Ship Profiles

Necron Cruiser
Reaper of the Harvest

Scythe-Class Harvest Ship

0_1525032289251_521001fd-e3ee-45d3-98f3-c96a5db962f1-image.png

Size: 5 KM long, 3.6 KM abeam at the wings

Crew: Unkown

Max Acceleration: No known limit

Defences: Necrodermis Armour and Scarab Swarms

Standard Main Armament: Star Pulse Generator, 2 Lightning Arc Batteries, 1 Partical Whip Battery, Portal Generators and a Sepulchre

Standard secondary Armament: Gauss Cannons, Tesla Cannons and Scarab Swarms

Auxiliary craft: N/A

Lore: Of all the ships the Imperium knows of, few are as terrifying as the Harvest Ship, both for its terrible power and the terrifying fate of any who survive the initial encounter. The simple rumour of a Harvester fleet being anywhere near a system being enough to trigger mass panic and anarchy in every strata of Imperial society.
The Harvest Ship was one of the first necron ships encountered by the Imperium, being classified as a 'Scythe Class' during the Yucatan incident in M40. Since then, nearly every necron fleet has been built around or included at least one Harvest ship in its retinue for the terrible harvest of intelligent populations for experimentation purposes. The Silent King wishing to return his race to bodies of flesh and blood, and seeks suitable hosts through the of the grotesque and morbid Harvest fleets.

For the Imperial Navy, the feeling of panic and dread is no different, for few of humanities enemies can claim to have such a powerful vessel, and very few survive encounters with a Harvest Ship even in the event of victory. The Lighting Arc Batteries and Partical Whips making easy prey of any Imperial vessels, Solar Pulse Generator cutting great swaths through the proud formations of the holy navy, and the despicable Sepulchre weapon robbing even those not destroyed in battle of their sanity. The arcane device driving crews into a mad frenzy of blood letting and carnage. All the while portals deploy Necron Warriors and Canoptek Scarabs directly onto the decks of navy warships.

The only recorded Tactical 'Victories' over Harvest ships was at the Battle of Amarah, were at least twenty Harvest Ships as part of the biggest Necron fleet ever recorded fought a massive Imperial Armada including 11 of the Imperial Navy's finest Battleships at the core of its formation. Here, fire from Retribution and Apocalypse Battleships proved sufficient to either force the Necron vessels into retreat, or even destroy them outright, while daring bomber runs launched by the Emperor Battleships reaped their own bloody tolls on the Necron Harvest Ships and Raiders. But for each victory, the Navy payed double or triple its price in lives and equipment, the battle ultimately resulting in both sides suffering significant but indecisive damage with no clear victor.

Even the finest the Imperium had to offer proving to be, at best, a match for the Harvest Ships. And the most terrible implication of that is that the Harvest Ships are far from the worst the Necrontyr have at their disposal.

last edited by CALiGeR_Reborn

NOTE: This one was written by @Nemesor-Xanxas as a guest Profile, so I'm not owed any credit for this one, all I did was formatting and minor edits. If anyone else wants to do a guest profile, PM me, and please don't post anything directly into this topic.

Necron Battleship
Doomsday's Herald

Cairn Class Tombship

0_1525036027223_3117e814-8995-4349-938a-facd9e70c2fa-image.png

Size: 20 KM long, 15km abeam at widest point

Max Acceleration: No Known Limit

Defences: Advanced Stealth and dampening Fields, Reactive Necrodermis hull, localized power fields, regeneration and scarab repair

Standard Main Armament: Unknown number of Lightning arc batteries and Gauss Particle whip batteries, 3 portal generators, Star Pulse Generator, Sepulchre and an Energy Drain Field

Sautekh Configuration: Additionally has shields

Standard secondary Armament: Scarab Hives, Gauss turrets

Auxillery Craft: Undetermined numbers of Tomb blades, Night scythes, Doom scythes, Night shrouds

Lore: The Cairn Class Tombship is the single most powerful commonly produced necron vessel known to operate in the 42nd millennia, and the only known Necron vessel classed as a battleship. It is the largest Necron vessel encountered to date, though there have been rumors amongst the orks of a Tombship larger than a spacehulk. They have been encountered in all but one scenario with no less than 3 Scythe Class harvest ships and attendant fleets, and are at the head of most major Necron offensives. Cairn Class ships are always the flagship of a noble, and serve as mobile tombs for reawakening and repair of their attendant legions, making them mobile lynchpins in Necrontyr advances.

These mighty vessels are also one of the few to possess not one, but three separate types of faster than light travel. The first is the infamous Necron ability to “phase out”, allowing for instant disengagement of any vessel nearing destruction. The second type of faster than light travel is using Dolmen gates, which also allow them to pursue fleeing Eldar into the webway. However, many high ranking Necron nobles disdain this method of travel, both due to its (relative) unreliability and due to their unrelenting disdain for the Eldar and all their works. The final way a Cairn may traverse the galaxy is with its Inertialess drives. Serving as both its sub and faster than light engine, this method is the fastest and most reliable form of FTL in the galaxy outside of direct teleportation.

The Necrontyr are terrible to face on the ground, but in the void of space their true power becomes known. Their firepower is terrible to behold, with even their defense turrets being capable of tearing apart Mechanicus cruisers and other such capital ships in short order. Indeed, their firepower is so great the sensors of specialized Mechanicus ships could not grasp it, as it went beyond their ability to sense. The deadlier of the secondary weapons used by a Necron ship are its scarab hives. These spawning pits create scarabs that can swarm over and inside a ship, taking it apart piece by piece. They additionally possess the ability to disrupt communications or functions, or even take them over to serve the Necron cause. Alternatively, they may detonate with great force in a manner similar to the ordinance of a bomber

Of the main guns of a Tomb Ship, no ship known to the imperium has ever survived a single hit. The highest kill count observed so far in a single volley is attributed to the flagship of Maktlan Kutlakh, the Dead Hand, which slew three strike cruisers and a battleship simultaneously. In the even the guns do not simply bypass the shield in a manner similar to the deadly Gauss particle whip, they will simply plow through them with deadly force and shear even a battleship in half. Even more deadly are specialized weapons often carried by these ships. Of the many horrors the full fleet holds, only three have yet been named by the imperium.

The first of these horrors is the energy drain, capable of simply turning off a ship in its entirety, life support and all, whilst using that energy to repair itself. The second is the star pulse generator, which does not harm other Necron ships. This massive pulse of energy vaporizes any ship that strays to close, and is more frequently used to clear the skies of fighters and ordinance. The third special weapon used by Tombships is the Sepulchre. Few can say what this device truly is, but all can agree that it is vile. Any who draw to close to a ship bearing this device are driven into a fearful madness, in which they attack and destroy their fellow crew, their ship, and themselves. Additionally, the Tomb ship possesses a high number of teleporters, allowing for many precise teleportation attacks to be made, even though void shields.

The defensive abilities of a Tombship are no less impressive. They have been known to take bombardment from entire fleets and come out entirely unscathed, even in one instance a fleet containing an Infernus class battleship. They are immune to a wide variety of celestial phenomena, and have never taken damage when hit by a nova cannon beyond a snapping of the uppermost antennae. These ships have been known to lie dormant under the crust of world’s for millios of year unprotected, only to instantly awaken to full capability when necessary. They have a vast array of electromagnetic warfare suites which allow them to confuse enemy sensors and deactivate enemy ordinance, such as torpedoes.

Their stealth is very high tiered, as is their ability to see through others attempts to hide. Shadowfields, mimic engines, and holofields all fail instantly before these sensor suites, as do the ships behind them to the Cairn’s weaponry. The ship itself is virtually invisible, seeming to wrap space around it and reflect vision in a way that make getting a clear sense of its shape or size nearly impossible for sensor and sight. Indeed, the ship is described as being “impossibly black”.

However, the Tombship’s greatest defensive ability is its speed. There is no set speed a Necron can fight at due to its specialized drives, but whatever speed they decide on it is usually considered impossibly fast by those moving at .75c. The inertialess drive allows the ship to travel at speeds unimaginable to lesser races, completely bypassing gunlines and blockades to instantly reach their targets. The speed is so great that on one occasion the ship had entered a system occupied by Word Bearers, annihilated a Dark Age of Technology star fortress completely, and entered atmosphere before they noticed. Additionally, their lack of inertia allows Tombships to turn on a dime, completely stopping and changing vector without any build up or counter force. This allows them to instantly flank any fleet simply by flying past them and instantly turning around, to great effect.

Necron ships, though lacking in shields, are a dangerous proposition to board. Their hulls dampen any emissions coming from within or without, making lighting strikes an uncertain thing. Additionally, the interior of the ship is capable of simply changing its layout, or consuming any material it in contact with. Even unchanged, the interior is an eldritch labyrinth, connected as much by teleportation and portal as by walkway and bridge. It is a place where even a chaos marine can lose his bearing, and to walk forward can lead backwards, and to walk down can lead you up. This makes the decision to board a costly one, and indeed in the past entire companies of terminators have been lost this way. As such, no Cairn class ship has ever been confirmed destroyed by the Imperium of Man, as even the Implacable Conqueror was merely thrown into the sun, which unbeknownst to the imperium it was quite capable of resisting and devouring.

Tombships additionally possess many abilities that can only be classed as “axillary”. For one, they are capable of storing great amounts of energy, and either unleashing it as a massive flare or adding it to what has already been set aside for regeneration, creating an effect observed to be similar to a resurrection orb on a grander scale. They generally take this energy from a star, and are capable of draining one to nothing in a scant few hours. They can also cause the star to erupt with enough force to glass nearby planets, though they see it as a form of sensor jamming. Alternatively they can simply take the star and leave, killing the system and everyone in it in short order. Additionally, they can fling the hearts of dead stars at immense speed to shatter formations and battleships with trivial ease

They have also been known to use upscaled invasion beams to deploy countless thousands of warriors and hundreds of monoliths within minutes, with the full deployment of the ships immense reservoir of forces not taking much longer. Additionally, the ship can serve as a gateway to any tombworld networked to its dynasty, leading to any invasion never ending unless it is brought down. The ship also possesses the ability to hover within atmosphere above cities without damaging them, and is silent. The ship can also use the energy stolen from stars to boost its speed even further, or enhance the power of its weapons. The ship is also extremely unnerving to those nearby, and can easily jam the sensors of imperial vessels and planets. On one occasion, it has been noted to have the ability to cover an entire planet in storms, through which nothing could be discerned.

The Cairn Class is without question the most fearsome opponent the imperial navy has ever faced, save the World Engine. While it is most treasured tool of the Necron Nobility, it is also one of their weaknesses. Many come to feel it is a partner, a reminder of a life lost and will protect the ship with unprecedented ferocity. As such, they will often choose it over their objective, which can make all the difference in a doomed fight against the Necron navy. Even the most logical of Phaeron’s will act emotionally about it, as even Imotekh was resistant to abandoning his flagship, being almost willing to face the entire Black Templar chapter to retain it. Indeed, it was damage to the Dead Hand at Amarah, the only time a Cairn has ever been damaged in naval combat that caused the Maynarkh Dynasty to disengage from the slaughter they had been taking part in, despite victory being easily in hand with imperial casualties having taken 70-90% casualties.

Even with this opportunity, it is best for the foes of the Resurgent Necrontyr Empire that this ship is extremely rare, having only appeared 7 times in the 41st millennium. Unfortunately, this ship, like the empire, has been appearing more and more as the clock ticks forever onwards. As the 42nd millennium dawns, there a fears that this ship might become commonplace, a fear which might come true.

last edited by CALiGeR_Reborn

Tyranid Escorts
Swarm Vanguard

Vanguard Drones

0_1525091510358_bf4d4218-beb5-4452-8f9e-8843d27a3d50-image.png

Size: 1.5 KM long, 0.8 KM abeam at widest point

Crew: None

Max Acceleration: 4 g

Defences: Chitinous armour, Spore Clouds.

Standard Main Armament: 1 Pyro Acid Battery, Claws (all frontally mounted)

Standard secondary Armament: Spores

Auxiliary Craft: N/A

Lore: The Vangaurd Drone is one of the first signs a planet receives that they lie in the path of a tyranid Hive Fleet. The Vangaurds, by an unknown means, able to operate far ahead of the bulk of the Hive fleet largely independent of a Narvhal or parent Hive Ship. Their purpose however is much less mysterious. Packs of Vanguards hunting for patrols, probing a prey-worlds defences and seeding them with Genestealers and Lictors to begin the first phase of Tyranid Invasion.

In void combat, Vangaurds can be a deadly threat to even the largest Imperial Warships if allowed to close with their targets. Their Pyro Acid Batteries able to rapidly dissolve unshielded hulls, while their massive claws are able to tear great rends in a prey vessels hull and vomit forth a lethal dose of gaunts and genstealers into the wound. Although, fortunately for the Imperial Navy, Vangaurds are poorly protected by armour and spore 'sheilding'. The Sword and Firestorm escorts normally able to dispatch the Tyranid Drones before they can close into effective range. But their numbers and lethal potential make them enemies that only the exceptionally foolish would underestimate.


Escort Drones

0_1526394076169_8017862e-47aa-400d-aa30-73876b776f94-image.png

Size: Variable. Ranges from 1.4 km to 3 km.

Crew: None

Max Acceleration: Varies

Defences: Chitinous armour, Spore Clouds.

Standard Main Armament: Varies

Standard secondary Armament: Spores

Auxiliary Craft: N/A

Lore: Escort Drones are not any individual class, but rather the umbrella term granted to the dense mass of escort-sized bio-ships that surround and defend the larger ships of the Tyranid fleet from direct attacks, making attempts at directly assaulting Tyranid Hive Ships or Narvhals suicidal endeavours.

Their armament can range from giant claws that rend hulls apart, to Bio-Plasma producing organs with gleam with a deathly glow, or Pyro Acid batteries that melt through faramite alloys with ease. Their size being equally as varied, although all roughly the size of Imperial frigates. One thing they do all have in common is their suicidal ferocity. Great waves of Drone Escorts throwing themselves onto the guns of attacking enemies often to die in their hundreds, or even thousands, to choke any attack on the larger and more important vessels of the Hive Mind.

However an attacker met by such a defence is not totally without hope, for without their constant connection to the Hive Mind through their synapse, escort drones rapidly die. So a fight with a Tyranid fleet often devolves into a desperate race against time to kill the leading Hive Ship before being totally overwhelmed by the numberless horde.


Krakens

0_1525092935000_Tyranids.jpg

Size: Variable. Ranges from less than 1km to 1.6km.

Crew: None

Max Acceleration: Varies

Defences: Chitinous armour, Spore Clouds.

Standard Main Armament: Varies

Standard secondary Armament: Spores

Auxiliary Craft: N/A

Lore: Krakens are a variation on the escort drone first encountered by the Imperium with the emergence of Hive Fleet Kraken. Krakens tend to be smaller and faster than the previously seen escort drones. Each Individual Kraken barely the size of Imperial destroyers, and seem geared towards aggressive raiding and hunting stragglers as opposed to defence duties, seemingly in emulation of escort tactics of other races but with less Independence than the Vanguard Drones. As they are usually quickly followed by larger tyranid vessels, and do not contribute directly to the Invasion, typically killing themselves after completing their attacks to provide more biomass for the Hive Ships and Cruisers to consume for the Invasion efforts.

Hive Fleet Kraken has gained infamy for these vessels, the Krakens leading far ahead of the rest of the Hive Fleet, extending the Shadow in the Warp and rendering planets defenceless as they sever supply lines and overwhelm star forts in massed waves. These leaving less opposition than would normally be seen against Tyranid Invasion, and allowing for extremely rapid advances across very large areas of space, even by the standards of Tyranid Hive Fleets.

In fact, they saw such success with Hive Fleet Kraken, that the Hive Mind seems to have compelled other Hive Fleets to spawn variations of these creatures into their arsenal. Hive Fleets Leviatan and Gorgan notably used Krakens as probing elements before an invasion, allowing the Hive Fleet to adapt preemptively to an enemies weapons before the first wave of invasion was launched


last edited by CALiGeR_Reborn

Hive Auxilary Vessels
The Beating Heart

Narvhal

0_1525095900942_ef2d4c17-2f23-4e82-ba60-a58493899f19-image.png

Size: 2 KM long, 0.6 KM abeam at widest point

Crew: None

Max Acceleration: No Known Limit

Defences: Chitinous armour, Spore Clouds.

Standard Main Armament: N/A

Standard secondary Armament: Spores

Auxiliary Craft: N/A

Lore: The Narvhal is a relatively small ship, with very few defences and no real offensive armament, but it is one of the most important ships the Tyranids have in their arsenal. As the Narvhal, for all its weakness as a warship, provides the Tyranid Hive fleets with their only method of FTL travel and one of thier few sources of long range intelligence data.

The Narvhal does this through a hyper-sensitive sensory organ made up of millions of tendril-like mono-filament spines that dominates the front half of the Narvhal. These Spines are hyper-sensitive, and are capable of picking up and manipulating a wide spectrum of sensory data, ranging from gravimetric to broad-spectrum electro-magnetic emissions. The Narvhal relaying areas of greatest activity to the Hive Mind for the direction of the Hive fleets, the Narvhals then able to manipulate the gravity of the surrounding fleet and the target planet to propel the Hive fleet at incredible velocities across the galaxy. There is no known upper limit to this acceleration. This gravatic disturbance also causing havoc on the prey world, with cataclysmic earth quakes, volcanic eruptions and tsunamis all being common occurrences for a world in the grasp of a Narvhal.

However, aside from the obvious lack of defences, the Narvhal's sensory organ is very fragile and seems unable to activate once within a certain radius of a gravity well. This creating a window were the Hive fleet is spread relatively thin, and delayed from reaching the prey world by years or decades. In this window, the Narvhal is almost totally immobile and the Hive fleet still in the process of re-assembling into an attack pattern, the perfect opportunity for any would-be attacker fast and bold enough to strike at the Hive Fleet pre-emptively. The World they arrive at may still be doomed, but a tyranid fleet left without its Narvhals is doomed to slow starvation.

last edited by CALiGeR_Reborn

Tyranid Cruisers
The Jaws that Bite

Picture below is a Razorfeind

0_1526378863034_78c645d4-40b7-49ab-af12-10755d8585e2-image.png

Size: Variable. Ranges from 4km to 7km.

Crew: None

Max Acceleration: Varies

Defences: Chitinous armour, Spore Clouds.

Standard Main Armament: Varies

Standard secondary Armament: Spores, Spines, Venom Cannon batteries

Auxiliary Craft: Varies

Lore: The term 'Tyranid Cruiser' refers to any Escort Drone or Immature Hive Ship that has reached the size of a capital ship in Imperial record keeping. Once a Tyranid ship has reached this size bracket, its behaviour in the Hive Fleet changes. Instead of staying close to the mother Hive Ship, they venture out and aggressively seek biomass in the form of enemy warships or with planetary invasion. This seemingly done with the objective of accelerating their growth to full Hive ships, and/or act as shock-assault vessels to break particularly powerful opponents apart.

With that being said, at least 4 separate species have been identified as living the majority of their life cycles as cruisers. Most notable being the Razorfeind and the Devourer, which roughly fill the roles of Line Cruiser and Heavy Cruiser receptively. Both tend to be equipped with batteries of bio-plasma or Pyro-acid weapons, and have powerful jaws and claws that are capable of ripping apart even battleships seemingly with little effort, and tough chitinous heads that can punch breaches enemy formations and break apart any vessel unfortunate enough to be in their path. These species are also known to use bio-torpedoes and boarding spines, useful for both planetary invasion and for void combat.

last edited by CALiGeR_Reborn

Guest Profile by @Kadaeux, with editing from myself, not due the credit for this one.

Hive Ship
Swarm Mothers

0_1526380743484_a5b56401-16dc-4123-a854-73fba61390ac-image.png

Size: Variable. Ranges from 8km to 40km observed. Theoreticians speculate larger genus exists.

Crew: None.

Max Acceleration: Varies

Defences: Chitinous Armour and Spore Clouds.

Standard Main Armament: Varies

Standard secondary Armament: Spores, Spines, Venom Cannon Batteires

Auxiliary craft: No known Limit, continuously produces Strike Craft.

Lore: Refereed to by the Magos Biologium as the Leviathus Rex Genus, and recognised by most as a Hive Ship. These colossal vessels are the only vessels in the Tyranid arsenal to qualify as battleships, and are at the heart of any tyranid fleet.

Hive Ships are immense and variable craft that serve as the primary backbone of the Tyranid Fleet. First observed in the recordings of the fall of Tyran these craft darken the skies with spores and can swat aside most opponents in space. In addition to serving as the nexus of a fleets Hive Mind presence second only to the Norn Queen.

Aggressively the Leviathus Rexs' weapons compliments do not maintain any form of standard as to be recognised. At a minimum, most Leviathus Rex are likely to be armed with assorted collections of munitions such as Biocannons, Pyro-Acid Batteries, Bio-Plasma discharge vents, massive claws and feeder tendrils or hives capable of launching void-adapted strike organisms.

The only creature in the Tyranid arsenal to regularly bring 'auxiliary craft' in respectable numbers.
Hives present on a Leviathus Rex will produce a significant variation of creatures. Tyranid 'launch bays' do not run out of ordnance and will continue to produce new organisms as required. Commonly observed assault creatures include swarms of Harridans performing as fighters, other Brood carriers, mobile limpet mines, hull-borer worms and more.

In terms of defences he Hive Ship has extremely evolved carapaces and void hardened organs. Carapaces have been observed to include a not-insignificant percentage of advanced metallurgy such as Adamantium mirroring ground organisms inclusion of exceptional mineral content into bodily armour. All Leviathus Rex also possess colossal spore vents that protect them in place of shielding but may also perform in an offensive role.
These Spore vents produce spore clouds thick enough to prevent even weapons capable of cracking a continent from penetrating them without being thinned out first. Spore performance and type is also massively variable. Crystalline Spores have been observed for refracting energy weapons, acid for eating away at torpedoes or strike craft and even just plain thick carapaces for slowing solid munitions and deflecting them from the parent craft.

The Hive Ship, while serving as one of the synapse nodes of a hive fleet is also a biological factory that produces the millions of Tyranid organisms used in a Tyranid invasion, they are also the primary consuming element of the Hive Fleets, taking up most of the harvested material into themselves. Hive Ships will always be escorted by other Tyranid fleet elements, such as their cruiser equivalents and hordes of drone escort ships. The threat of such ships can never ever be understated.

last edited by CALiGeR_Reborn

Adeptus Mechanicus Escorts
Forge Vanguard

Sword Class Frigate (Ad-Mech Patterns)

0_1526497104922_81c570e3-3bff-4cf0-ab15-e42c874f9216-image.png

Size: 1.6 KM long, 0.3 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 5 g

Defences: Double-armoured adamantium prow, faramite-alloy armour plating, 1 Escort class Void shield.

Standard Main Armament: 1 double-barrelled plasma-based sub-macro turret (dorsal/prow mounted), 8 plasma-based sub-macro cannons (4 per broadside)

Standard secondary Armament: Turbo lasers, Missile Banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters

Lore: The Sword Class is one of the oldest Imperial ship design still in service, dating back to the Age of Strife, its design refined to a very fine level: being battle tested across many millennia and an uncountable number of battles. The Adeptus Mechanicus particularly values this aged and very dependable design, and have made refinements and rediscoveries to improve the potency of the Sword Class. Its power supply, and superior understanding and reverence of the motive force by tech priests, permitting the craft to carry more potent weapons and perform faster and more agile manoeuvres in battle.

In terms of firepower, different forge worlds may choose slightly different armaments, but the most commonly accepted to be closest to what the Omnissiah intended is the addition of plasma-based weapon batteries. While small for space-borne weaponry, they are ferociously powerful. The weapons firing blue-white beams of glowing hot plasma, ripping through any shielding or armour known to man with ease. Unfortunately, such weapons are complicated to produce and repair, while also producing vast amounts of heat, meaning many minor forgeworlds have begun changing over to the more reliable and easily produced laser based weapons primarily fitted to common Imperial Patterns of the Sword. But the most dogmatic and blessed of forge worlds continue to produce the more potent weapon systems.

The Sword also receives superior cogitators for its weapon systems, allowing for greater accuracy and superior defence against ordnance. However, these improvements come at a cost, as the sword is not nearly as common in Adeptus Mechanicus service as it is in Imperial Navy service. Many now fearing that this design of the tried and true sword class may be lost in the mists of history, a truly tragic thought to any who value the machine gods many creations.

The Sword's primary function is to defend forge worlds and exploratory fleets as well as act as one of very few vessels capable of performing advanced reconnaissance. Although the Sword is capable of performing any number of other secondary functions with relatively little coaxing of its machine spirits. It's efficiency in destroying opponents in battle and its versatility of function making it a primary component of Adeptus Mechanicus void-borne operations.


Gladius Class Frigate (Ad-Mech Patterns)

0_1526497976269_031aa0d1-1388-48d6-83af-eedb18e211a8-image.png

Size: 1.8 KM long, 0.5 KM abeam at the wings

Crew: Varies, Usually mostly automated

Max Acceleration: 5.4 g

Defences: Faramite-alloy armour plating, 1 Escort class Void shield.

Standard Main Armament: 2 double-barrelled plasma-based sub-macro turret (dorsal/prow mounted), 10 plasma-based sub-macro cannons (5 per broadside)

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters

Lore: The Gladius is a most blessed design and holds the honour of serving both the mechanics and the Space Marines primarily, as it is a successor to the ever-reliable Sword Class Frigate.

The Gladius was developed in the closing years of the Great Crusade, an attempt by the then-Mechanicum to improve on the venerable Sword Class Frigate with a more powerful warship to fill the defensive escort role. The Gladius being larger, having much thicker armour, and a more impressive array of weapons. She even featured an engine system which increased her max sustained acceleration by approximately 20% over standard Imperial Sword patterns.
All these factors making the vessel far superior to the much older Sword design. However, the main fault with the frigate was also the reason it never saw widespread use with the Imperial Navy later in its history: it required more time and resources to construct. The Imperial Navy saw much more use in frigates that could be produced in great numbers than better quality frigates, and so demand in the navy for them was generally low. But for the space marines they were valuable system defence craft and skirmish vessels, and for the Adeptus Mechanicus they perfectly fit established naval doctrine.

Some forgeworlds prefer to use the older sword class for their escort needs, and others modify the Galdius to have the weaker but more reliably maintained laser-based weapon systems. But most forgeworlds typically have at least a couple in their arsenal, ready to assault attackers or to act as defence for far-flung explorer fleets.


Firestorm Class Frigate (Ad-Mech Patterns)

0_1526497225048_d2e5cb7c-0f8c-48f8-b2ab-25634af02546-image.png

Size: 1.8 KM long, 0.3 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 4.8 g

Defences: Double-armoured adamantium prow, faramite-alloy armour plating, 1 Escort class Void shield.

Standard Main Armament: 1 double-barrelled plasma-based sub-macro turret (dorsal/prow mounted), 4 plasma-based sub-macro cannons (2 per broadside), 1 Light Lance (prow mounted)

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters

Lore: Firestorm Class is a proposed modification of the Sword Class made by the Gareox 'Young School' fleet lords in M35, the prototypes and initial production quotas overseen by Forgeworld Ryza after approval by Mars. Much of the Firestorm remains unchanged from the Sword Class in appearance and interior, by the decree of Mars, although there is one major difference: her armament.
The Firestorm has fewer broadside weapons batteries, and less powerful engines, but that excess power goes into supporting a Prow-mounted lance. This Lance is deadly to other escorts: having the accuracy to hit them even while manoeuvring and the power to overwhelm their thin shielding and flimsy armour and cause massive damage to their systems. The Lance also has double the range of the more conventional weapon batteries found on the Sword Class, the Firestorm's firepower is also enough to present a devastating threat to fleeing and damaged capital ships: a pack Firestorms able to quickly close the distance and volley-fire Lance bolts into the stricken adversary.

These vessels are seen less often in Adeptus Mechancus fleets than in the Imperial Navy. Despite approval by Mars, many of the more orthodox magi in the cult mechanicus who are suspicious that the changes made to the sword class stray from the Omnissiah's original intentions and pervert the machines spirits within. A belief seemingly ratified by the Firestorm having a darker side: being a personal favourite among many pirates, the machine spirits so readily turning on their masters in pursuits of greed and desire. Despite this, many forgeworlds: forgeworlds Stygies VIII, Ryza and Mezoa most notable; deploy vast swarms of these vessels despite concerns over the machine spirit of such vessels. Ryza and Mezoa having an affinity for energy weapons, and Sygies finding the lance weaponry useful for combating their most common prey which typically consist of various xenos species. In any case, its approval by Mars remains controversial.


Nova Class Frigate (Ad-Mech Patterns)

0_1526498330687_dca53ba6-1e41-4d77-bfc8-8364445662ed-image.png

Size: 1.9 KM long, 0.5 KM abeam at the wings

Crew: Varies, usually largely automated

Max Acceleration: 5.4 g

Defences: Faramite-alloy armour plating, 1 Escort class Void shield.

Standard Main Armament: 1 double-barrelled plasma-based sub-macro turret (dorsal/prow mounted), 6 plasma-based sub-macro cannons (3 per broadside), 1 Light Lance (prow mounted)

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters

Lore: The Nova is the aggressive cousin of the defensive Gladius Frigate. While the Gladius is a common and widely accepted ship by the Space Marines and wider Imperium, the Nova is much more rare and highly controversial in nature. Perhaps one of the most controversial of Mars' creations. It is the only vessel the Space Marines use that is equipped with a lance weapon, a violation of agreements made between the space marines and the Imperial Navy. Although it is a relatively small vessel with fewer overall weapons than the Gladius and a small crew, the Imperial Navy takes great issue with the ships existence, although does not seem to care when fielded by the fleets of the Adeptus Mechanicus.

The Nova is supposed to be a light attack vessel, patrolling and surveying the domains of some of the larger Space Marine Chapters to seek out adversaries and swiftly dispatch them with its Light lance to avoid the deployment of more Marines than is absolutely necessary and ensure battles are ended quickly and cleanly with minimal losses. This also making the Nova a useful addition for Mechancus fleet formations. However, the Space Marine fleet is not meant to possess any lance weapons, as the primary fleet of the Imperium should have a monopoly on the weapon systems. Although Mars approved the design, who allowed its adoption by the space marines is not clear, and the cause of ferocious debate within the mechancus for who is to blame for the lapse in judgement. The forgeworlds operating within the sphere of influence of the various space marine chapters, the various space marine chapter masters or Mars itself. The ship is however tolerated by the Imperial Navy due to its good performance in battle and relatively low threat level. The Nova being easily overpowered by larger warships.

The Nova as a warship is ultimately a Firestorm, but more powerful in every respect. With superior speed, armour protection and firepower. Although, due to the politics surrounding the vessels, very few exist and are used only in very small numbers by a select few forgeworlds who deem efficiency of function to be the highest form of praise. Forgeworld Metalica being the most prominent of these forgeworlds, using the Nova as a skirmish vessel and vanguard/scout for explorer fleets.


Cobra Class Destroyer (Ad-Mech Patterns)

0_1526497476153_8f599bdd-4570-4913-918f-a1c2c4ff12fe-image.png

Size: 1.5 KM long, 3 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 7 g

Defences: singular-armoured adamantium prow, faramite-alloy armour plating, 1 Escort class Void shield.

Standard Main Armament: 4 light torpedo launch tubes (prow mounted), 1 single-barrelled plasma-based sub-macro turret (dorsal/prow mounted), variable number of laser or plasma based weapon batteries

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (broadside, belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters

Lore: In the competition for most numerous warship in the Imperium, the Cobra is a serious contender, roving swarms of the destroyers being found in service with every fleet in the Imperium and unfortuantely with pirates.
The cobra class is designed around being a fast torpedo boat: which make a squadron of these dangerous warships a lethal threat to even the largest capital ships. Although, to better suit Mechanicus fleet doctrine, the Cobras in use with forge worlds have their motive force redistributed to sacrifice some of its speed in exchange for a far more powerful array of weapon batteries. These typically consisting of at least one plasma based weapon mounted in a dorsal turret, and a variable number of other normally energy based weapon systems situated around the ship, normally on broadsides or an additional dorsal turret. Different forge worlds seeing a slightly different vision of how the cobra should perform, resulting in an extremely wide diversity of patterns and sub-patterns for the ship.

In Imperial Navy service the Cobra Class is however extremely weak for attacking other escorts, her three tiny weapons batteries being simply too small to do any real damage and too short range to contest the laser-based weapons batteries, making the Cobra purely a torpedo boat with batteries for self-defence. This done to conserve remeasures, as Imperial Navy doctrine typically results in high attrition rates for escorts, making more sophisticated weapon systems a wasted effort.

A variant known as the Viper Class exists that has another set of torpedo launchers, and a variant known as the Widow Maker trades its dorsal sub-macro cannon for more powerful augur arrays. Both developed by Forgeworld Ryza, with varying degree of approval or acceptance from other forgeworlds, and innumerable sub-variants produced of each of these variants by many major and minor forgeworlds.


Hunter Class Destroyer (Ad-Mech Patterns)

0_1526498172411_18ba8863-f7c1-49b7-8495-6ab684452344-image.png

Size: 1.6 KM long, 0.3 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 4.5 g

Defences: Double-armoured adamantium prow, faramite-alloy armour plating, 1 Escort class Void shield.

Standard Main Armament: 1 double-barrelled Plamsa-based sub-macro turret (dorsal/prow mounted), 8 Plasma-based sub-macro cannons (4 per broadside)

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters

Lore: The Hunter is a development made at the request of the Dark Angels to emulate the success of the Cobra Class Destroyer used in vast numbers by the Imperial Navy. It is also used by its parent forgeworlds, as the Hunter fulfils a useful roll that is normally exclusively fulfilled by the Cobra and its innumerable variants.

The ship, is larger than the Cobra it is based on, and features an overall superior ship-to-ship combat capability compared to most variants of the Cobra, being more comparable to the Sword Class in Adeptus Mechancus service, thanks to its large number of plasma-based weapon and vastly improved armour protection over the Cobra. This means the Hunter is actually capable of fighting off most escorts in single combat very easily, performing like a Sword and still possess the torpedo armament and speed to pull of deadly torpedo runs on enemy capital ships. The Hunter's success was such that it has since seen adoption outside of the Dark Angles chapter fleet, and now sees extensive use with a long list of Space Marine Chapters, now the second most common space marine vessel behind the well known Gladius Frigate. A similar story being true for the various forgeworlds, those still capable of producing the plasma based weapon systems rewarded with on of the most potent escort designs found anywhere in the Imperium.


Tempest Class Frigate (Ad-Mech Patterns)

0_1526497687601_58de3a5a-cdef-4551-9d11-e9da8223e2c8-image.png

Size: 2.1 KM long, 0.4 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 5.2 g

Defences: Tripple-armoured adamantium prow, faramite-alloy armour plating, 1 Escort class Void shield.

Standard Main Armament: 3 double-barrelled plasma-based sub-macro turret (dorsal and dorsal/prow mounted), 8 Melta-pulsar cannons (4 per broadside)

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters, 4 Shark Assault boats

Lore: Tempest is a strange escort in a few way. For one she is huge, about a third larger than the Sword Class, and has prow Armor that wouldn't be out of place on a light cruiser: being triple-armoured and heavily reinforced for an escort. The vessel is armed with a battery of short range melta pulsar Weapon Batteries on each side of the ship, as well as three of the of the finest patterns of plasma-based Weapon batteries mounted dorsally in turrets. She is also unique among escorts for having limited carrier capacity in the form of a single squadron of assault boats, as well as boarding equipment and a full complement of Classiarii. A rare variant of Skitarii with the specific function of performing boarding actions.

Both Lucious and Ryza claim to be the original designer for this class of warship, a cause for tension between the magi of the two forges, created at the request of the fleet lords of battlefleet Calixis and as a proof of concept that an escort's machine spirits could be compelled to perform the roll of an assault vessel.
The idea was that the weaker weapons normally found on pirate vessels (like on the Iconoclast-Class Destroyer and, to a lesser extent, the Havoc Class Frigate) would be unable to kill the frigate due to her heavier Armour, and unable to shake off the ship in a straight line, firing the dorsal plasma batteries while in pursuit. Then the ship could be left crippled burning after a single broadside form the melta pulsars or, if the cargo was sufficiently large or important, board the criminal ship and retake any cargo that may have been stolen.

This ship proved so effective in this role that the ship began seeing use against large threats to the Imperium. Although the ship was mostly useless in defensive operations, due to her incredibly short range and poor broadside and rear Armour, she proved very deadly in any offence. Able to close the distance quickly and do heavy damage, even to ship many times her size, with a mix of boarding actions and Melta pulsar bolts.

There is concern both on Mars and in the more dogmatically orthodox circles of the Mechanicus that such a reckless design puts the machine spirit at a greater rick to succumbing to violent bloodlust and turning from the light of the omnissiah, although this theory does not appear to have come to fruition in the relatively short-time service of the Tempest. At least not yet.


Falchion Class Frigate (Ad-Mech Patterns)

0_1526497737766_748ce81b-832c-45d5-96e2-2eaf05fa422d-image.png

Size: 1.4 KM long, 0.3 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 5.2 g

Defences: Single-armoured adamantium prow, faramite-alloy armour plating, 1 Escort class Void shield.

Standard Main Armament: 2 light torpedo launch tubes (prow mounted), 18 auto-loading Sub-Macro mass driver cannons (9 per broadside)

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters

Lore: Falchion Class is a warship designed as a smaller and lighter version of the Endeavour-series Light Cruisers, first proposed by Forge World Voss to conserve resources and increase the number of escorts in service with battle fleets and the forgeworlds of the Mechancius. As the right-hand of Mars, and a typically very well-trusted forgeworld, the design was quickly approved and trials proceeded with few faults. However a heretical techpreist, who's name and identity have been thoroughly scrubbed from all records, stole the initial design and presented it to the most despised arch-enemy. The now-perverted design identified as the Infidel Class frigate, first seen in M40, but a blessed and heavily modified design of the Falchion would be see production and service from M41 onward.

The Falchion's heavy armament of broadside weapon batteries and a pair of torpedo launchers allow the Falchion to engage both other escorts and larger vessels with a degree of versatility that other frigates and destroyers can't match: the large number of sub-macro weapons making short work of escorts weapons and the torpedoes able to do significant damage to larger ships, making this frigate a sort of hybrid between a destroyer and a frigate.

The class's relatively young age does mean that many in both the Imperial Navy and the Mechancus question its effectiveness, but the craft has thus far proven itself to be at least a partially competent design. Like all Voss designs, being a very innovative hybrid of existing Imperial Navy designs.

When compared to the more common sword class, the Falchion is better armed for dealing with a variety of targets, but significantly less well armoured, although the Falchion does have more slightly more powerful engines. The class tends to perform better in defensive roles and can be surprisingly effective in the hands of a skilled captain, its blistering rate of fire with its auto-loading systems in Mechanicus patterns serving to further push its supremacy in firepower.

The Falcions Machine spirit seeming to show a special ferocious dogma for combat against chaos vessels, as if it is aware of the injustice levelled against it during its conception. The Falchion Class demonstrating this with its role in defending against the Chaos invasion of Abumbria in M41, a pair of the vessels being pitted against a small invasion fleet of a dozen vessels: 10 escorts (mostly the Falchion 'sister class' Infidel frigates) and a pair of harbinger light cruisers. The Falchions made a good showing of their capabilities, despite being inferior patterns. As they were able to use their high speed to evade the chaos fleet's initial assault and, although unable to stop the initial landing, strike back with torpedoes and cripple one of the light cruisers. In a running battle lasting several weeks the two were able to destroy the light cruiser and several of the chaos escorts before finally being able to assist in the valiant defence of Imperial ground Forces on the Planet. The righteous fury of those two Falcions proving to be the better of the twisted and heretic constructions of chaos.

Admech Light Cruisers
Forge Gaurd

Endeavour Class (Ad-Mech Patterns)

0_1526997271489_dad9d3f7-e5f4-405b-ac90-c7939ddf9190-image.png

Size: 3.8 KM long, 0.5 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 4.3 g

Defences: Tripple-armoured adamantium prow, faramite-alloy armour plating, 1 light cruiser class Void shield.

Standard Main Armament:

Mars Pattern: 1 double-barrelled Light laser macro turrets (dorsal/prow mounted), 8 Auto-loading Macro Cannons (4 per broadside), 2 torpedo launchers.

Lucius Pattern: 1 double-barrelled Light laser macro turrets (dorsal/prow mounted), 8 Laser Macro Cannons (4 per broadside), 2 torpedo launchers

Ryza Pattern: 1 double-barrelled Light laser macro turrets (dorsal/prow mounted), 8 Plasma Macro Cannons (4 per broadside), 2 torpedo launchers

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters, 1 Aquila lander

Lore: For much of its history Mars has upheld a doctrine of not utilising light cruisers for its fleets, as they were deemed too great of a risk to valuable resources and personnel as capital ships that were far more fragile than the standard cruiser, and the improved patterns of Adetus Mechanicus cruisers and escorts could fill virtually any role a light cruiser could.

This all changed when several forge worlds in the Calixis Sector began adopting the endeavour class into their arsenal, supposedly the brain-child of the Calixis fleet lords looking to expand their capital ship fleet. Although such a transgression against an established doctrine would normally be cause for the highest degree of concern, for those operating in direct defiance of mars are performing the worst of all tech heresy, although this design was eventually accepted after much deliberation in the upper echelons of the Mechanicus. The design closely resembled old designs dating back to the Horus Heresy, and after trials the Endeavour proved a loyal and dependable vessel, so it was decided that the new cruiser should be welcomed rather than shunned; as clearly it was a gift from the Omnissiah.

The Adeptus Mechanicus patterns feature an upgraded power supply and engines to allow the normally sluggish light cruiser to keep pace with escort squadrons and the scout cruisers of the Imperial Navy, alongside more sophisticated targeting systems, auto-loaders for a far more rapid rate of sustained fire and superior augar arrays.

The Endeavour has since seen heavy adoption among many forgeworlds, each putting their own mark on the design. The hollow forge of Lucius creating a variant that carried batteries of laser macro cannons, of a similar kind to the fearsome sun breaker heavy macro cannons that harnessed the power of miniaturised fusion generators similar to what lies at the heart of its home forge; this permitting an almost unmatched degree of firepower for a Light Cruiser. Ryza also created a variant with weapons differing from the standard, equipping the light cruiser with plasma batteries that seemingly lacked the usual fading issues, allowing the Ryza Pattern to obliterate foes at ranges normally only in reach of battleships.

The combination of changes has since made the Endeavour a fearsome capital ship worthy of the Adeptus Mechanicus, capable of fulfilling any function that could be required of a light cruiser, and with some of the most potent firepower of any light cruiser found anywhere in the Imperium.

Various patterns of the Endeavour notably engaged with Necron Shroud Class light cruisers over Mars, although outclassed by the Shroud in most regards, their prestigious firepower was such that they were capable of inflicting serious damage even to the thick necrodermis of necron vessels, capable of blowing away chunks of the xenos vessels faster than the hull could reassemble itself. Despite heavy losses, the endeavour fleet were able to keep the necron ships in range long enough to destroy the majority of the force before it could land, in combination with the ground defences able to halt the raid before they could carry out whatever foul deed they intended to enact on the Red Planet.


The Defiant and Endurance Class (Ad-Mech Patterns)

The Defiant Class
0_1528279060933_59699405-7165-48d2-a9b8-0074904469df-image.png

The Endurance Class
0_1528279075372_27f95a34-e4e6-4ce4-8eb4-b711b24cc738-image.png

Size: 3.8 KM long, 0.5 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 4.3 g

Defences: Tripple-armoured adamantium prow, faramite-alloy armour plating, 1 light cruiser class Void shield.

Standard Main Armament:

Defiant: 2 double-barrelled Light laser macro turrets (dorsal/prow mounted), 2 Hangar Bays

Endurance: 1 double-barrelled Light laser macro turrets (dorsal/prow mounted), 2 Plasma-Lance batteries (4 per broadside), 2 torpedo launchers

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: (Both classes) 2 Arvus lighters, 1 Aquila lander (Defiant only) 25 Furies, 16 Star Hawks

Lore: After the success of the Endeavour, further upgrades and variants where created by the many forge worlds of the Adeptus Mechanicus, looking to find the optimal configuration for the Light Cruiser chassis: the Endurance and the Defiant were two products of this pursuit, and the doctrinal shifts of local Imperial Navy battle fleets in favour of different ship designs and weapon systems.

The Endurance was created as a heavy weapon platform, initially tested with a variety of heavy ordnance-based weapons before the production lance-armed variant was approved by Mars, as the Lance system proved effective at defeating armour that the original design could not compete with yet did not render the ship vulnerable to escort swarms and lesser opponents thanks to the Lance's accuracy and reliability.
The ship class has since seen many variants produced, most notable among these being the Voss pattern, which fitted far more powerful void shields and longer ranged Laser-lances rather than the standard production variant equipped with more powerful but range-limited Plasma-lances. The Endurance has since seen wide adoption in defence of Forge worlds and Exploratory fleets, and is the favoured light cruiser with Battlefleet Armageddon for its effectiveness in fighting Ork vessels.

The Defiant Class has unclear origins, as it was either a creation of Lukitar or Mezoa's Forges, and it is still disputed who proposed the original design; but its creation was due to the desire by Battlefleet Gothic for more carrier vessels and the need for more capital ships in the wake of the Gothic War. The Imperial production patterns lacked any offensive armament, making them highly vulnerable to direct combat, unacceptably vulnerable in the eyes of Mars; so the addition of laser based sub-macro weapons became standard practice in those Defiants intended for use with the Adeptus Mechanicus. Offering the cruiser a degree of combat flexibility, and a degree of protection against attacks, not present in the more common Imperial variants.

last edited by CALiGeR_Reborn

Adeptus Mechanicus Cruisers
The Backbone

Lunar Class Cruiser (Ad-Mech Patterns)

0_1528283541259_e7691b46-c96f-45cb-928b-3b4691cd9bc4-image.png

Size: 5 KM long, 0.8 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 2.8 g

Defences: Triple-armoured adamantium prow, faramite-alloy armour plating, 1 cruiser class Void shield.

Standard Main Armament:

Mars Pattern: 8 Auto-loading Macro Cannons (4 per broadside), 4 Plasma Lances (2 per broadside), 1 Plasma Lance Turret (dorsally mounted) and 6 Torpedo launchers (prow mounted)

Voss Pattern: 8 Auto-loading Macro Cannons (4 per broadside), 4 Laser Lances (2 per broadside), 1 Laser Lance Turret (dorsally mounted) and a Lunar-Pattern Nova Cannon (prow mounted)

Ryza Pattern: 8 Plasma Macro Cannons (4 per broadside), 4 Plasma Lances (2 per broadside), 1 Plasma Lance Turret (dorsally mounted) and a Ryza-pattern Nova Cannon (prow mounted)

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters, 1 Apulia lander

Lore: The Lunar is the workhorse, backbone and most common line cruiser of the Imperial Navy and Adeptus Mechanicus. She was created in M33 to replace the outdated and inefficient Relentless, Murder and Emasculator Class cruisers and provide the Imperium with a single mass-producible multi-role line-cruiser. It proved a wild success. The next most common cruiser, the Gothic, outnumbered by about a third by Lunar Class cruisers.

The Adeptus Mechanicus equips its Lunar Class Cruisers with a wide variety of weapon systems, but generally follow the template of 1 lance battery, 1 macro battery and a prow weapon; although Adeptus Mechanicus patterns of the line cruiser include a dorsal lance turret into the ships arsenal to allow for a greater degree of flexibility in combat and more firepower in a broadside.

The Adeptus Mechanicus also field Lunar Class cruisers with Nova Cannons. The Voss Pattern featuring a less powerful Lunar Pattern, although the weapon is far more accurate than the standard Mars Pattern, capable of picking out specific targets in a formation and eliminate them with super heavy macro ordnance. And the Ryza Pattern incorporates its signature plasma macro cannons into the design, as well as the supremely powerful Ryza-Pattern Nova Cannon: a Plasma Cannon of truly apocalyptic proportions.

While the most powerful of the Adeptus Mechanicus' vessels, the Lunar is the most common capital ship in use with the Adeptus Mechanicus, and is more than capable of besting any rival design of other factions. The Lunar proving to be a vastly powerful, very reliable, and seemingly infinitely versatile design suitable for virtually any charge expected of a Capital ship of its weight class.


Gothic Class Cruiser (Ad-Mech Patterns)

0_1528283573413_22baea41-de9a-48d9-846b-d2d28917f7b4-image.png

Size: 5 KM long, 0.8 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 2.8 g

Defences: Triple-armoured adamantium prow, faramite-alloy armour plating, 1 cruiser class Void shield.

Standard Main Armament:

Mars Pattern: 4 Plasma Lance batteries (2 per broadside), 1 Plasma Lance Turret (Dorsally Mounted) and 6 torpedo launchers (Prow Mounted)

Voss Pattern: 4 Laser Lance batteries (2 per broadside), 1 Laser Lance Turret (Dorsally Mounted) and 6 torpedo launchers (Prow Mounted)

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters, 1 Aquila lander

Lore: The Gothic Class is largely considered a failed experiment by the Imperial Navy.

The Cruiser was originally conceived to hopefully fill the same role as the mighty Apocalypse Class Battleship, which was becoming increasingly rare due to the inability to construct further vessels of that class. The battleship having a vast armament of exclusively lances that could overwhelm and destroy any vessel's defences in minutes under a massed and concentred barrage. The converted Lunar, named the Gothic Class, designed to be a cheap supplement for this role.

When the Gothic was finally put through combat trials, her first Imperial commanders discovered a devastating setback. The Gothic's vaunted lances were too weak and too few to cripple other cruiser-class vessels with a single broadside (as the Apocalypse could do), and were too delicate to be fired rapidly without a serious risk of shipboard explosions. This lead to the saying: 'A lone Gothic is a dead Gothic', as the ship had to be escorted by another cruiser to be effective against most enemies.

Unlike the standard production patterns, the Mars pattern's plasma lances proved at least partially able to fulfil this requirement, aided by the addition of a Lance turret that meant further firepower and combat flexibility. Although the ship could not truly match the Apocalypse Class, the Adeptus Mechanicus Gothic was a dire threat to opposing cruisers and light cruisers, and could be a powerful weapons platform in support of cruiser flotillas defending forgeworlds or Exploration fleets. The Adeptus Mechanicus Gothic also didn't suffer the with its plasma conduits, superior understanding and application of the Machine spirit's motive Force enabling the ship to maintain its full armour protection while sacrificing non of its speed or firepower, although it was deemed unnecessary for the design to receive a Nova Cannon, the cruiser was fully capable of equipping one if the parent forge deemed it to be needed.

Forgeworld Voss built on the design by giving it longer ranged laser lances, partly due to the forgeworlds abysmal track record with plasma weapon technology, but partly to adjust the role of the Gothic more in line with a long range support platform than a standard Line Cruiser. The addition of improved Voss Pattern shields making this a very potent strategy for dealing with opponents that relied on close range fighting or doing damage quickly.

Despite its initial failures in Imperial service, the Gothic class quickly found a niche: being an incredible counter to escort type vessels.The concentrated and highly accurate lance strikes from a Gothic were perfect for picking off frigates and destroyers as they attempted to close in on fleets for attack runs, the turrets on Adeptus Mechanicus patterns making this advantage even more exaggerated. As such, the Gothic has seen widespread production, and is the second most popular cruiser for both the Adeptus Mechanicus and the Imperial Navy


Dominator Class Cruiser (Ad-Mech Patterns)

0_1528283598483_2c993c31-e835-44c2-99d1-21912f0adad9-image.png

Size: 5.4 KM long, 0.9 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 2.6 g

Defences: Triple-armoured adamantium prow, faramite-alloy armour plating, 1 cruiser class Void shield.

Standard Main Armament:

Mars Pattern: 16 Auto-loading Heavy Macro Cannons (8 per broadside), 1 Plamsa Lance Turret (dorsally mounted) and a Mars-Pattern Nova Cannon

Lukitar Pattern: 16 Heavy Laser Macro Cannons (8 per broadside), 1 Plasma Lance Turret (dorsally mounted) and a Sunspear-Pattern 'Lance of Lukitar' Nova Cannon

Jovian Pattern: 16 Auto-loading Heavy Macro Cannons (8 per broadside), 1 Plasma Lance Turret (dorsally mounted) and a Jovian-Pattern Nova Cannon

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters, 1 Aquila lander.

Lore: The Dominator is the deadliest and least common of the Adeptus Mechanicus cruisers. This ship has roughly average armour and speed, but has a terrifying array of heavy weapons for a ship of her weight class: being the only cruiser to boast a Nova Cannon as standard and Heavy Macro batteries equal in strength to the mighty Retribution battleship, although the limitations of the cruisers power supply allowing only half the range of the much larger battleship.

This brutal power only further exaggerated by the Adeptus Mechanicus Patterns, which incorporate a Lance turret into the design, and each forgeworld traditionally producing and employing their own variations on the heavy weapon systems of the Dominator; as a symbol of the forgeworld's destructive might. From Ryza and Lukitars all-plasma or all-laser armaments, to the awesomely destructive Jovian pattern with a super-heavy Nova Cannon capable of devastating whole systems. Such is their awesome power and prestige, that battlecruisers are deemed pointless by most Tech Priests. As the capability gap that exists between cruiser and battleship in the Imperial Navy simply isn't present to the same degree in the Adeptus Mechanicus.

The cruiser isn't completely unstoppable though; she is still vulnerable to Ordnance and although the Lance turret offers a degree of protection against smaller vessels not present in Imperial patterns, most forgeworld's patterns of Dominator are still vulnerable to massed escort attack. With notable exceptions like the Lukitar pattern, which excel at accurate long range firepower, capable of spreading whole squadrons of Escorts with ease, or pick out targets of high priority with it's Sunspear-Pattern Laser Nova Cannon and destroy them.

Regardless, the ship was very successful everywhere in service, and adored by both her crews and commanders for her reliability and flexibility on the battlefield. However, the ship came into her own in the Gothic War, where even the inferior Imperial Patterns proved their metal in combat. One Dominator, the Hammer of Justice, found herself in an ambush where she was flanked by a pair of Chaos Carnage class cruisers: The Dominator proceeded to reduce both cruisers to floating hulks in seconds under a full barrage from both broadsides. Another, the Depth of Fury, desperately defended the shine world of Kathur against a fleet lead by the dreaded Death Guard legion flagship: Terminus Est. The Depth of Fury destroyed scores of escorts, a Styx Class Heavy Cruiser, and vaporised several decks on the Terminus Est with a Neutronium shell shot from her Nova Cannon (coming very close to destroying the massive warship), before succumbing to catastrophic damage done across 90% stricken cruiser's decks. No Imperial survivors were found on board.


Dictator Class Cruiser (Ad-Mech Patterns)

0_1528283638706_68239b74-db6d-4da7-8d72-0f6a88f665a7-image.png

Size: 5.1 KM long, 0.8 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 3.1 g

Defences: Triple-armoured adamantium prow, faramite-alloy armour plating, 1 cruiser class Void shield.

Standard Main Armament: 8 Auto-loading Macro Cannons (4 cannons per broadside), 2 Hangar decks (1 per broadside), 1 Plasma Lance Turret (Dorsally Mounted) and 6 torpedo launchers (Prow Mounted)

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrys (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters, 1 Aquila lander, 50 Furies, 24 Star Hawks

Lore: This warship was originally built as a stopgap measure to address Battlefleet Gothic's desperate need for carriers during the early stages of the 12th Black Crusade in early M41. The first Dictators were built from the wrecks of damaged or destroyed Lunar-class cruisers by Lukitar and Ryza, the two foregworlds in direct competition to meet production quotas of Line cruisers. Collapsed interior spaces were gutted and converted into hangar space, and lance batteries were traded for launch bays. For a ship built out of shipwrecks, the Dictator served its role as a cruiser/light carrier hybrid admirably well. They would escort convoys, flagship long-range patrols and spearhead pirate interdiction operations. During actions against pirates, packs of Dictators would flush Ork and human raiders out of asteroid fields with swarms of bombers so that they and the rest of the fleet could blow them apart under massed macro cannon fire.

The Dictator class quickly came into high demand during the Gothic War with Imperial commanders. Shipyards began producing purpose-built Dictator hulls with improved auspex sensors and engines for greater long-range strike potential. The Dictator class rapidly replaced the Lunar class and ineffective escort carriers as the primary escort cruiser. It was the Dictator class that proved instrumental in the destruction of Pirate's Haven, the primary base of operations for Ork and human pirates. Such was the ships success that by the end of the Gothic War, the Dictator class outnumbered the Lunar class and had largely replaced them as the primary fleet cruiser in battlefleet Gothic.

One Dictator, the Lord Solar Macharius, gained great fame under the command of Flag-Captain Leoten Semper. Flag-Captain Semper distinguished himself and his ship by delivering the first detailed auspex scans of the Planet Killer to Battlefleet command, routing a Chaos armada besieging Helia IV and securing cooperation between Eldar and Imperial forces in the final stages of the war.

The Dicttaor sees less use with the Adeptus Mechanicus, but is an approved design by Mars, and the forgeworlds in and around the Gothic Sector continue to produce and use the Dictator in huge bullk, mirroring the shift in battlefleet Gothic. Where the Lunar Class Cruiser was largely replaced by the Dictator Class for most popular Line Cruiser.


Tyrant Class Cruiser (Ad-Mech Patterns)

0_1528283664120_3d292337-2aa9-4333-badf-6b9fca54b51e-image.png

Size: 5 KM long, 0.8 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 2.5 g

Defences: Triple-armoured adamantium prow, faramite-alloy armour plating, 1 cruiser class Void shield.

Standard Main Armament:

Mars Pattern: 8 Plasma-Macro Cannons (4 per broadside), 8 Auto-loading Macro Cannons (4 per broadside), 1 Plasma Lance Turret (dorsally mounted) and 6 torpedo launchers (prow mounted)

Voss Pattern: 8 Plasma-Macro Cannons (4 per broadside), 8 Auto-loading Macro Cannons (4 per broadside), 1 Laser Lance Turret (dorsally mounted) and a Lunar-Pattern Nova Cannon (prow mounted)

Ryza Pattern: 16 Plasma-Macro Cannons (8 per broadside), 1 Plasma Lance Turret (dorsally mounted) and a Ryza-Pattern Nova Cannon (prow mounted)

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 2 Arvus lighters, 1 Aquila lander

Lore: The Tyrant's defining feature is its plasma-based main armament. Plasma Macro weapons being conceived in early M38 as part of an Imperial request to try extending the range of Macro weaponry. Ryza's proposal for plasma Macro Cannons would prove to be the most promising. It was discovered that shells of fusing Plasma had double the range of the projectiles fired by conventional Imperial Macro cannons and where simpler and quicker to build than the heavier Laser-Macro cannons suggested by Lukitar. At short range, the effects of these weapons were grisly: at the area of impact, molecules literally fused together and chunks of the ship's hull were vaporised. The intense heat generated by short-range plasma hits would render heat-sensitive enemy Lances temporarily inoperable.

But there was a catch in many patterns: The Plasma began to fade and fizzle out at standard Imperial engagement ranges, meaning that Plasma macro cannons could only damage unshielded escorts at the edge of their 'effective' double range. A problem not present in the original Ryza Pattern, which also incorporated a plasma-based Nova Cannon and Lance turret to further increase its long range firepower. Other Forgeworlds sought to correct the problem by mixing standard batteries into the design, and their own Nova Cannons, although Mars and the standard production patterns did not fit a Nova Cannon as standard. Instead opting to purse the advantages of the weapon system at close range compared to conventional weapons, instead of investing further into long range firepower.

She is also characterised by her slower speed and strong armour for a cruiser. The speed handicap is a result of the power-hungry cooling system required for the Tyrant's Plasma weapons, even with the restriction to just one plasma battery. Extra armour was added to increase survivability during her lumbering attack runs, giving the Cruiser a better chance of surviving and winning exchanged where she was out manoeuvred. A problem not present in Adeptus Mechancius Patterns thanks to superior power systems and engines.

The experimental nature of the Tyrant's weapons meant that initial production runs were limited to specialized forge worlds. During this time, a fielded Tyrant was a rare sight, although it was always popular with forgeworld Ryza. It was not until M39 that the new cruiser saw widespread production on general-purpose industrial worlds and other foregworlds. The Tyrant experienced a sudden boom in popularity at that time, rapidly replacing the Lunar class as the preferred line-cruiser in several high profile battlefleets. Heavy armour and powerful, extended range, Macro weaponry made the Tyrant an ideal cruiser to accompany battleships and battlecruisers in the line of battle. Lord Admirals given glowing first impressions of the new Line-Cruiser. However, as her limited stopping power at range became better known, she fell from favour with many admirals, and her low speed meant that she was ill-suited for a chase and couldn't react quickly to changing battle situations.

Despite her fall from her earlier popularity in M39, a sizable number of Tyrant class vessels are still in service across the Imperium, with dozens of new ships of this class built daily. The Tyrant proving her worth in various major battles, adding solidarity to cruiser formations and making excellent escorts for battleships: The Plasma batteries on the Tyrant being superior for taking down smaller targets, allowing the battleships to focus on larger targets unmolested. The Tyrant also having massive potential for damage in a close-range brawl.

In the Adeptus Mechancius, its merits as a long range fire support platform, more readily available than the mighty Dominator, make the Tyrant the third most common line cruiser for most forgeworlds. As they provide heavy close range firepower and can provide long range support, without many of the downsides of the Imperial Patterns. The notable exception being Ryza, which like to deploy whole flotillas of Tyrant cruisers to deal with major fleet-borne threats to its territory and exploration fleets.

last edited by CALiGeR_Reborn

Adeptus Mechanicus Battleship
Citadel Mechanicus

Ark Mechanicus

0_1530037831164_995a385e-4ebb-499a-96f8-036b91665c16-image.png

Size: 8.5 KM long, 3.1 KM abeam at the wings

Crew: Varies, usually mostly automated

Max Acceleration: 1.9 g

Defences: tipple-armoured adamantium prow, faramite-alloy armour plating, 1 cruiser class Void shield.

Standard Main Armament (Mars Pattern): 16 Auto-Loading Heavy Macro Cannons (8 per broadside), 1 Plamsa Lance Turret (dorsally mounted), 6 Super-Heavy torpedo launchers (prow mounted) and a Nova Cannon (Pattern varies)

Standard secondary Armament: Turbo lasers, missile banks and Icarus Arrays (belly and spine mounted, undetermined numbers)

Auxiliary craft: 4 Arvus lighters, 1 Apulia lander

Lore: Lore: Imperial Fleet and Fleets of Adeptus Mechanicus shares classes of there ships, if not designs. But there are some ships classes that Adeptus Mechanicus keep to their exclusive use. Ark Mechanicus Is an example of such unique class. Ships of this class are rare and only commanders of the highest prestige can enjoy having one in their fleets and such ship almost always serves as the flagship of the fleet. As almost all ships that Adeptus Mechanicus use, Ark Mechanicus besides being a potent warship she has significant industrial and scientific potential.

Ark Mechanicus is a Battleship whom's equipment is too vastly varied to comprehend beyond the established 'standard' by Mars: with a mixture of macro cannons, lance batteries, torpedoes and (rare for an Imperial battleship) a nova cannon. As a standard for the ships of the Adeptus Mechanicus her anti-missile and void crafts defences are on the higher level than standard Imperial Navy ships of the same size. As well as she may have few of her system upgraded to the higher efficiency level, standard practice for almost all forge worlds.

But the Ark Mechanicus, as an embodiment of the might and grace of the machine god, goes further than most Adeptus Mechanicus redesigns as the Ark Mechanicus is a ship that typically carries with it ancient and often unique technological artefacts from the Age of Technology, or even innovative experimental devices undergoing testing.

The exact nature can vary from long range Gravatic-sensitive psychic sensors capable of monitoring entire star systems at once in minute detail; to Super-Heavy Gatling Macro Cannons whose mighty displays of carnage turn the cold void into a great fanfare of explosive slaughter; or even multidimensional or warp-anomaly manipulating hardware permitting some Ark Mechanicus' to perform short range teleportation or temporal phasing. Such artefacts are as poorly understood as they are revered by the Forgeworlds who own them, truly gifted followers of the Cult Mechanicus able to boast having several of these arcane and mysterious technologies in their arsenal.

Needless to say, such vessels are an extreme rarity, and their combat application can vary massively, but each is at the heart of a forgeworld's fleet arsenal. The pride and joy of the forgeworld lucky enough to possess the ship, and true testaments to the power and ingenuity of the Adeptus Mechanicus.

The AdMech do also use other Battleships, redesigns of the Imperial battleships, but they have less going on then the escort or cruiser redesigns. So, to avoid just copying myself too much, I'm not going to redo them. They are effectively the exact same as the Imperial designs.

This post is deleted!

Dark Eldar Strike Craft
The Merciless Host

Raptor Fighter

0_1516905458541_14842699-aa71-4b78-952f-6663e4af08d1-image.png
(Pictured is a Razorwing, the Raptor presumably looks similar, but larger. The Razorwing being a little over 12 metres in length.)

Length: 50 metres

Wing span: 30 metres

Crew: 1

Sub-light engine: Unknown

Power supply: Unknown

Standard Armament: 2 Splinter Cannons (wing-base mounted), 2 Dark Lances (Nose Mounted), 8 'Raptor' missiles (wing mounted)

Webway capable: Unknown, presumed yes

Lore: This is a craft so rarely sighted, many believe it simply doesn't exist. Little more than a myth whispered by scared voids men of a small craft that could fell capital ships, defeat whole squadrons of fighters, and then disappear behind a veil of shadows. Unfortunately for them, it does exist.

The Raptor is the Dark Eldar's most powerful void-capable fighter, featuring many of the advantages seen on the Corsair and Craftworld's Dark Star fighter but with greatly improved striking power. The Dark Lances and splinter cannons able to swat any other strike craft out of the sky with ease, and featuring missile warheads that seemingly never miss there targets and can prove fatal to any foe unfortunate enough to receive one.

The reason for this ship's existence is unclear to Imperial scholars, as the Dark Eldar already utilises a wide array of aerial vehicles that are capable of void combat, although non are as effective as the Raptor as a fighter or an assault craft. It is believed the Drak Eldar Archons wanted a fighter that could directly compete with (and defeat) the DarkStar in void combat. Whatever there reasoning, the Raptor is rightly seen as one of the most powerful all-around strike craft in the galaxy. Performing more like a fighter-bomber than a true fighter, explaining the lack of a Dark Eldar Void-bomber, although the VoidRaven is occasionally employed as a void-bomber in a similar fashion to the Marauder bomber in the Imperial Navy.


Slavebringer Assault Boat

Length: 60 metres

Wing span: 40 metres

Crew: 1 (space for approximately 30 boarders)

Sub-light engine: Unknown

Power supply: Unknown

Standard Armament: N/A

Webway capable: Unknown, presumed yes

Lore: The Slavebringer is the smaller cousin of the dreaded Impaler Assault Module often fitted to Dark Eldar warships. It is little more than a giant needle-shaped shuttle, devoid of weaponry or point defence, designed with the sole purpose of close the distance with opposing vessels quickly and boarding them to ferry back a cargo of slaves bound for Commorragh.

There is nothing sophisticated or subtle about this vessel or its intentions, ad its lack of weaponry and sleek profile, combined with a dark eldar pilot's reaction speed and powerful engines, make it infernally difficult to stop with tradition point defence weapons. The best hope against a wave of such vessels is faith, and a large fighter screen.

Dark Eldar Escorts
The Eternal Raiders

Corsair Class Heavy Raider

0_1516910521747_e9724e1f-ffdd-4547-865e-06b0a44d55ab-image.png

Size: 1.6 KM long, 0.3 KM abeam at widest point

Crew: Unknown

Max Acceleration: 9 g

Defences: unknown armour composition, Shadowfield, Mimic Engine

Standard Main Armament: 2 Light Scythe Missile Batteries, 1 Phantom Lance (or), 1 Impaler Assault Module (or), 2 Light Torpedo Launchers (All frontally mounted)

Standard secondary Armament: Missile Banks and Splinter Cannons (broadside, belly and spine mounted, undetermined numbers)

Auxiliary Craft: Unknown

Lore: The name 'Corsair' itself is a vague classification for a large family of Dark Eldar escorts, as two of these Corsair Escorts could have vastly different armaments. All are equipped with Light Scythe Missile Batteries which can be retracted into the hull (the reason for this isn't exactly known, but it is likely linked with the mimic engine's functionality) and then one of three distinct weapons: a Phantom Lance, Torpedo launchers or an Impaler Assault Module.

The primary missile batteries are multi-functional weapons. They produce their own ammunition using hyper-replicator technology, ensuring they never fall silent. Typically they fire extremely accurate warheads tipped with a variety of exotic devises aimed at either incapacitating a target, or causing as much devastation as possible, depending on the victim in question.
The Torpedo launchers have much in common with those of other Eldar factions.
The Phantom is essentially a smaller Pulsar Lance, although its lower power requirements grant it a higher rate of fire.
But the Impaler is the unique and most deadly weapon the Corsair can bring: it is essentially a massively oversized assault boat. Its size means it's range is limited and is an easy target for Point defence, but a single successful boarding action will destroy almost every major module on a target and bring back many slaves for tortuous delights.

The escort itself also differs greatly from those found among corsair and craftworld kin: for one she has no solar sails, although superior Dark Eldar technological mastery and engineering mean this does not affect her speed or mobility. The ship also lacks a holo field, instead having a mimic engine which is a unique technology in use only with the Dark Eldar. The mimic engine operates on a similar principle to the holofield: it hides the equipped ships true position, but that's where the similarities end. While the holofield simply projects a ships location to somewhere where it isn't, the mimic outright copies the exact signature of any ship the Corsair has in its database. This allows the tiny escort to scare off threats that would otherwise have destroyed them, infiltrate convoy operations and draw in prey for an ambush.
It is for this very reason, that ships travelling through Dark Eldar territory are in a constant state of mortal terror; as at any moment their escorts could seemingly 'turn into' Corsairs and Torments and destroy them in an instant.


Blade Lotus Class Raider

Size: 1.4 KM long, 0.2 KM abeam at widest point

Crew: Unknown

Max Acceleration: 9.3 g

Defences: unknown armour composition, Shadowfield, Mimic Engine

Standard Main Armament: 2 Light Scythe Missile Batteries

Standard secondary Armament: Missile Banks and Splinter Cannons (broadside, belly and spine mounted, undetermined numbers)

Auxiliary Craft: Unknown

Lore: It was originally believed that the Corsairs represented the most common and ubiquitous of the Dark Eldar's dedicated Escort-sized raiding vessels. While several classes have now shattered this previous assumption, the first to do so was the Blade Lotus.

The Blade Lotus was significantly smaller than the Corsair family of escorts, and lacked the heavy and specialised weapons carried by the larger raider vessels, but did retain the missile batteries. This made the ship less able to defend itself against heavier escorting forces like cruisers, but was still very much capable of destroying other escort-sized vessels and transports, with sufficient cargo capacity to bring back a small but significant yield from such attacks. More so than the Corsair before it, the Blade Lotus relied heavily on the element of surprise and carefully planned ambushes to pull off successful raiding operations. The ship also enjoyed a noticeable degree of greater speed and mobility although this had little effect on its overall performance during raids on most lesser races.

The Blade Lotus has since been observed in ever greater numbers among Drukkari raiding and assault forces, to the point where it is now believed that the Blade Lotus is in-fact the backbone of the light raiding arm of the Dark Eldar navy. The ever increasing variety, and size, of said navy being one of the more mysterious and disturbing discoveries of the new millennium.


Sigil Class Light Raider

Size: 0.9 KM long, 0.2 KM abeam at widest point

Crew: Unknown

Max Acceleration: 10.7 g

Defences: unknown armour composition, Shadowfield, Mimic Engine

Standard Main Armament: 1 Light Scythe Missile Batteries

Standard secondary Armament: Missile Banks and Splinter Cannons (broadside, belly and spine mounted, undetermined numbers)

Auxiliary Craft: Unknown

Lore: The Sigil is relatively new discovery, and is to date the smallest and fastest known Eldar warship to serve with any branch within the species, having similarly light armament in proportion to its size. Although, given the nature of Eldar void-borne weaponry, the Sigil is still more than capable of presenting a dire threat to convoy operations and extended patrol operations across the Imperium.

The age and origin of the design is unknown, although its role can be speculated on judged on its performance and deployment. In combat the Dark Eldar rarely, if ever, deploy Sigils alone. It is not uncommon to see Sigils deployed in large squadron formations; not dissimilar to Imperial Destroyers. Although their role and combat potential beyond that differs greatly. While Imperial Destroyers' primary goal is to destroy large Capital Ships; the swarm of small, extremely nimble and infinitely better coordinated Sigils seem to be geared towards enveloping and overwhelming opposing Escort formations with sudden and devastating shock-assault ambushes. These attacks are often enough to render convoy operations completely defenceless, for larger raiding vessels to loot of any valuable cargo and slaves, and likely also see similar success against Planetary defence fleets.

These attacks only worsened by their unpredictably, and the near-impossibility of detecting a Sigil while its Mimic Engines and Shadowfields are active. The small size of the vessel only further frustrating any effort to screen against an attack. Normally the first a convoy will know of a Sigil raid is a hail of Scythe ordnance impacting the hulls of their hapless escorts, and death screams of their victims.


Immortal Class Heavy Raider

Size: 1.6 KM long, 0.3 KM abeam at widest point

Crew: Unknown

Max Acceleration: 9 g

Defences: unknown armour composition, Shadowfield, Mimic Engine

Standard Main Armament: 4 Light Scythe Missile Batteries

Standard secondary Armament: Missile Banks and Splinter Cannons (broadside, belly and spine mounted, undetermined numbers)

Auxiliary Craft: Unknown

Lore: The Immortal is a class of heavy raider that has recently distinguished itself apart from the 'Corsair' designation granted most Dark Eldar Heavy raiding vessels. While the many corsairs, with their varied armaments and hunting-pack tactics, have proven lethally effective as both commerce raiders and as true supporting escorts in a planetary assault; the Immortal seems solely designed for the purpose of hunting and raiding poorly defended prey.

To facilitate a larger haul of trophies after a raid, the Immortal shares the enlarged hull in common with the Corsair. But unlike the Corsairs many variants, the Immortal features a weapon battery twice as large in exchange for one of the more specialised anti-shipping weapons found on the Corsair. The effect of these hyper-accurate Scythe batteries in such large concentration on a raider is to make the ship extremely deadly to poorly protected escorts and cargo vessels, at the expense of increased vulnerability to capital-grade guard elements protecting convoys and planetary orbits. Naturally reducing the versatility of the platform, although the increased capability to cripple foes in lightning raids is certainly noticeable over the previously catalogued Corsair.

The Immortal is commonly sighted as a 'raid leader' vessel in smaller scale real-space raids, or as parties attached to much larger real-space incursions, with grander strategic objectives. Either way, it is not uncommon to see groups of immortals operating in co-ordination with swarms smaller Blade Lotus and Sigils; as well as prowling packs of Corsairs. Such a combination has thus far proven to be lethally effective. A well executed ambush-raid of such vessels having no definitive or reliable counter. At least, not ones the Drukkari themselves cannot counter.


Venom Blade Class Frigate

Size: 1.8 KM long, 0.4 KM abeam at widest point

Crew: Unknown

Max Acceleration: 8.7 g

Defences: unknown armour composition, Shadowfield, Mimic Engine

Standard Main Armament: 2 Light Scythe Missile Batteries, 1 Phantom Lance

Standard secondary Armament: Missile Banks and Splinter Cannons (broadside, belly and spine mounted, undetermined numbers)

Auxiliary Craft: Unknown

Lore: The Venom Blade represented the beginning of a terrifying revelation for mankind. That previously sighted raiding vessels were but small and pale reflections of what the Dark Eldar were capable of fielding, and that for unknown reasons; the sadistic and deeply horrifying race was expanding its operations into Real Space.

The Venom Blade was at first simply categorised as another Corsair sub-class, but it quickly became apparent the ship was a different pedigree and desired military role. While the Corsair was a frail vessel, easily destroyed by even the lightest fire from lucky defenders, the unyielding interlocking plates that made up the Venom Blades hull displayed an ability to deflect sub-macro munitions. The vessel simply able to shrug off the lighter fire that, by some miracle, struck the vessel. Greatly increasing the survival chance of such vessels as it barrelled head-long towards its helpless prey: unable to defend itself, hide or even run away.

The Phantom lance the ship came equipped with extended the lethality of the escort to much larger capital ships, Void shields offering only temporary protection before bolts of obsidian black gouge great wounds in their thick hides. But what separates it most clearly from the independent raider ships of the Corsair family, and smaller classes like the Sigil and Blade Lotus, is its deployment. The Venom Blade is rarely seen to take prisoners, and usually accompanies the horrifying capital ships of the ever expanding roster of vessels in service with the Drukkari naval forces. These ships acting like guards, or sentinels, while the much larger ships and packs of Raid vessels pick spoils clean after a successful raid; usually lending their firepower to the fleet to ensure said raids outcome is never in doubt.

This increased capacity in combat, and more defensive destruction-oriented combat role, has earned the Venom Blade its distinction as the first true 'frigate' known to serve with the Dark Eldar. And with it, another piece to add to an increasingly grim picture of the terrible power mankind now faces from the murky webway depths.


Hatred Class Frigate

Size: 1.8 KM long, 0.4 KM abeam at widest point

Crew: Unknown

Max Acceleration: 8.7 g

Defences: unknown armour composition, Shadowfield, Mimic Engine

Standard Main Armament: 5 Light Scythe Missile Batteries

Standard secondary Armament: Missile Banks and Splinter Cannons (broadside, belly and spine mounted, undetermined numbers)

Auxiliary Craft: Unknown

Lore: Like the Venom Blade, the Hatred was first mistaken for another ship (the Immortal Class Heavy Raider), due to similar appearance and armaments. Although, just the like the Venom Blade, as the true scale of the Durkkari threat unravelled itself from the ugly depths of the dark city; the Hatred's true identity and purpose became clear.

Another Frigate, related to the Venom Blade in many ways, it is larger and more powerful than the raiders encountered before it. Possessing a massive array of Light Scythe Missiles, able to fire in such viscous concentration as to literally eviscerate Faramite Alloy hulls, as though they were little more than flimsy sheets of paper assaulted by a savage blade with murderous intent. Such is the grizzly and often total destruction such attacks reap, that the vessel has already well-earned its namesake as a ship consumed by in-human hatred for the mortal plain.

The more aggressive cousin of the Venom Blade, the Hatred tends to hound down and destroy scouts attempting to dislodge ambushes or relay Dark Eldar fleet movements, while also serving to chase down and destroy any stricken survivors of an attack; to ensure silence over such attacks is maintained to allow for future raiding successes. Indeed, this can partially be blamed for why much about the race and its fleet activity is shrouded in mystery, and why warnings of their attacks are in such precious short supply.

last edited by CALiGeR_Reborn

@caliger_reborn You're lore on most of the Gloriana's are wrong. Just an FYI.

Looks like your connection to Focus Home Interactive - Official Forums was lost, please wait while we try to reconnect.