Horus
Warmaster Horus was the greatest man that ever lived. One of the Primarch sons of the Emperor he was always first among equals. He was the first to see through the lies his father had woven and the first to rise up against the injustice about to be visited upon all of mankind. Horus led the legions of freedom against Terra and gave his life to slay the Great Enslaver.
Ship sizes/hull hits
Number of hull hits is somewhat different from vanilla BFG. In BFG escorts, no matter what type, can take only 1 hit. That's lame. Escorts hulls are still divided into destroyers and frigates, but frigates are now bigger and tougher. There is also a sub-desctroyer category (unrated ships). And BCs have more hits than CAs (which is how it should be). Plus we have stuff like DNs (essentially the bigger BBs form BFG) and SDs (Verbum and Abaddons ship). Even bigger spacecraft exists, but any ever turn up it'll be handled on a case-by case basis.
There are more damage categories as well. BFG only has Crippled/Out of action. We now have Damaged as well, which is about halfway to Crippled. Overall ships require more hits to take out (the CL is the only ship that doesn't benefit much), but they start to get penalties a bit earlier. Crippled is really the max number of hits a ship can take and still continue to fight.
Needless to say point values are also affected! FFs are more costly than before. CLs slightly cheaper. CAs not affected. Larger ships are somewhat pricier, especially the larger BBs (since they are DNs). SDs are probably around 800 points, give or take.
| Ship class | Rate | Damaged | Crippled | Out of action |
| Super Dreadnought (SD) | 0.5 rate | 9 | 18 | 27 |
| Dreadnought (DN) | 1st rate | 8 | 16 | 24 |
| Battleship (BB) | 2nd rate | 7 | 14 | 21 |
| Grand Cruiser (GC) | 2.5 rate | 6 | 12 | 18 |
| Battlecruiser (BC) | 3rd rate | 5 | 10 | 15 |
| Cruiser (heavy) (CA) | 3.5 rate | 4 | 8 | 12 |
| Cruiser (light) (CL) | 4th rate | 3 | 6 | 9 |
| Frigate (FF)/Heavy Raider (RH) | 5th rate | 2 | 4 | 6 |
| Destroyer (DD)/Corvette (VV)/Raider (RR) | 6th rate | 1 | 2 | 3 |
| Sloop (SL)/Light Raider (RL) | Unrated | NA | 1 | 2 |
| Brig (GG) | Unrated | NA | NA | 1 |
Damaged: Damage equal to or greater than this number means you've taken some serious damage. Your ship is still operational, but will be moderately penalized (-5 speed, 1/2 combat values). Repairing post-battle damage is time-consuming and requires orbital docking facilities, tech-priests, and spare parts.
Note: Damage less than this threshold is still damage, but it's assumed it can be fixed relatively quickly after battle, without the need for extensive docking facilities. During battle you can try to effect emergency repairs.
Crippled: Once you've taken this much damage your ship is severely weakened and in danger of being destroyed. You can still operate, but with severe penalties (-10 speed, 1/4 combat values). You should get the fuck out of combat if at all possible!
Out of action: Once you've taken this much damage your ship is a complete wreck. All that remains is to determine whether it just breaks apart or blows up.
Criticals: Any hit can cause a critical, but the more damaged your ship is, the greater the chance. Escorts, Cruisers, and Battleships have separate crit tables, with larger ships suffering less than smaller ones per crit, just because they've more stuff the destroy on board.
Unrated ships: Are crippled by one hit and destroyed by 2. If the first hit is a crit, they are destroyed instead (i.e. they don't have a crit table). Smaller unrated vessels (i.e. brigs and equivalent) are destroyed by any damaging hit (so no need to check for crits).
Star rating system
Army units and ships are give a star rating:
Army: Wargear, Skill, Loyalty
Navy: Systems, Skill, Loyalty
Units/ships can also take DAMAGE (i.e. lost men/squads etc. for army and hull hits for ships)
* ONE STAR: Abysmal (not up to standards)
** TWO STARS: Poor (acceptable quality, decent/unseasoned troops)
*** THREE STARS: Average (good and plentiful gear, experienced unit/crew, very dedicated).
**** FOUR STARS: Good (very good)
***** FIVE STARS: Excellent (exceptional)
(******) SIX STARS: Five stars is max, so don't expect to ever get any six star stuff :)
Boarding actions
Boarding an enemy spacecraft with the intent of capturing it is extremely difficult, especially if the vessels are still in fighting condition. Raids (ie. smaller attacks meant to damage - or possibly destroy - an enemy starship) are somewhat easier to accomplish, but unless your troops has a way to retreat it's a death sentence for all those involved (not necessarily an issue for certain factions).
There are several reasons why boarding is difficult. For one it is difficult to get boarders across to an enemy vessel still under power; the ship moves, it shoots back, it has void shields and thick armour, all of which complicates the matter. Provided you can get your men aboard it's a matter of size; starship as so vast. Even an escort-sized ship is several kilometres long and masses millions upon millions of tons, with endless warrens of corridors and tens of thousands of crew. And you can bet they know their ship better than you do. They'll block your advance with heavy doors, vent the atmosphere, turn of gravity - and all the while they will be coming at your from multiple directions and/or forcing you into murderous strong-points. And they won't be armed with clubs and shotguns either; when a ship is in danger of being take a prize the gloves come off and the armouries hand out the good stuff, collateral damage be damned. Even if you get hundreds - or even thousands - of warriors on board it might not be enough against a determined defender. Capital ships are even worse of course.
Only Space Marines using boarding torpedoes and/or Thunderhawk gunships have any real hope of capturing enemy combat vessels relatively intact or routinely carrying out hit-and-run raids. Only space marines have the specialized equipment, the level of training, and the special skills required. The thing with space marines is that they have the ability to get their warriors onto your ship. And they have the extreme firepower and mobility that allow them to keep advancing no matter what. Which is essential for any boarder - if you get bogged down you're going to die. The best Astartes assault troops are able to turn the ship against itself so to speak - they move so quickly and so violently that the defending crew cannot compensate quickly enough and become trapped and isolated, unable to mount a coordinated defence.
Other factions with a penchant for boarding actions include orks (they enjoy great numbers and generally doesn't mind severe casualties) and non-Astartes Chaos (much the same as the orks). Eldar reavers are also fond of raids, striking and then fading before the enemy can react, but generally avoid major boarding actions because of their limited numbers and light equipment.
Using Astartes an example: As a rule of thumb you need a full company of 100 to have any chance of seizing an enemy escort (half that to conduct a meaningful raid). Success is no guaranteed and there is a good chance your losses will be significant. To capture an enemy cruiser you must either have an overwhelming number of Astartes (at the very least three companies, preferably more) or deploy a company of Terminators.
A viable boarding operation usually looks something like this:
Softening up the target - Unless you're feeling suicidal it's usually a good idea to soften up the target. Each hull hit will mean more ways into the enemy vessel, fewer defenders to fight, and generally more chaos and confusion (which is good for the boarders). Unfortunately more damage means the ship is worth less as a prize - capturing a floating hulk is pretty useless. So the trick is to find some sort of balance here.
Getting into range - To board using torpedoes or teleporters you have to get into short range. That means your ships have to run the gauntlet of fire first (which is why Strike Cruisers and Battle Barges are so good at it). Teleporters are by far the best means of boarding, but they are rare, have limited capacity, and require the target's void shields to be down. Torpedoes have no such limitation, but can be shot down by defensive turrets (albeit with great difficulty). Assault boats (including Thunderhawks) have longer ranges, but have the added complexity of needing to avoid getting shot down before they can board. Teleporters and assault boats are also great for getting raiders out again, boarding torpedoes much less so.
Establishing beachheads - The more men you have the more ways in you need; you don't want to create a bottleneck where your own numbers are your biggest obstacle. Boarding torpedoes can usually make their own ways in except in the face of very heavy armour plating (which is good since they aren't all that accurate). Assault boats are more complicated. If the targets has suffered significant hull damage there may be some routes in, but otherwise the men have to secure some docking points. Teleporters are great for establishing beachheads, but keep in mind they aren't all that accurate. Chances are there will be some scatter - you might aim for the bridge, but your Terminator squads could end up all over the ship's superstructure, greatly complicating matters.
Reaching objectives: To successfully capture an enemy vessel you have to take control over the command deck (aka. bridge) and the enginarium. That's the absolute minimum. From whatever beachheads you've established your boarders will work their way towards their objectives at best speed from multiple (one hopes) directions. It's all about speed and violence now. The layout of the ships greatly favour the defender, so you cannot lose the initiative. If you stop moving, you fail to reach your objectives - and then you die. A more thorough capture action involves securing main gun decks, launch decks, armouries, arterial access-ways, key utility facilities and subsystems, communications and navigation, secondary and auxiliary controls, and much more.
To sum it up. Astartes are the only faction to routinely rely on boarding as part of fleet operations, and even they must expect heavy casualties from time to time. Orks and Chaos board whenever they get the chance. In the case of the orks that's most versus severely damages ships or when they have the advantage of overwhelming numbers. Chaos fleets will use boarding as yet another weapon at their disposal, but not one they rely on to carry the day. Eldar reavers raid to cause damage. Other factions are largely content to avoid getting boarded.
Space Marine voidships
Space Marine chapters (and many renegades) operate three main types of voidships.
Battle barges (BBA) - These are the Astartes equivalent of battleships. Battle barges are slow and ponderous, but their ability to withstand punishment is legendary. They form the stiff backbone around which the rest of the flexible Astartes fleet operates. The only Astartes warship to have sufficient fire-power to trade blows with Navy capital ships. Teleportariums are standard. Typical Astartes contingent is 2-300 marines, but they can easily accommodate a full chapter of 1000.
Strike cruisers (CLS) - These are compact and heavily armoured light cruisers. They have great speed and tremendous defensive capabilities for something their size. Their primary function is to deliver Space Marine strike forces to ground and space targets. To this effect they carry numerous Thunderhawk assault ships, boarding torpedoes, and drop pods. Some strike cruisers have teleportariums, but this is increasingly rare. Typical Astartes contingent is 100 marines, but they can easily accommodate a full cohort of 500.
Assault frigates (FFA) - These are fast and heavily armoured frigates. Their primary tasks are to act as independent long-range scouts and Astartes fleet screens. In a secondary capacity they can be used for minor landing operations and hit-and-run raids. Typical Astartes contingent (if any) is 50 marines, but they can hold a full company of 100 if need be.
Typical fleet tactics involve scouting actions using assault frigates. If possible they will capture or disable enemy screens with lighting raids. Meanwhile a steady advance of one or more battle barges will keep the attention of the enemy's capital ships, while strike cruiser dart in on the flanks to take out key enemy vessels. Once the battle barges are within boarding range they will unleash a torrent of boarders to cripple the enemy's flagship. The best tactic against marines is keeping the range open, provided you have ships with the range. If you're defending an objective, such as a planet, this can be difficult - Marines will quickly cripple orbital defences and launch orbital strikes if they come within range of the planet.
TP (BB) RIVERS OF BLOOD (formerly DM 1112-J)
The biggest transport ship of the fleet (it's 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 became widespread among the ships countless residents. Leaders were elected through mortal combat. Captain Kraal - Champion of Khorne - ran the ship for years, until he and his berserkers were killed, more or less to the last man, upon the surface of Karrik. The ship has since been taken over by the 10th fleet and put to use as it's primary mass infantry transport. At any one time there will by 100,000 or more brotherhood warriors and cult troops on board.
TP (CL) BLACK DREAMS OF DESPAIR
Black Ship 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, but later gifted to the 10th Fleet. Hastily refitted over Torfal. The ship is the size of a Light Cruiser, meaning it’s much bigger than the Broken Chains – but it’s not a big vessel relative to true bulk freighters. The Black Dreams has primarily been used to ferry priority supplies to the 10th Host; because of its speed and stealth capabilites it's ideal for running the Imperial gauntlet between Diamantina and Asmodeus' forces.
TP (DD) BROKEN CHAINS
Ex-Chains of Judgement. Originally an Iconoclast-class DD. Converted into a special-purpose Inquisitorial transport ship. The ship retains only a light battery armament, but has excellent speed and defences for a transport vessel. Found adrift in the void by Castor and restored to working order. Now serves the role of fast armoured transport for the Daughters of the Word. Typical assignments include transporting battle covens for the suport task force and daughter comand and control during landing /ground war.
CVE DURANTE'S HONOUR
Light Cruiser (CL) of unknown (possibly Defiant-class) STC pattern, extensively refitted as an Escort Carrier (CVE). One of the original raiders the ship has been reassigned to Fleet duties, more specifically as an escort to the fleet train. Its priority mission is to protect the Divine Heralds, in space, in the air, and on the ground. To this effect the ship carries a mix of dedicated voidfighters (Furies) and aerospace fighters (Lightning and Thunderbolt), enabling it to act as an escort for the Titan Tender all the way from orbit to the ground.
Captain duRante is a convert to the Word and have been accepted into the Lodge of the Star Walkers, 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 cared for and has been continuously upgraded since the beginning of the 3rd Reaving. The crew are all veterans of the Reaving, making the ship the best-crewed vessel in the 10th Fleet.
CA APOSTLE'S ZEPHYR
Lunar-class cruiser. Captured in a warp-based boarding action over Zephyr. Part of a Kull scouting force taken by the host. Forms the 3rd Cruiser Division with her sister ship that was taken in the same action.
CA DIVINE ZEPHYR
Lunar-class Crusier. Captured in a warp-based boarding action over Zephyr. Part of a Kull scouting force taken by the host. Forms the 3rd Cruiser Division with her sister ship that was taken in the same action.
CG Zephyr Prime
Anchient GC Avanger class- used over Zephyr for orbital/system defence as its warp drive burned out ages ago. Taken by storm using assulat marines followed by regular marines.
As a part of the deal to rise Vinis-12 in Mechanicus Rank (and gain the host more production ships) A new Warp drive was gotten and Zephyr prime joins the other GC in the 1st Crusier division.
Sigismund
Sigismund is the name of the boy that the Adeptus Sororitas guarded so diligently in their fortress on Zephyr. Found in the wilderness several years prior by a childless couple he remembered nothing of his early years - save his name. He was adopted into the local community, but quickly attracted the attention of the Sisters when rumours of his intelligence, charm, and physical perfection reached the ears of High Palatine Salt. The Sisters studied him very closely indeed, for he proved quite unlike any other man they had encountered. Eventually the decision was made to dispatch him to the Adeptus Terra, but because of the Reaving of Finial, Kull raiders, and the general chaos of the Segmentum Solar the transport mission was aborted several times.
When the 10th finally breached the Sisters' fortress after nearly a year of combat and siegecraft Captain Anaximander (in the guise of a sergeant of the Tigers Argent) prevented the elimination of the boy. When faced with Castor the boy seemed both unafraid and open-minded. Very unlike most Imperials. The boy's blood proved extremely potent and Castor decided to go to Segmentum Tempestus to present him to the Primarch. He suspected the boy might be the reincarnation of the Black Templar's legendary founder by the same name. Based upon this assumption Castor decided to go ahead and turn him into an Astartes. Over the course of the 6-month journey the boy grew at an unprecedented rate. He also proved and apt an willing pupil, absorbing ever scrap of the Word presented to him. His mind was undeniably a religious one. He would sometimes question the Word or add to it, pointing out that faith was always changing. Even Lorgar had reinvented himself once - and adjusted his teachings multiple times after that.
Lorgar more or less confirmed the boy's pedigree, but noted that he might in fact be one of the lost Primarchs instead. He could not tell for certain. He then dismissed the boy as unimportant, for his eyes are fixed on the grand prize - the reincarnated Emperor - and he has no time for lesser creatures. He bade Castor take care of the boy and his education, indicating he had great confidence his Apostle.
On the way back to Calixis Castor had Anaximander train the boy in combat and warcraft. Aagin he proved a most apt student, easily picking up the skills of a full Astartes in less than half a year. In all he's as fine a Space Marine as you can hope for, fearless and with peerless combat skills. He also has the fire and the faith. Men follow him easily.
The question is, what are you going to do with this Sigismund?
Chaplain Theobald Kor
Chaplain of the 15. Chaplain Theobald is know to his peers as the reverend for his fait is strong, his conviction never faltering, his way with the word allways firm. His devotion to the host, the primarch and the Apostle a exsample to others. Few would have forsen that Theobald would advocate Kathryn for captain. But Theobald lives for the word and the will of the true everlasing gods and what they will they get. He protects his captain in battle toghter with two other veterans of the long war. They agree that they live and fight for the host, the word and the Apostle but they have sworn to die for there captain.
Captain Kathryn
Captain of the 15th company Kathryn is the most spesial captain in the 10th host for she is not a WB or even a Astardes, she is a dauther of the word risen to comand by her zeal and fait(and a rutlessness in battle that few can rival) The best and the brithest of the dauthers, small in stature but great in spirit. Few can rival her understanding of the two pillars of the host fire and fait, she is devote to the word and the apostle and she has aundrstanding of war that is almost unnatural. She rose too comand when the sergant leading fell, the 15th stoped, leaderless and with out focus- untill her samll voice sounded over the comes leading thne brothers in devotional psalms nad then in tactical manovers. After the battle the chaplains took augeries and concluded with thhe blessing of theh Apostle that it was indeed Kathryn who was ordanied in blood nad fire to lead the company.
Kathryn fights toghter with the other most devote to the old school of fait and uter desimation of all enemys, the captain of the 18, the towering Iconclast. They are of one mind when it comes to fanatical devotion.
01/17/14 10:59:00 pm, 