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The Grace fleet support ship was once the most common Navy transport in the Jericho Sector. These merchantmen were rugged and spacious, built with
an eye towards economy in labour. Battlefleet Jericho, in its final years, refitted many Grace support ships into fleet tenders with salvage bays,
manufactoria, even hospice decks and advanced medicae bays to keep the warships operational and their crews living. The hulks of Grace support ships
are prime targets for scavengers, hoping to find war materiel from millennia past. They often find the supplies degraded or damaged and resort to selling
the stripped hull to recoup their losses. As a result, the Grace is now plying Jerichos trade lanes once again.
Speed: 4
Void Shields: 1
Morale: 100
Manoeuvrability: +5
Armour: 16
Crew Population: 100
Detection: +5
Hull Integrity: 35
Space: 40
Turret Rating: 1
Crew Rating: Competent (30)
Weapon Capacity: Dorsal 2
Essential Components
Mars Pattern Class 1 Drive, Yukawa 1 Warp Engine, Gellar Field, Void Shield Generator, Commerce Bridge, Clemency Pattern Life Sustainer, PressedCrew Quarters, M-100 Augur Array
Supplemental Components
Main Cargo Hold: Whether it stored spare parts, medical supplies, food, water, or wounded refugees, a Graces cargo hold was almost always full. It
provides +125 Achievement Points when used in an Endeavour.
Support Deck: Most Grace support ships were refitted with a Support Deck prior to an extensive refit to turn them into hospital ships or fleet tenders.
Treat this as a Hold Landing Bay. The ships stats have already been adjusted.
Observation Dome: The Yukawa warp engines are famed for their reliability and their slower than average transit times. An Observation Dome allows
crew and passengers alike a place to socialize and escape the carefully managed spaces of the ship.
Dorsal Thunderstrike Macrobatteries: Still powerful enough to level cities from orbit, these weapons are considered weak but Reliable.
Weapon
Macrobattery
Strength
3
Damage
1d10+1
Crit Rating
6
Range
4
Notable Vessels
Lady Ophesta
True Service
Gallant Merchant
Iumentum
VOIDSHIPS
When the Imperium first arrived in what would become the Jericho Sector, the human empires in the region had already
begun constructing their own mighty warships. These amounted to little more than raiders that a half-blind merchantman could easily best. Still, these
ships shared a uniformity in design and function with many other vessels throughout the galaxy employed by infidels and recidivists. A general purge
was ordered and though these raiders were destroyed, the shipyards and foundries were left untouched. The Peddler emerged a century later, bearing the
same hallmarks of the escorts in a hull optimized for speed and storage. This meant sacrificing the dorsal weapon mounts for the main cargo hold and
forcing Peddlers to use inefficient port and starboard batteries. Alone, a Peddler can barely scare off a pirate, but in pairs the fast transports link their
light macrocannon together and can worry even heavier frigates. Most captains prefer running away, having stripped the guns in favour of even more
cargo space or more esoteric defenses. Battlefleet Jericho employed these ships to resupply distant staging points or run through blockades, with mixed
results.
Speed: 9
Void Shields: 1
Morale: 98
Manoeuvrability: +15
Armour: 12
Crew Population: 100
Detection: +15
Hull Integrity: 36
Space: 38
Turret Rating: 1
Crew Rating: Competent (30)
Weapon Capacity: Port 1, Starboard 1
Essential Components
Jovian Pattern Class 1 Drive, Strelov 1 Warp Engine, Gellar Field, Void Shield Generator, Commerce Bridge, M-1.b Pattern Life Sustainer, PressedCrew Quarters, M-100 Augur Array
Supplemental Components
Main Cargo Hold: Peddlers have been designed with quick cargo transfers in mind. In addition to providing +125 Achievement Points to Trade
Objectives, it also halves the time to load and unload cargo.
Bazaar: Most Peddlers make use of an auxiliary space between the main hold and the command towers, creating a merchant haven on board. This
grants one of the benefits of Luxury Passenger Quarters.
Port and Starboard Thunderstrike Macrobatteries: Still powerful enough to level cities from orbit, these weapons are considered weak but Reliable.
Weapon
Macrobattery
Strength
3
Damage
1d10+1
Crit Rating
6
Range
4
Notable Vessels
Roguish Charm
Century Eagle
Aurum
Shadowgift
VOIDSHIPS
CHARIOT-CLASS CORVETTE
Hull: Frigate
Dimensions: 1.6 km long, 0.5 km abeam at fins approx.
Mass: 5.5 megatonnes approx.
Crew: 14,000 crew, approx.
Accel: 4.8 gravities max sustainable acceleration.
Compact and durable, the Chariot-class Corvette is a relic of a different time in the Imperial Navy. Standard strategic thinking then was to use classes
such as the Chariot as line infiltrators, dashing as quickly as possible towards the enemy and breaking up formations with withering fire. Grand
Cruisers lead the charge, though the gaps they created often needed filling. Escorts like the Cobra or Frigates were swift enough to respond, but were illsuited. The Chariot, unlike other corvettes, was not hastily constructed but purpose-built for ruggedness and heavy firepower at the cost of speed and
agility. A lone Chariot is a modest threat, but a pair of these corvettes working in tandem could link its port, starboard, and dorsal batteries together,
allowing it to engage two or three targets with synchronized battery strikes. The Mars-pattern Las-batteries were indeed made famous on the Chariot,
having once been considered short-ranged and weak on larger vessels. The Achilus Crusade is actively recovering Chariot hulks and pressing them into
service as convoy escorts, a role the Chariots filled with some hesitant pride before the Age of Shadow.
Speed: 7
Void Shields: 1
Morale: 98
Manoeuvrability: +5
Armour: 18 (Prow 20)
Crew Population: 100
Detection: +10
Hull Integrity: 38
Space: 38
Turret Rating: 2
Crew Rating: Crack (40)
Weapon Capacity: Dorsal 1, Port 1, Starboard 1
Essential Components
Jovian Pattern Class 8.1 Drive, Strelov 1 Warp Engine, Gellar Field, Void Shield Generator, Combat Bridge, M-1.b Pattern Life Sustainer, PressedCrew Quarters, M-100 Augur Array
Supplemental Components
Dorsal, Port, and Starboard Mars-pattern Mk. A Las-Batteries: These rugged weapons are built from an older sub-pattern and still utilizes some
automation newer-built las-batteries lack. These are Reliable.
Weapon
Macrobattery
Strength
4
Damage
1d10+2
Crit Rating
4
Range
6
Gunship: As a result of the over-abundance of weapons aboard a Chariot, it has half the supplies and duration in the void as other vessels.
Reinforced Prow: Chariots have reinforced prows to better defend while charging headlong into battle.
Notable Vessels
Ignus Squadron
C44-22 Tiger
Wildhunt Squadron
Wagon Wheel
VOIDSHIPS
ARROW-CLASS FRIGATE
Hull: Frigate
Dimensions: 2.2 km long, 0.3 km abeam at fins approx.
Mass: 7.8 megatonnes approx.
Crew: 22,000 crew, approx.
Accel: 4.8 gravities max sustainable acceleration.
The Arrow-class frigate was originally laid down in early M32 in the Jericho Sector. Though Forge World Scand crafted the first few Arrows, later
production runs were handled fully by bonded shipyards in distant systems. Arrows would become popular, if specialized, frigates in the adjoining
Sectors for millennia until the last known Arrows were destroyed in M39. None of the shipyards that produced the Arrow remain intact, though
examples of the class can be found in numerous spaceship graveyards that dot the Jericho Reach. Arrows are built around a plasma-accelerated torpedo
launcher system that required reinforced plasma conduits run nearly the entire length of the ship. This gives the frigate tremendous acceleration however
it cannot redirect plasma to its thrusters, reducing its overall agility.
Speed: 9
Void Shields: 1
Morale: 98
Manoeuvrability: +6
Armour: 17
Crew Population: 100
Detection: +15
Hull Integrity: 36
Space: 38
Turret Rating: 1
Crew Rating: Crack (40)
Weapon Capacity: Prow 1, Dorsal 2
Essential Components
Mars Pattern Class 2 Drive, Strelov 1 Warp Engine, Gellar Field, Void Shield Generator, Command Bridge, M-1.b Pattern Life Sustainer, Pressed-Crew
Quarters, M-100 Augur Array
Supplemental Components
Prow Plasma-Accelerated Torpedo Launcher: This component cannot be removed. If destroyed, it can be replaced with another torpedo launcher.
This stores 20 torpedoes, plus an additional 4 if they are loaded in the tubes.
Cargo Hold and Lighter Bay: Arrows are also typical first-responders and carry an assortment of support craft as well as a well-stocked hold.
Dorsal Mars-pattern Las-Batteries: The Arrow shares the same weapon arrangement as the smaller Chariot corvette, but the greater volume available
to the frigate allows for a more efficient layout. These are Reliable.
Weapon
Macrobattery
Strength
3
Damage
1d10+3
Crit Rating
4
Range
6
Notable Ships
Jade Squadron
Shadow Squadron
Deathstrike Squadron
Vigilante
VOIDSHIPS
The Comet was rare even during its prime, often overshadowed by
the more versatile Dauntless for the more traditional light cruiser roles. It was more compact,
utilizing ancient and now lost technologies in the construction of its hull while its dorsal spine design
prevented the mounting of weapons atop the ship, limiting its weapons arcs of fire. It fell out of favour with many Segmentum fleets, which proved a
boon to Battlefleet Jericho. The Comet proved itself an excellent independent ship, able to threaten the much larger xenos capital vessels that roamed the
Jericho Sector in those days. It was heavily refitted during its operational life, enlarging its supply vaults significantly and reinforcing the prow armour
to better withstand fire as it launched a full cruisers torpedo salvo. Few Comets remain in use today, and the Achilus Crusade shows no inclination
towards pressing these ships into service despite reclaiming many of them.
Speed: 7
Void Shields: 1
Morale: 101
Manoeuvrability: +12
Armour: 18 (Prow 20)
Crew Population: 100
Detection: +16
Hull Integrity: 60
Space: 57
Turret Rating: 1
Crew Rating: Veteran (50)
Weapon Capacity: Prow 1, Port 1, Starboard 1
Essential Components
Jovian Pattern Class 8.2 Drive, Strelov 2 Warp Engine, Gellar Field, Void Shield Generator, Command Bridge, Vitae Pattern Life Sustainer, Voidsmen
Quarters, M-100 Augur Array
Supplemental Components
Prow Mars-pattern Torpedo Tubes: This system is capable of launching six torpedoes at a time and can store 42 torpedoes plus six in the tubes.
Port and Starboard Sunsear Las-Broadsides: Though slower-firing than the weapons found on the Chariot or Arrow, these broadsides can unleash a
devastating storm of light that few targets can withstand for long.
Weapon
Broadside
Strength
6
Damage
1d10+2
Crit Rating
4
Range
9
Reinforced Prow: Later refits of the Comet included uprating its frontal armour to better withstand return fire.
Extended Supply Vaults: Spare parts, rations, medicine, and ammunition are piled high in these vaults.
Cargo Hold and Lighter Bay: Perfect for extended operations, this bay allows the Comet to transfer new supplies quickly and store it efficiently.
Notable Vessels
Vires Maximus
Duelist
Antiro
VOIDSHIPS
Manoeuvrability: +8
Armour: 18
Crew Population: 100
Detection: +12
Hull Integrity: 58
Space: 58
Turret Rating: 2
Crew Rating: Veteran (50)
Weapon Capacity: Prow 1, Port 1, Starboard 1
Essential Components
Jovian Pattern Class 4.5 Warcruiser" Drive, Strelov 2 Warp Engine, Gellar Field, Void Shield Generator, Command Bridge, Vitae Pattern Life
Sustainer, Voidsmen Quarters, R-50 Auspex Multi-Band Augur Array
Supplemental Components
Prow, Port, and Starboard Mars-pattern Plasma Batteries: These ancient weapons are highly prized by the Imperium and its enemies. Each battery
has the Blast quality.
Weapon
Macrobattery
Strength
5
Damage
1d10+4
Crit Rating
4
Range
8
Observation Dome: Zealots were often tasked with plotting new warp routes to the Jericho Sectors various troublesome xenos empires. Coupled with
its sensitive augury vanes, the Zealot grants +100 Achievement Points to Exploration objectives.
Plasma Chapels: The plasma batteries can make use of highly-refined promethium gases stored in a plasma state. Treat as a Munitorium.
Extended Supply Vaults: These supply vaults featured docking bays for barges and other heavy lifters for quicker resupply of victuals and provender.
Notable Vessels
Faith and Fire
Wernstrums Vengeance
Clarity
Flagellant Squadron
VOIDSHIPS
SOLAR-CLASS CRUISER
Hull: Cruiser
Dimensions: 5.1 km long, 0.85 km abeam at fins approx.
Mass: 29.5 megatonnes approx.
Crew: 98,000 crew, approx.
Accel: 2.3 gravities max sustainable acceleration.
Manoeuvrability: +8
Armour: 20 (Prow 22)
Crew Population: 100
Detection: +12
Hull Integrity: 70
Space: 77
Turret Rating: 3
Crew Rating: Veteran (50)
Weapon Capacity: Prow 1, Port 2, Starboard 2
Essential Components
Jovian Pattern Class 4.5 Warcruiser Drive, Miloslav H-616.a Warp Engine, Gellar Field, Dual Void Shield Array, Ships Masters Bridge, Vitae
Pattern Life Sustainer, Voidsmen Quarters, M-100 Augur Array
Supplemental Components
Prow Mars-pattern Nova Cannon: The Solar is built around a nova cannon which cannot be removed. It has 24 nova cannon shells when fully loaded.
Port and Starboard Mars-pattern Plasma Broadsides: The Solars port and starboard batteries are supercharged. These have the Blast quality.
Weapon
Broadside
Strength
7
Damage
1d10+4
Crit Rating
4
Range
8
Reinforced Prow: The Solar has thicker frontal armour to better withstand fire as it bombards distant targets.
Port and Starboard Sunhammer Lance Batteries: There is evidence that the common Sunhammer lances may have originated on the Solar cruiser.
Weapon
Lance Battery
Strength
2
Damage
1d10+2
Crit Rating
3
Range
9
Notable Vessels
Unrivalled
Incomparable
Duchess Elaine
Radiant
VOIDSHIPS
Manoeuvrability: +4
Armour: 21 (Prow 25)
Crew Population: 100
Detection: +10
Hull Integrity: 90
Space: 90
Turret Rating: 3
Crew Rating: Veteran (50)
Weapon Capacity: Prow 1, Port 3, Starboard 3
Essential Components
Saturine Pattern Class 5 Drive, Miloslav H-616.a Warp Engine, Gellar Field, Triple Void Shield Array, Ships Masters Bridge, Vitae Pattern Life
Sustainer, Voidsmen Quarters, M-100 Augur Array
Supplemental Components
Armoured Prow: With many requiring extensive repairs anyway, many Redeemed were used as a test-bed for several proposed grand cruiser refits.
Prow Mars-pattern Nova Cannon: All Redeemed have been rebuilt with a massive nova cannon under its prow. It has 25 nova cannon shells.
Observation Dome: The sheer number of personnel aboard grand cruisers requires several open spaces just to maintain morale.
Port and Starboard Hecutor Plasma Broadsides: The Redeemed sports dual port and starboard plasma broadsides. These have the Blast quality.
Weapon
Broadside
Strength
5
Damage
1d10+2
Crit Rating
4
Range
11
Damage
1d10+2
Crit Rating
3
Range
12
Strength
2
VOIDSHIPS
WRATH-CLASS BATTLESHIP
Hull: Battleship
Dimensions: 9.6 km long, 1.6 km abeam at fins approx.
Mass: 62 megatonnes approx.
Crew: 205,000 crew, approx.
Accel: 1.7gravities max sustainable
acceleration.
Manoeuvrability: +5
Armour: 21
Crew Population: 100
Detection: +12
Hull Integrity: 105
Space: 100
Turret Rating: 4
Crew Rating: Elite (60)
Weapon Capacity: Prow 1, Dorsal 1, Port 3, Starboard 3
Essential Components
Mars Pattern Class 9 Drive, Miloslav I-616.j Warp Engine, Warpbane Hull, Quad Void Shield Array, Bridge of Antiquity, Vitae Pattern Life Sustainer,
Voidsmen Quarters, M-100 Augur Array
Supplemental Components
Prow and Dorsal Mars-pattern Plasma Batteries: These plasma cannon have the Reliable and Blast qualities.
Weapon
Macrobattery
Strength
5
Damage
1d10+4
Crit Rating
4
Range
8
Port and Starboard Judgement Lance Batteries: Only battleships have the capacity to fire and power the Judgement Lances for extended periods of
time. These are Reliable and Rending (5).
Weapon
Lance Battery
Strength
2
Damage
1d10+4
Crit Rating
3
Range
9
Port and Starboard Launch Bays: These are Strength 3 launch bays. Critical Hits to these components may also trigger Depressurization on a d10 roll
of 9 or higher.
RELICS
Mars-Pattern Plasma Drive
Though Jovian plasma technology is widely used today, the Marspattern drives were just as efficient and more compact. Many older
ships still in service actually make use of a Mars-pattern drive but has
made do with Jovian-pattern replacement parts. These generate the same
Power as Jovian-pattern Plasma Drives but take up 4 less Space.
Solar-class Battlecruiser
Support Deck
An early Imperial tool, the Support Deck was part rescue bay, part small
craft hangar. It housed search and rescue craft, bulk haulers, and
numerous specialists. The cogitators that made Support Decks efficient
workplaces were declared archeotech millennia ago. Still, the STC-built
hangars are quite efficient. Treat this as a Hold Landing Bay.
Mars-pattern Las-Battery
Built using layered microfabrics to grant its wearer the full use of their
dexterity and agility, the Scand-pattern combat voidsuit is a treasure the
Adeptus Mechanicus are seeking to recreate. A single intact suit is
worth much to the tech-priests, perhaps even more to the Imperial Navy.
Refined from algae from Eccunds near-frozen oceans and mixed with
esoteric compounds created by the bio-mechanics of Dzel, the combat
salve greatly speeds up the healing of many common battlefield wounds
and afflictions. The miraculous properties of the combat salve must be
exaggerated, but this has not prevented any and all parties at seeking to
uncover the recipe for the combat salve. Grace support ships and Comet
light cruisers have been known to store these for emergencies.