Rogue Trader and Demiurg Fleets 1.0

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    THE FABR IC OF T

    Y ou c all y ou rse lv es m erc ha ntm en ? I'v e n ev er se en a g ue 'la

    The Cradic

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    ROGUE TRADER VESSELS

    ROGUE TRADER FLEETS IN BATTtEFLEET GOTHICRogue Traders follow all normal rules for fleets.except those listed here

    TransportsRogue Trader fleets make usc of a multitude ofoften strangely outfitted transports. Anytransports bought within the fleet list do notcount in transport missions requiring transports.Alternatively Rogue Traders may thetransports taken in their list as therequired for the mission.

    The Best Money Can BuyRogue Trader capital ships and escortscommonly bear refits of uncer ta in origin. Eventhe vesselll' lscrew arc unlikely to be anything

    XENOTECH SYSTEMSLong Range Sensors: The vessel adds +1 to itsbase leadership (max of LdIO).Targeting Matrix: The vessel counts a ll targets asclosing-when using the gunnery table within 30cm~d/~g'nores right-shift modifiers for shooting-':~6"ter than 30cm.~avanced Shielding: The vessel Increases thestrength of its shields by +1 .Ship Defense Grid: The vessel increases thestrength of its tur re ts by +1 .Advanced Engines: The vessel adds +Scm to itsspeed aswel l as +106 when undergo ing All AheadFull special orders.Gravitic Thrusters: The vessel doubles themaximum rate of i ts normal turn.

    s traightforward as regular spacers . s ince RogueTraders have a knack for acquiring crowds offollowers and hangers-on. and tend to berather indiscriminate in who they take on to crewtheir vessels. Their command crews howevertend to be seasoned after many years in

    su(:ceSf~,j{algue Traders tend to be as

    3 5 ptsENOS ESCORTwhere the protection of the Imperial Navy is but amany Rogue Traders instead for protection hire out

    their crews from among the alien races they encounter.of ten provide much-needed local knowledge. as wel l asovercome cultural or linguistic barriers along with a

    fi repower when required. Par ticularly bold Roguet ime to t ime. journey back into Imperial space with

    their a lien opera tives sti ll in tow. perhaps keen to make continued uscof the exotic weaponry that their vessels provide. Rogue Traderstypically favor hiring races that have vessels that make usc of advancedenergy technology. since the huge power supplies and impossiblydifficult upkeep needed for the Imperiumll'ls own lance weaponrygeneral ly makes them unsui tab le by Rogue Traders . isolated as theyof ten arc for years a t a t ime. far from Imperial docks or repair faci li ties .otes: Xenos vessels represent a variety of ships. . and any converted or xenos

    model could be used to represent them. Xenos such as the fraal raiders orralleraans or nekulli all fall under this ship category.

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    ROGUE TRADER VESSELS

    ROGUE TRADER CARGO VESSEL. 20 ptsRogue Traders necessarily make use of awide range of freighters and othercargo ships to transport their wares back to Imperial space as well as toserve aspersonal conveyances asneeds arise. The danger Rogue Traders faceon their journeys into wilderness space and beyond the Imperiumllils bordersis such that they wil l commonly upgun their cargo ships where capacitypermits . Such al terat ions are rare ly perr runehr , and Rogue Traders willoften abandon some of their escor~s~,eaponry or additional power"'~ "atmg systems to make spVr niorc lucrative cargoes as and when

    ,. .. .. .' . .. .." chance upon it. However. where "Rogue Traderllils business calls for~to actively engage"; combat. rrned cargo ships are likely to be a;.:Iii.(li)'mlonfeature ~~rsonal

    .w~,A""'~llJ'L1,/kty of di vessels are used asarmed cargo ships. butand support systems of these vessels

    design . most are l ike ly to bear the same. turrets and shields. I n fac t. the crew of an

    be the same merchant spacers responsible foror when its mission-specific equipment is

    h...'/()n< with which the vesse l can be equipped arecan be hastily trained to use.

    30 pts

    Special Rules: Rogue Trader cargo vessels are worth one assault point in planetaryassault scenarios when within 30cm of the planet edge and count as a half-transportin-scenarios that require them.Rogue Trader cargo vessels add + 1 to their leadership when rolling reloadordinance special orders. This is due to the fact that they supply the escorts in ~[~~~Ir~~ntheir squadron with extra ordinance before the battle.

    ROGUE TRADER RECOMMISSIONED ESCORT. . -':r!!~"alppOrl~pj~.f~S.lrndlvidualshey invariably are. it is not uncommon

    " " "~" " " , "n" "rellildecommissioned Navy vessels or those" " " . I ' N . ! ' < " " " ' ' ' ' ' " , " ' reserve fleet. Despite typically being in poor

    Rogue Traderllilsmeans to refit and restore" U " < " " " " i ! . L ! ! ~ systems and technology quite unlike its

    .m~mDg.m~~.m~~a~~~~~~m~~m~ii~Q~~ro~t:h:efiw:e:~~==@~~~~~b~u~~ru~mexperienced crew is needed to man true warships such asthis. Rogue Traderswill typically recruit mercenaries. retired Naval ratings and able spacers oreven deserters and mutineers.

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    ROGUE TRADER VESSELS

    FRA 'AL BATTLESH IP . 250 ptsThe Frari

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    ROGUE TRADER VESSELSSTRYXIS CAR A V AN . 80 pts

    The Stryxis have only been encountered among the sectors in the vicinity of theKoronus Expanse where their nomadic caravans of dilapidated ships are open toanyone will ing to bar ter something of value . It is unknown from what system theStryxis hail from. and they are reticent about all but the most basic details of theirenigmat ic race. Vaguely canine in appearance . they have an eccen tr ic and obscurecultrue. but by nature they are voracious traders that will not hesitate to make contactwith other races. While they are a useful resource for a cunning Rogue Trader. the irfriends today may be foes tommorrow. They sell their goods and services to thehighest bidder. having l it tle scruples and no loyalty. They salvage any hulks theyencounter and have dclevcloped weapons optimized for capturing rather than merelydestroying enemy vessels.Special Rules: The Stryxis r illy on energy weaponry cal led "Ghost Ligh t" tha twhen striking unshielded vessels inflict horrific crew casualties while onlymin imally affect ing a shiprz ls hul l. In damage terms they funct ions as standardweapon batteries and lances in a ll respects but will not rol l for or infl ict cr iticaldamage. Stryxis caravan vesse ls are unique construct ions and fol low the specialmovement rules outlined below. They arc bitter enemies of the Eldar and cannot beincluded in a fleet that contains Eldar.Critical Hits: Caravan Vessels lack the complex systems of true spacecraft. socri tica l hi ts are not rol led on the Cri tica l table. Instead each cr it ical hi t infl ic ts +1point of damage.Catast rophic Damage: When a Caravan Vessel is reduced to 0 Damage it breaksupDo not roll for Catastrophic Damage. instead the vessel isreplaced by four Blastmarkers.Movement: Because they arc basically large lumps of rock with engines studded anover them. Caravan Vessels donrzl tmove in the same way as normal ships. In the irMovement phase Caravan Vessels travcllOcm forward in a straight line, no more,no less. Caravan Vessels may not turn or useBurn Rerros or Came to New Headingorders. On All Ahead Full orders Caravan Vessels move an extra2D6cm in anydirec tion at the end of the ir move. If this causes them to move lOcm or more in adifferent direction to the one they are travelling in, this becomes their newdirection of travel. This is seen more clearly in the diagrams to the left. Due totheir low speed and considerable momentum, Caravan Vessels which are crippled ormoving though Blast markers do not reduce their speed. Caravan Vesse ls in thegravity well of a planet or moon may make free turns like an ordinary ship (45)andlor place themselves in a stationary or low orbit. They may undergo All AheadFull special orders for free.

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    ROGUE TRADER VESSELS

    KROO T W ARSPH ERE . . 85 ptsUnlike the Tau. the Kroot are capable of true warp travel but the exact method has beenkep t secre t from their employers . To the Kroot, warp travel is a lmost migra tory and theyseem incapable of navigating anywhere other than systems with habitable worlds. Itappears they are drawn to functioning ecosystems The famous Kroot Warspheres areself-contained towns wherein is kept the retained knowledge of Kroot technology and thechoicest i tems they have received aspayment for their services. As such they do not riskthem in battle wil l ingly and try to avoid direc t act ion against warships unless the need isgreat or they are being exceptionally well rewarded.Warspheres have a single drive running through their core from north to south pole andmanoeuvring thrusters along their equator. These engines are reliable but very basicmaking Warspheres very slow. They are powerful enough to al low the Warsphere to landand take-off from a planet although the process is not elegant. When dirtside themanoeuvring thrusters will normal1y be used to bury the Warsphere.Warspheres vary in size greatly. depending on the size of the Kroot clan occupying thevessel. and many different sizes have been recorded.Notes: Warsphetes vary greatly insize.assuch they may upgrade their hits inincrimenrs of 2for +20points eachtime. Eacli time they do this their weapons battery increases in strength by 2.You may do this up to 5 times.meaning that you could havea Warsphere with 16hits and firepower 18!You may also upgrade the shields andturrets on a warsphere by 1ea-chfor 10points each[i.e, 10points for the turret and 10points for the sheild]. youmay only do this one rimeeach, iust incaseyou had any ideas,Boarding: Kroot Warshperes double their Boardingvalue.Planetary assault: In aplanetary assault mission a warspherewill contribute 3 points for each turn it is actuallylanded on the target planet. It contributes nothing.for being within 30cm. Note that this meansthat they areofcourse ableto land without being destroyed.Movement: Becauseof their uniqueconstruction. Kroot Warspheres don't move inthe sameway asnormal ships.Intheir movement phaseWarspheres rravellllcmforward ina straight line.no more. no less.Watspheres may notturn or useBurn Retros or Come T0 New Heading orders. On All Ahead Full orders Warspheres move anextra2D6cm inanydirection atthe end of their move. If this causesthem to move IOcmor more ina different directionto the one they are travelling in. this becomes their new direction of travel. This can beseenmore clearly inthediagrams to the left. Due to their low speed and considerable momentum. Warspheres which are crippled ormoving though Blast markers do not reducetheir speed.Warsplieres in the gravity well of aplanet or moon maymake free turns like anordinary shlp (45) and! Of placethemselves ina stationary or low orbit.Critical Hits: Warsphere-slack the complex systems of true space craft. S0critical hits are not rolled on theCritical table. Instead eachcritical hit inflicts +1point of damage.Catastraphic Damage: When a Warsphere is reduced to 0 damage it breaks up. Don't ",11 for Catastrophicdamage.instead the Warsphere isreplaced by a number of blast markets equalto half its number of hits.

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    Demiurg follow all the normal rules for barrlefleetgothic except those explicitly stated here.

    Blast MarkersThe curious shielding arrangement of Demiurg vesselsdissipates the effects of ionised gases and repels largerobstacles inits path. As a result. any blast marker whicha Demiurg vessel moves over is removed immediately- th is inc ludes any in base contact with the vesse l at thebeginning of i ts tu rn. Blast markers have no effec t onthe movement of the Demiurg ship. Keep markers'hoovercd up' like this to one side so they can be usedto fire a cutting beam from the prow in the shootingphase. Note that blast markers moved over must beremoved; the Demiurg player can' t choose to removesome markers and leave others in place. Blast markersbeyond the maximum strength of the cutt ing beam aresimply removed from play.

    Celestial phenomenaDemiurg ships are totally unaffected bysolar flares. gasand dust clouds and radiation bursts (including theshield loss from dust clouds). Do not place blastmarkers in contact with them during solar flares.

    MercenariesDemiurg ships are are considered to be mercenaries andwill not continue to fight if reduced to I to 2 hitsremaining. If they are reduced to I or 2 hits then theywill attempt to disengage every turn and if they failthey will head towards the table edge taking theshortest route possible. An escort squadron must onlydisengage if it has I remaining ship.Demiurg vessels will never attack other Demiurg orKroot vessels . even if they areon the opposing side.

    THEDEMIURGCutting beam

    The cutting beam is a short ranged but devastatingionisation beam usually employed for gouging outrecalcitrant moonlets. The cutting beam counts as asingle lance but each Blast marker picked up by thevessel in the Movement phase gives the beam theequivalent of one extra lance shot (up to a maximumnoted on the ships profile). Blast markers cannot beheld from turn to turn in order to power the cuttingbeam. any unused ones are lost. Those exceed ing themaximum of a ship's cutting beam strength are simplydiscarded.Dcmiurg ships may extend the range of their cut tingbeams by halving its effective strength. roundingdown. For example. a Demiurg Bastion that gathers upfour blast markers in the course of i ts last movementmay in the shooting phase fire a str-S, range-IScmcutting beam or a str-2. range-30cm cutting beam. Thecutting beam always starts with aneffective strength ofone before adding for blast markers.

    SiloSome Demiurg ships are equipped with launch bayswhich are also permitted to fire torpedoes. If this is thecase. this wil l be no ted in the 'Range/Speed ' co lumn ofthe launch bays profile. Silos can be used to releaseeither attack craft or torpedoes. but not both in thesame turn. Note Silos may only fire a certain type ofordnance if noted in the ship's profile. but bothmechanisms come under the same title.

    OrdnanceDemiurg ordnance consists of largely reconfiguredsquadrons and networks of automated machines. Thesefunction exactly like normal ordinance.

    ROGUE TRADER VESSELS

    TorpedoesDemiurg torpedoes are typically automatedtranspor tat ion pods. which when deployed in bat tleare outfitted with various explosives and attackaugmentat ions. In a manner similar to Tau missiles .they are aware of their own positions relative toothers but through the ingenious networking systemsare capable of automatically redirecting their owntorpedoes ra ther than engaging them with turrets ou tof fear they may attack their own vessels.Due to this Demiurg torpedoes will never attackDemiurg vesse ls and instead simply pass stra ight bywithout being engaged by turrets.

    LeadershipDemiurg vesse ls are h ighly automated and tend to befar more focused towards control and managementthan vessels of other races. Battleships start with LdIO.Cruisers with Ld9 and Escorts and Defences withLd8.Capital Ships and Defences reduce their leadership byI for every point of damage suffered. No moreleadership is lost when they reach Ld S. In addition.bridge smashed critical results do not inflictleadership loss. but instead an extra point of damage.Escor t squadrons and reduce their leadership by I foreach ship lost from the initial squadron.

    Victory PointsDemiurg Vessels count as an increased value ofvictory points according to what is listed in theirprofile. This doesn't change their actual cost.

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    ROGUE TRADER VESSELS

    DEMIURG STRONGHOLD CLASS BATTLE SH IP

    Dorsal Launch bays Fighters 30cmBombers 20cmAssault Boats 30cm

    3 squadrons All round

    Notes: Stringhold class battleships count as400 points for victory point purposes. They arc slow to maneuver andcannot usc come to new heading special orders.

    . . . . . . . . . . . 3 5 0 ptsThe type classified as 'Stronghold' class isfairly typical of Demiurg vessels, beingvery large, technologically advanced andextremely well powered. Strongholdsappear to act as factory/processor vesselsand bases for a fleet of intersytem asteroidmining pods, haulage flyers and prospectorprobes (it is theorized that many of theseare automated). Typically;lone strongholdshave been encountered in the flare ormercurial zones of uninhabited star sytems,hanging motionless and prow-on to the starwith a cloud of small craft busily hustling toand fro to exploit local resources.In most cases these ships withdraw theircraft and disenage ifchallenged but in someinstances have inexplicably turned on theirattackers with surprising ferocity. It isworthy of note that every known encounterbetween Demiurg and Ork vessels hasresulted in combat, and that renegadeelements have often hired Demiurg vesselsto fight as mercenaries in interplanetaryand intersystem power struggles. Aswarships, Demiurg vessels are slow but welldefended, boasting considerable firepowerat close ranges and the capacity forlaunching mining craft reconfigured asattack craft and torpedoes.A notable trait of the Stronghold class is itsemployment of an array of electromagneticfields around its prow to scoop upinterstellar hydrogen. This is accelerated tothe rear of the ship to provide motivepower in a ram-jet effect but the complexshielding it requires evidently producesnumerous other benefits. This process islittle understood by the AdeptusMechancius and they would dearly like tosecure an intact Stronghold forinvestigation, but thus far the opportunityhas eluded them.

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    ROGUE TRADER VESSELS

    DEMIURG BASTION CLASS CRUISER. 2 35 ptsMore common than the largerStronghold class, Demiurg Bastionsare nonetheless only occasionally sightedin the giant vastness of wilderness spacealon~9'l~e'eastern rim of the galaxy.

    class vessels appear to be moreconfigured for asteroid mining than

    t------......;.------t-----------+-----------+----------t' the Stronghold, which is known tofurl:tion as a factory/processor. Presumablyand finished goods are

    .,.........."'5''''between these vessels but there~----~-------~----------~~--~----~---~--------~Qre no e~ ~me~ reports cl wch.Scattered reports by Rogue Tradersindicate that a Bastion class vessel iscrewed by a 'brotherhood' and thatStrongholds are homes to typically two orthree brotherhoods, it is possible thatStrongholds and Bastions form someextended affiliation but ifthis the case eachgroup must be widely scattered in differentsystems light years apart. The oneexception to this is when the Demiurgmuster for war, when two or three Bastionsgather to protect each Stronghold.As warships, Bastions compare to cruisersin most respects, though impressive lanceturrets and battery firepower at closeranges make them a thorny prospect. Aswith the Stronghold class, Bastions havethe capacity for launching mining craft andprobes reconfigured as attack craft andtorpedoes.Also, like the Stronghold, the Bastion usesan electromagnetic field to scoop up

    L_ ---"----. ----,.----.. ---,, ~_=_,........_=_~~.......,-~__=..__--------~ interstellar hydrogen and accelerate it tothe rear of the ship to provide motivepower and energy for the specialisedcutting beam it employs for crackingasteroids or enemy ships.

    Dorsal silo

    Fighters 30cmBombers 20cm

    Assault Boats 30cmTorpedoes 30cm

    All round

    2

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    ROGUE TRADER VESSELSCITADEL CLASS CRUISER. 1 8 5 pts

    A smaller variant of the commonly seen bastion vessels are thecitadel type vessels. Although they appear qui te similar to thebastions. they seem to be less armed and have slightly less mass.Accounted for on , few occasions and re lived by var ious roguetraders these vessels are a~orthy opponent to any Imperialcruiser. One account depicts fighting against Orks of theOcclidian system by the rogue trader Holt Alexander in theTa us sector. In J : : ( r i ; battle several citadel class cesscls were

    n destroying a smtlf group of freebooter vessels. Intelligiblyhe Rogue Trader .did no t stick around to see the outcome.Th l(emiurg are a fairly common sight in the Tartanus sector.1th the areajloosely under Imperial control and with a

    .Gtl ll ti tude of tar ious xenos races and Rogue Traders quick toen~e in commerce with the Demiurg they find the Ghoulstars ~ be welcome home to their race.

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    ROGUE TRADER VESSELS

    DEMIURG RAMP ART CLASS ESCORT. 60 ptsA commonly encountered Dcmiurg vessel . or at least the most recur ringreported hull pattern. amongst the merchant fleets of the galaxy is theRampar t c lass Commerce Vesse l. Though significant ly heavier than theBut tress counterpart . it i s no t deployed asoften. seemingly serving bet teruse for the Dcrniurg in smaller numbers. Though a capable vessel by allDcrniurg standards ( theor ised to include measures to al low for combat.production. deep space harvesting. docking and resource transfer amongstother systems) it is most often found lying more eminently in space thanother Commerce Vessels. crucially acting. when the Dcmiurg se e pertinentto do so. as a t rading post and if reports are to be bel ieved . neutral ground forinter- xenos rcla tions.As with all Dcrniurg vessels it exhibit 's the clearly advanced technology.ranging from theoriscd ram-jet shielding on its prow. high powered cuttingbeam and the indicat ion of extensive automation prevalen t in most of theDerniurg Commerce Vessels.Notes: Rampart class escorts count as70 points for victory point purposes.They may not use come to new heading special orders,Special Rules: This vessel adds +1to its leadership (and to its squadron)

    3 5 ptsEMIURG BUTRESS CLASS ESCORT.Though far reaching. they tend to be closely associated to seeminglyparental capital ships and are reported to house little more than a scanthandful of Demiurg on each ship. Whilst fitting the profile common tomost other Derniurg vessels. they seem to be entirely devoted to cargohauling of various forms. It is thought that they have little to none of theextensive factory. processing or manufacturing elements common toDerniurg Capital ships. From this it is rhcorised by priests of the CultMechanicus that these smaller vessels are used to mine and harvest asroving foragers. returning their cargos to larger vessels for furtherprocessing. Some records go so far as to suggest these vessels can besighted amidst the tai l debris of comets! It is known that these ships arealso employed in the commerce part of Derniurg opera tions. wi th lonevessels being sent to demonstrate goods and survey systems andhcnorncna for suitable resources.Notes : BuJ tr es s c la ss e scor ts count a s40 point s for v ic to ry point s purpose s. They may notu se come to now heading special o rder s

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    ROGUE TRADER VESSELS A LL1E S A ND MER C EN AR IESThis isa l is t o f a ll the a ll ies andmercenar ies l is tedin this document. These do qualify as allies sotherefore when taken in another flee t they are notallowed to use fleet commander rc-ro lls. Note thatany vessel listed here may not be taken if they arealready listed as an option in the particular fleettha t you are using . I .E. Dcmiurg ships are a lready

    Long Range Sensors. . . . . . . . . . . . . . . . . . . . . .. 20 ptsTargetting Matrix 20 ptsAdvanced Shielding. . . . . . . . . . . . . . . . . . . . . .. 20 ptsShip Defense Grid 15ptsAdvanced Engines 15ptsGravitic T.hrusters 20 pts. r/,/'"Rogue Trader escorts may also purchase these upgrades/"for the cost listed below. Xenos vessels must purchase

    anupgrade. Escorts in the same squadron must have thesam.G'upgrade.L,

    ROGUE TRADERSCapital Ships

    Any f lee t excep t necrons and tyranids may include \ . -a single rogue trader capital ship. Tau, Imperial .and Dcmiurg /Kroot fleets may use 1 for every1500points or part in their fleet. Note that thesevessels may not have any variant upgrades and usetheir s tandard build. Also note that transportstaken in this list lose their transport abilitietunless taken specifically as transports in missionsthat require them. They may not be squadronedwith other vessels except other rogue tradervessels.

    Any fleet except those containing Necrons, Tyranids,Orks and Space Marines may include a singleDcrniurg Capital Ship andlor Kroot Warsphere.Bastion class cruiser , , 235 ptsCitadel class cruiser 185 ptsKroot Warsphere 85 pts

    EscortsFor every Demiurg capital ship that you include inyour fleet you may include a single squadron ofDemiurg escor ts . These may not be squadroned withGther vessels except those listed below. You may onlyind:ude I rampart class excort,Rampart Class Escort. , , , 60 ptsButrcss Class Escort 35 pts

    Hydra Class Cruiser 180 ptsTyrant Class Cruiser. . . . . . . . . . . . . . . . . . 180 ptsMurder Class Cruiser , , .. 185ptsLunar Class Cruiser 195 ptsCarnage Class Cruiser 195 pts

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    R OG UE T RA DE R V ES SE LSROGUE TRADEREXPLORATION FLEET LIST

    F LE ET COMMAND ER0-1 Veter an Rogue Tr ader

    Your fleet may incl ude a s ing le vet eran rogue trad er asits f leet commander . If the fleet is greater than 750points it must include a veteran rogue trader. He (orshe ll mus t be ass igned to a ship.

    EscortsF or each Rogue Trader capital ship you include in yourfl ee t you may inc lude up to 6 rogue t rade r e scort s.Recommissioned Escort 30 ptsCargo Vessel. . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 20 ptsIconoclast Destroyer .......... } 25 ptsHavoc Raider 30 ptsXenos Vessel. . . . . . . . . . .. ..;.. . 35 pts

    Grand CruisersYou may inc lude up to I grand c ru ise r in your fl ee t.Repulsive Grand Cruiser 260 ~tsExecutor Grand Cruiser 225 ptsVengeance Grand Cruiser 245 ptsExorcist Grand Cruiser 260 ptsA venger Grand Crusier 200 pts

    CruisersYou may i nclud e up t o 6 crui sers i n your fleet.Hydra Class Cruiser .ISO ptsTyrant Class Cruiser ISOptsLunar Class Cruiser 195 ptsCarnage Class Cruiser 195 pts'Murder Class Cruiser .IS5 ptsSiluria Class Light Cruiser JO'pts.Dauntless Class Light Cruiser 125;tsEndeavor Class Light Cruiser 110ptsHeavy Transport. . . . . . . . . . . . . . . . . . . . . . . .40 pt5/I ".'-Heavy Fuel Transport : 40 ptsSuper Heavy Transport 90 ptsRepair Tender. . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 90 pts

    Long Range Sensors 5 ptsTargetting Matrix 5 ptsAdvanced Shielding IOptsShip Defense Grid : .s ptsAdvanced Engines.; 5 ptsGravitic Thrus!ers/,.; 5 pts

    . ~RESERVES AND ALL IE SUp to Jn e cruiser from any fleet ex cept Orks, Necrons and Tyranidscan be taken for every three Rogue Trade r cap it al ships in the flee t. Youmay also include a single squadron of up to 6 escorts. Capital shipstaken count ,against t he cru iser l imi t and both the capit al ships andescorts may only be taken from one fleet list. Reserves and Alliedvessels may not use Veteran Rogue Trader re- rolls, These vessels do nothave acces s to The best tha t money can buy '. Space marine ves se ls maynot e included if the fleet includes any Xenos vessels orDemiurg/Kroot vessels .

    DEMIURG & KROOTDemmrg and Kroot vessels may be tak en as fol lows i n a Rogue Trad erElCploration f leet . This replaces any other lis ted ways to take Demiurgand l or Kroot . Includ ing wha t i s l is ted above . Demiurg Ves se ls countagains the 6 cruiser l imit and I may be taken fo r every Rogue Trad erGapital ls hip. No more than I s tr onghold may be taken . You may take uptp I r oroot War sphe re for eve ry Rogue Trade r cap it al ship in the f leet .These being all ies may not use f leet re- rolls.Stronghold Class Battleship 350 ptsBastion Class Cruiser 235 pts::itadelClass Cruiser IS5 ptsKr,pot Warsphere S5 pts\ . Demiurg Escorts

    You ~ay include up to I squadron of Demiurg escorts for everyQ miurg capital ship in the fleet. You may only include I rampart ineach sq aaron.Rampart c rass Escort 60 ptsButtress C lass Esco rt 35 pts

    A TT AC K R AT IN GRogue Trade r Explor at ion f leet s have ana tt ack r at ing of 3

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    ROGUE TRADER VESSELS

    W OLFP AC KS AND PIRATE FLEET LISTLEADERSHIP

    A human pira te requ ires great charisma and leadershipability lust trying to keep his or her grip on the bands ofcriminals, mutineers and other such unsavory charactersthat make up a pirate fleet, All pirate vessels suffer a -1leadership modifier, meaning their unmodified startingleadership will be from 5 to 8,

    F LE ET C OMMAND ER0 -1 Pirate Captain

    A Pirate Captain may be included in your fleet, He mustbe assigned to a ship, If a pirate fleet is more than 750points, i t must inc lude at least I Pira te captain asi ts f leetcommander.Pirate Captain (+lLd) , , 50 pointsA Pira te Captain gets one re- rol l, and may purchase up totwo more re- ro lls for +25 points each .

    C A PIT A L S HIP SYou may include 1capi ta l ship for every 500 points in thefleet. Variants and/or upgrades may not be used for anyof these ships.Hydra Class Cruiser 180 ptsTyrant Class Cruiser 180 ptsLunar Class Cruiser 195 ptsCarnage Class Cruiser 195 ptsMurder Class Cruiser 185 ptsSiluria Class Light Cruiser 70 ptsDauntless Class Light Cruiser 125ptsEndeavor Class Light Cruiser lI O ptsHeavy Transport 40 ptsHeavy Fuel Transport 40 ptsSuper Heavy Transport 90 ptsRepair Tender. . . . . . . . . . . . . . . . . . . . . . . . . . . . . .. 90 ptsFra'al Battleship 250 pts0-1Strike cruiser 145 pts

    ESCORTSOne squadron of three to six escort vessels must beincluded for each cruiser in the flee t, organized inany mix desired. You may include escorts beyondthis restriction. Pirate bands do not have readyaccess to complex weapon systems. With theexcept ion of Xenos vessels, the number of escortvessels that utilize ordnance or lance weaponrymay not outnumber those that rely solely onweapon batteries. Xenos vessels must purchase ani tem on 'the best tha t money can buyJist ing on theprevIOus page.Escort Carrier 60 pointsQ-ship 60 pointsXenos Vessel 35 pointsIdolator Raider 40 pointsInfidel Raider 40 pointsFiresrorrn Frigate 35 pointsSword Frigate 35 pointsFalchion Frigate 35 pointHavoc Raider 30 pointsTempest Frigate 40 pointsCobra Destroyer 30 pointsRecommissioned Escort 30 pointsIconoclast Destroyer 25 pointsCargo Vessel , , , , , , , ,20 pointsArmed Freighter 20 pointsCargo Transport 10 points

    FREEBOTER S . C OR S A IR SA ND B RIG AN DS

    You may spend up to 20% of the points in yourfleet on escort vessels from any fleet list otherthan nccrons and tyranids. These must not be anyrestricted vessels such asDhows or Orcas which

    can only be present if there are any gravhooks in the fleet. These vessels do notsuf fere any negatives to their leadership andare considered allies in all respects. Thismeans that they cannot use Pirate captainre-rolls. They are also consideredmercenaries and must disengage if crippled. Ifmembers of another race such as Eldar theymay not squadron with escorts of anotherrace, such as human or ork (even though youcould include both in your l is t) .

    A TT AC K R AT IN GWolfpacks have anat tack rat ing of 3

    NOTESIf your fleet includes a strike cruiser then thestrike cruiser follows all the normal rules forspace rnarrnes including space rnarrneleadership. Note that after rol ling you sti llsub tract 1asi t i s in ap ira te flee t.Like other lists in this document, transportslose their t ransport abi li ty unless ac tuallypurchased asthe transports in the mission.

  • 8/3/2019 Rogue Trader and Demiurg Fleets 1.0

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    THE DEMIURG {, KROOT FLEET LISTThis fleet is used to represent a Demiurg and/orKroot fleet. These two races have a very closerelationship and are not considered allies of each otherin this l is t. So they may use each others rc-ro l ls . Thef leet is considered a Derniurg fleet i f there are moreDcrniurg capi ta l ships than Kroot Warspheres. and aKroot fleet if otherwise. You may include RogueTrader allies as listed in the Rogue Trader listing asnormal.

    F LE ET COMMANDERCenter of Commerce

    The Dcrniurg don't actually make use of fleetcommanders. However any Dcmiurg capital ship maypurchase a re-ro ll for +25 points. which are consideredfleet commander re-rolls and may be used on any ship.These will increase the victory point value of thevessel by +25 points. So aStronghold would beworth425 vps if it had a re-ro ll upgrade.

    0-1 Master ShaperIf the fleet isconsidered a Kroot f leet i t must inc ludea Master Shaper to lead it as its fleet commander. Hemust beassigned to a Kroot Warsphere and replaces itsleadership with his own.Master Shaper (LD 8) 50 ptsHe may purchase up to three fleet commander re-rollsfor +25 points each.

    CAPIT AL SHI PSBattleships

    You may include 1Battleship for every 2 cruisers.Stronghold Class Battleship 350 pts

    CruisersYou may include upto twelve cruisers.Bastion class cruiser 235 ptsCitadel Class Cruiser 185 pts

    ROGUE TRADER VESSELS

    ESCORTSYou may include 1 squadron of escorts for everyDemiurg capital ship. You may only include 1rampartin every squadron.Rampart class escort 60 ptsButtress class escort 35 pts

    WARSPHERESYou rnay include any number of warsphcres.Warsphere 85 pts

    ALLIESThe Demiurg and Kroot frequent with the Tau. Youmay include a single capi ta l ship from the fol lowingl is t asan al ly for every 1500points in your flee t.Protector class cruiser 185 pointsHero class starship 180 pointsEmissary class starship 110pointsMerchant class starship 105points

    Allied EscortsIf your f lee t includes a ship with grav hooks then youmay purchase grav-hook only escorts as normal.Additionally you may include 1squadron of escorts forevery capital ship.Orca Class Gunship 25 ptsDhow 45 ptsWarden Class Gunship 30 ptsCastellan class starship 50 ptsDefender class starship 45 ptsA TT AC K R AT IN GDerniurg and Kroot fleets have an at tack rat ing of 2