't work: Supposing you're close to a solar system you might think that heading in-system will yank you out of the warp once you're deep enough in the gravity well. That works about one time in a million; the rest of the time it's like running your sub at full speed into submerged reefs just off the coast of the island you're trying to reach...'Total Warp breach imminent'...those are the last words you'll ever hear, droning out from the ship's intercom system.

To leave the warp you first have to ascend to the surface - remember we're using the submarine metaphor - before you can break through into the air.This is one point where the metaphor fails to convey the message: The warp is not an ocean. It doesn't have just three dimensions; it has many, many more. Even with a Navigator on board it might not even be apparent which way is 'up'. The difficulty increases if the ship's aethyric auspexes are damaged or local warp conditions makes navigation difficult. Then there are Warp storms; not only can the push you of course, but they can be a real show-stopper for those trying to escape the Warp: As you near the surface the risk of destruction rises many-fold, as the storm gains in destructive power as you draw closer to reality. Not unlike the effects of a real-ocean storm; you can ride the waves when out at sea, but once you get close to land things suddenly get more dramatic and dangerous. Thus most ships will just have to risk riding out the storm - which will likely leave them wildly of course.

Now that you sub has finally reached the surface there is another problem; the sea is covered by a thick sheet of ice. Unless you can find a suitable spot for breaking through you're going to be stuck down there. Fortunately - unlike the sub - the voidship as an advantage; it has a Warp drive than can rip open a hole in the icy surface of reality and let it slip back into real space. Congratulations - you've made it to your destination. One final thing remains; getting a fix on the current real-space time. Time in the warp gets compressed at variable rates (generally speaking greater the deeper - faster - you go). For a slow Chartist vessel the compression ration could be as low as 1:2 one week of ship-time for ever two weeks in real space - but for the fast Nobilite highliners it could regularily go as far as 1:5 or greater. As a result ship crews tend to outlive any on-world relations that they might have, further setting them apart from the land-based kin.

Communication needs mentioning: It's perfectly possible for a vessel in the Warp to send and receive astropathic messages. Caveats do apply; the deeper in the Warp the harder it is for astropaths to send and receive. Turbulence and storms can also disrupt communications; but that's not unique to vessels under Warp drive. Most Astropaths - and Captains for that matter - are rather reluctant when it comes to communicating: The uneducated think it's asscociated with 'bad luck'. Those in the know are aware of the possibility of a ship attracting the attention of aethyric predators and the strain that can place upon a ship's Geller field. Reception of messages is perhaps less dangerous, but it is still not to be undertaken lightly: There is always the chance of insanity, psychic backlash or even bodily entropy. To be fair the danger is there in real space as well, but aestimates indicate that the frequency of incidents go up while under Warp drive - and that the average magnitude of at-warp incidents is much greater. If as ship must communicate it will generally rise close to the surface before transmitting.

One final thing: It is possible for ships in the Warp to detect one another. The chance is very slight, but it is there: Geller bubbles are at most a few hundred kilometers across; they are less detectable than a single snow-flake caught in a roaring blizzard. Powerful augury arrays help of course, as does having an idea as to the location of the other vessel and where it might be headed. Navigators are another great asset in this regard as they can interpret Warp data more accurately than servitor operators; some skilled Navigators can even track the paths of other vessels through the Warp with some accuracy. Since ships can detect one another they can engage one another as well; combat within the Warp is rare because detection chances are so low - and because when it does happen it is a brutal, short-range affair: Geller bubbles must overlap, meaning ranges are a few hundred kilometers at most - practically point-blank range in terms of space combat. That's too close for torpedoes to arm or lances to target properly, meaning that it's usually down to battery fire. Furthermore void shields cannot be brought up to strength because of the power drain of the Geller field, so ships are protected solely by armor. Needless to say few sane captains are willing to risk entering into combat on those terms.

Battlefleet Calixis

by DM B  

MIDDLE AESTIMATES

BB: 1 verified (Port Wrath, Golgenna Reach, fleet flagship), 1 unverified (Kulth), 1 non-warpcapable (Scintilla). The Calixis Sector has never had many battleships. There may be as little as one warp-capable hull of this class; and a the sector flagship it's unlikely to suddenly appear at the front.

BC: 17 (half at Porth Wrath, the other half in the Malfian and Markayn subs). The good: this is what passes for battleships out here on the rim. The bad: They are fast, deadly and there are more than enough of them!

CG: 5. Analysts are having trouble coming up with a credible aestimate for grand cruisers; it looks like there aren't very many (possibly none at all!).

CA: 50. Divided into 8-10 battle squadrons. Another result of Calixis' relative lack of heavy ships is an overabundance of heavy cruisers - and those cruisers are oten pushed into the role of the ship-of-the-line, a taks they are not quite qualified for.

CL: 30. Squadrons of 2-3 CLs and FFs are making life hard for the raiders. Other CLs fill fleet scouting roles.

FF: 30. Squadrons of 2-3 CLs and FFs are making life hard for the raiders. Other FFs are tasked with convoy protection and long-range scouting.

DD: 100. Analysts are having a difficult time pinning down the number of tin-cans. They are, however, of little concern to the main fleet.

System defence fleets not accounted for (can be considerable).

Lesser craft not accounted for.

LOW AESTIMATES

Numbers could be 30%-50% lower: Some previously Calixian ships have been reported in Finial, probably reassigned by Segmentum command, so there is reason to belive the above numbers are a bit high. It should also be remembered that the Calixian still have the renegades/orks of the Spinward Front to contend with. Plus there are rumours of the Screaming Vortex opening. The Calixis sector also borders the halo Stars and they have to contend with all manner of other xenos threaths.

HIGH AESTIMATES

Fleet aestimates have turned out to be too low during the whole Crusade; it may be that the basic assumptions are too low. Also the Calixis sector has had considerable time to prepare and may have had time for native production to be geared up (for the lesser ship types at least). The possibility of reinforcements from Scarus and Ixanid sectors, plus internal consolidation (i.e. abandoning less important fronts and systems). Major ship up to 50% more, lesser vessels (CL and smaller) up to 100% more.

The Maiden of Golgenna

by DM B  

Name: Maiden of Golgenna

Class: Not verified, possibly Overlord-class.

Type: Battlecruiser (BC)

Description: One enemy ship is starting to earn a reputation among the Reavers; the Maiden of Golgenna. She's not one of the mighty battleships of the Navy or legendary Astartes battle barge - she's a raider stalking raiders. A battlecruiser that pounces unwary or overeager reaver ships, leaving no-one alive. Which is clearly an ecaggeration; if no-one survives, how come she's become infamous?

Summary: Raiders

by DM B  

CAPITAL VESSELS

These are the major raiders.

CA OSIRIS (Cpt. Borosa) - Lunar-class Heavy Cruiser that defected from Imperial Service during the Age of Apostasy. The command crew is blessed (some would say possessed) with eternal life, but they require psyker sacrifices to maintain their existence. By far the most potent vessel in the raider fleet. DESTROYED

Update: Cpt. Borosa and the Osiris are among the few ships that will regularly raid deep inside Calixis. Other captains find it too risky for the potential rewards, but Borosoa keeps heading into dangerous territory. Borosa is not loyal to the Word - he is only loyal to those who can provide him with the only treasure he craves; psyker sacrifices.

Update 2: The Osiris has been destroyed. After years of raiding merchant shipping and remote settlements Borosa finally met his match when he was ambushed by the Maiden of Golgenna off Zumthor in the Markayn Marches. Borosa survived, but was abandoned by Castor upon the planet's surface - a captain without a ship is worse than worthless...

CL BRINGER OF FAITH (Cpt. Melkar) - Dauntless-class Light Cruiser. Captured from the Imperial Navy several centuries ago. On the surface the ship still appears to be a loyalist vessels – closer examination will reveal the truth; that is has been thoroughly reconsecrated to the Word and Will of Lorgar. De-facto commander is Anointed Sergeant Melkar, Castor's (pre-10th) warleader. The second most powerful vessel of the original raider fleet. REASSIGNED

Update: Melkar's loyalty is unquestionable and together with his squad of Anointed he is more than capable of keeping the ship under his control. The role of the Bringer of Faith is undecided; will it join the fleet of the 10th Host as a scout/screen or will it continue to perform as a raider to show that Castor is still committed?

Update 2: The Bringer of Faith has been reassigned to Fleet duties and is no longer considered a raider.

CL DURANTE'S HONOUR (Cpt. duRante) - Rogue Trader vessel belonging to the duRante clan. Original pattern unknown, but capabilities after launch bay refit are similar to those of Defiant-class vessel except somewhat slower and with less protection, but with more cargo capacity. Carries light fighters (Lightnings) and light bombers (Marauders). Used correctly it is a potent addition to the fleet. Captain Durante is an effete man that has shown an interest in the Word. REASSIGNED

Update: Captain duRante has become a convert to the Word and been accepted into one of the lodges, despite not being Astartes. He is extremely loyal to the Word and Will of Castor and has begun spreading the gospel among his officers. The ship is well care for and has been continuously upgraded since the beginning of the Reaving. It would be better still if some real voidfighters could be put on board to complement the aerospace fighters/bombers now on board.

Update 2: Durante's Honour has been reassigned to Fleet duties (more specifically as an escort carrier to the fleet train) and is no longer considered a raider. The ship has been refitted with several squadrons of dedicated voidfighters and voidbombers, but retains enough aerospace assets to help with aerospace superiority during planetary actions.

URIEL'S SQUADRON

CA ??? (Cpt. Uriel) - Lunar-class Cruiser. Formerly the vesser of Warsmith Duremo, now flagship of Warsmith Uriel.

FF ANGYR ANGST (Cpt. ???) - Nova-class Strike Frigate. Extremely fast, agile and armed with lances. Excellent raider. Human command crew of Iron Warrior bondsmen. Numerous servitors. The slave holds are topped of regularly to provide bodies for new servitors. Magos Kruger oversees the creation and maintenance of the servitors. Ton by ton this is the most capable vessel in the raider fleet.

Update: Served a spell as an independent scout, searching for the Maiden. Later temporarily reassigned to fleet escort duites.

MIKAELA'S SQUADRON

FF DIAMANTINA (Commodore Mikaela) – Elderly Sword-class frigate that has been refitted with opulent quarters and more general cargo space, mainly at the expense of weapons stores. The Diamantina has mostly energy-based weapons. Captain Mikaela is as beautiful as she is deadly. She comes from a long line of pirate kings and queens.

Update: The Diamantina was ambushed by an Imperial patrol and is presumed destroyed with all hands.

Update 2: The Diamantina survived the attack and returned to Fleet. She was breifly captured by the Tigers, but has been refitted and returned to Princess-Captain Mikaela. Since Mikalea rarely leaves 'her' planet the ship stays in orbit; she's too paranoid to let anyone else command it!

FF CLAWS OF FURY (Cpt. Affar) - Gladius-class Attack Frigate. Formerly of the Tiger's Argent. Affar received command after the loss of the Cape of Sorrows. The great Affar has quickly risen to become Mikaela's right-hand man. He likes to weave a memento of his fallen enemies into his dreadlocks – he claims it binds their souls to him and grant him power. REASSIGNED

Update: Captain Affar was the only commander to escape when Mikaela's squadron was ambushed in the Markayn Marches near Acreage.

Update 2: Captain Affar has been executed for treason against the Word and Will of Castor. The ship has been reassigned to Fleet duties.

DD DEIMOS ULTRA (Unnamed) – Customized (more armour, less speed) Cobra-class Destroyer. Sister ship to Deimos Maximus.

Update: Destroyed by the Maiden

DD Deimos Maximus (Unnamed) - Customized (more armour, less speed) Cobra-class Destroyer. Sister ship to Deimos Ultra.

Update: Destroyed by the Tigers Argent.

RH x2 - Heavy raiders. These are ships that have flocked to Castor’s banner during the reaving. Being the two most capable vessels they were subsequently recruited by Mikaela to strengthen her own sub-fleet.

Update: Destroyed by the Maiden.

CL - Hulks of Dauntless-class cruiser; towed to Diamantina to augment orbital defenses.

Update: Destroyed by the Tigers.

DD x2 - Hulks of two Cobra-class destroyers; towed to Diamantina to augment orbital defenses.

RIBBEN'S SQUADRON

DD THE GRANDFATHER (Commodore Ribben) – Large destroyer of unknown class and origin - appears to be an STC-template that's been heavily modified. It has weak shields, but is extremely well armoured and carries an unusually powerful battery armament (in addition to the usual torpedoes). Ribben is a Champion of Nurgle, with all that entrails. Adrotos and his Death Guards are stationed aboard.

Update: Ribben has favored a more direct approach, but after the destruction of Mikaela's squadron he has grown quiet and taken to prowling the far side of the Hazeroth Abyss.

Update 2: Ribben is now ferrying Sgt. Adrotos behind enemy lines, looking for signs from Nurgle.

DD x2 – Iconoclast-class destroyers. This class of destroyer is essentially large gunboat – they do not carry a torpedo armament. These are the two remaining ships of a trio that serves under Ribben. These ships are all very old and poorly maintained, yet they seem able to endure almost anything (by not quite, as the loss of one of the ships shows).                                                  

FF ASTRAL VENGEANCE (Cpt. Devis) - Astral Claws rapid response vessel. Commanded by Astartes Captain Devis. His honour betrayed by Chapter Master Huron he felt a need to betray some oaths of his own. Took the Astral Vengeance and has been raiding ever since. Has been known to aid Imperial worlds and ships if it pleases him - but mostly he's fighting the servants of the False Emperor.

Update: Devis and his ship are seen but rarely around Kazim. They are thought to roam the backroads of the Finial sector, hunting for the Tigers Argent, for whom Devis has developed a particular dislike.

Update 2: After tracking down the Icefang Devis has resumed raiding in Finial. He is almost never seen at port in Diamantina.

TOSK/E'DANASH SQUADRON

DD BLACK ARROW (Cpt. Tosk) The colourful Captain Tosk commands a mixed crew of humans and xenos. They care nothing for the cause – plunder is their guiding star. The Black Arrow is a ship of xenos origin. It looks like a serrated black arrowhead. In terms of size and power it's the equivalent of a quick and powerful destroyer.

Update: Tosk is doing quite well for himself, ranging deep inside the 6th Circle of Finial and finding good plunder there. Presumably his Eldar ally has shown him these good hunting grounds.

Update: Continues raiding, primarily in Finial. Uses the Diamantina base on a regular basis. Said to be engaged in a ménage à trois with Princess-Captain Mikaela and his Eldar partner.

RHX ‘THE CLAW’ (Cpt. E'Danash) - Dark Eldar heavy raider. Complete with near-perfect stealth and boarding capabilities. The ship and its captain have worked with the Black Arrow during a few raids, but have otherwise kept their distance. Its Eldar is hard to pronounce, but means approximately ‘the Claw that rends unblemished skin’ or ‘the Claw’ for short.

Update: The Eldar and the human have become closer over the past months, rarely leaving each others side (both personally and in terms of ship operations).

Update 2: See under the Tosk entry. E'Danash has also attracted several lesser Eldar captains to Diamantina.

LESSER COMMANDS

Various ships have come to Diamantina. Most take diretions from Mikaela, seeing has she has access to repair facilities, supplies and local warp routes.

Update: Despite losses there is an increasing number of ships anchoring over Diamantina.

RH x7 – Seven heavy raiders have come to Diamantina.

RR x20 – Nearly two dozen raiders that have flocked to Diamantina.

RRX x4 - Four Eldar reavers has joined the raiding fleet, no doubt called here by tales of E'Danash's exploits.

SUPPORT SHIPS

These ships are primarily non-combatants.

TP (BB) RIVERS OF BLOOD (formerly DM 1112-J) (Cpt. Kraal) – The biggest ship of the fleet (the size of an Imperial battleship). This massive corporate vessel was once used to haul indentured workers bought on one world to their destinations. On this particular ship there was an uprising and the serfs took over. Worship of Khorne is widespread among the ships 100.000+ residents. Leaders are elected regularly – through mortal combat. Captain Kraal has run the ship the longest – he come far when it comes to gaining Khorne’s favour, magnificent horns and red skin included.

Update: Used as a mass troop converyor. Since it's the only vessel of it's kind in the fleet it is very valuable.

Update 2: Kraal and his berserkers were killed, more or less to the last man, upon the surface of Karrik. The ship remains, run with only a skeleton crew of a few thousand maniacs.

TP (CL) BLACK DREAMS OF DESPAIR (Unnamed) – Black Ship (CL-sized) captured over Maris. Its commanding Inquisitor is now a prisoner aboard the Bringer of Faith and the psyker cargo was consumed by the crew of the Osiris. Claimed as a prize by Captain Uriel. Hastily refitted over Torfal. Used as the primary mass conveyor for the fleet. Cruiser sized, meaning it’s much bigger than the Broken Chains – but it’s not a big vessel relative to true bulk freighters.

Update: The Black Dreams is primarily used to ferry priority supplies for the 10th; because of its speed and stealth capabilites it's ideal for running the Imperial gauntlet between Baphomet's depots and Diamantina.

TP (DD) BROKEN CHAINS (Cpt. Kimery) – Formerly the Chains of Judgement. Originally an Iconoclast-class DD. Converted into an Inquisition transport ship. Now serves the role of fast armoured transport. It has a light battery armament. Home of the Daughters of the Word. Commanded by Captain Kimery (formerly of the Inquisition), leader of the Daughters.

Update: Serves as a command post and base for the Daughters. It is also used for high-priority transport runs and infiltration missions.

TP (RR) SENSIBILIOUS (Cpt. Xerxzes) – Raider-sized light transport. Xerxzes of the Emperor’s Children resides aboard with his retinue.

Update: Works almost exclusively to support the infiltration teams.

CL Bringer of Faith

by DM B  

Name: Bringer of Faith (ex-Baccus Eihruus)

Class: Renegade Dauntless-class

Type: Light cruiser (CL)

Commissioned: 455.M41, Cypra Mundi Yards, Cypra Mundi, Segmentus Obscurus

Displacement: 9,4m tonnes (typical), 11,8m tonnes (maximum)

Deadweight tonnage: 1,4m tonnes

Length: 1.500 m (main hull), 1.886 m (from forward auspex spires to aft plasma baffles)

Beam: 396 m (main hull), 512 m

Draught: 480 m (main hull), 660 m

Crew: Varies with configuration, 2.000 (skeleton crew), 16.500 (typical cruising configuration), 20.000-22.000 (full wartime crew w/variable number of extra naval armsmen).

Accel: 4.2G/0G (sustainable), 26G/1G (max), 45G/2G (emergency)

Void shields: Duplex CL.

Armour: All except prow (CL light), prow (CL medium).

Main armament: Zelson pattern CA lance battery, forward flight axis

Secondary armament: CL type batteries, port/starboard

Turrets: CL defensive grid, full coverage

Ordnance: Escort-type torpedo battery, forward hemisphere

Small craft: Full complement of light craft.

Description: The Imperial Dauntless-class light cruiser is optimized for scouting and escort duties. The Dauntless forms the mainstay of the CL component of many battlefleets. Light cruisers carry enough firepower to drive off opposing escorts and enough fuel and supplies to remain away from Imperial fleet bases for months of subjective time.

The Dauntless is a very capable vessel of its class, as fast and maneuverable as many destroyers and frigates, but with a ferociously powerful frontal lance armament for its size. It has a decent battery load-out, but short-range definite-kill capacity remains somewhat limited. Defensive systems are considered average; better than most destroyers and frigates, but significantly weaker than any true cruiser. The Dauntless-class commonly operates in divisions of 2-3 ships, either with or without a destroyer or frigate division in support (a supporting frigate detachment is obvisouly preferable for scouting duties, destroyers for more active combat duty).

Service History:

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