
Brother Varryl |

I'd love to do either a pimped out Conquest or Dictator Cruiser but the Deathwatch is a clandestine outfit. They're more likely to have a seemingly modest transport decked out in unseen armaments and just about everything standard replaced with advanced systems(or modified drives and thrusters, advanced augurs etc)

Brother Lucian Vartas |

I agree, I think a strike cruiser is the way forward. Something fast, sleek, well equipped with sensors and communications gear. Not overly worried about weapons - don't really see us as getting into fleet engagements - but enough lances and macrocannons to make a fighting withdrawal a possibility.

Pyros V'estian |

Just been sourcing a few RT bits and having a read. I'm inclined to prioritise as follows: sensors, stealth, speed, comms and then weapons. A couple of different deployment options would be good too. Teleportarium, drop pods, launch bays, boarding torpedos, 2 out of 4 would be good. I'm sure Pyros as a character would rather a fair bit of armour to act as an anvil! And obviously a forge! Strike cruiser seems the way to go.

MisterLurch |

So I did a lot of reading of Rogue Trader core book, Battlefleet Koronus, and Into the Storm. Here is my suggested buildup of our ship. My notes etc. in ooc text.
RTC = Rogue Trader Core
BFK = Battlefleet Koronus
ITS = Into the Storm
Repulsive-class Grand Cruiser (BFK pg.20)
Armor: 19
Speed: 11 (explanations are below)
Space: 90
Detection: +10
Special: Cursed - Navigation tests are made at -10.
Out of Combat -1 speed, -5 maneuverability, -5 detection
As an alternative, choose Ancient and Wise to increase its maneuver in all situations with a very minor hit in hull points.
Must choose one Xenotech component to include in the ship.
Runecaster (RTC pg.208)- Eldar-based xenotech. Gives +20 bonus to navigations tests, reduces Warp travel time by 50%, can never be unpowered.
Mastercrafted (-1 space, +1 power, +1d5 morale)
Archeotech - Overcharged (+1 speed, -4 space)
Mastercrafted (-1 power, -1 space, +1d5 morale)
Reduces duration of Warp travel by 50%
Increases frequency of Warp Encounters to 1 per 5 days
Though this increases the frequency of Warp encounters, between the Warp Drive and the Runecaster, travel duration in the Warp is decreased by 75%. What would have been a ten day trip with two warp encounters is now a 2.5 day trip with zero or one encounter depending on the GMs whim.
See the additional impact made on Warp encounters by the Warpsbane Hull, below.
Exceptional Craftsmanship (-1 power, +1 morale)
+10 to Navigation tests
Roll twice when rolling for Warp encounters and choose which result affects the ship.
Mastercrafted (-1 power, -1 space, +1d5 morale)
2 Void Shields
No penalty to Navigation from "travelling through
nebulas, ice rings, plasma clouds or other celestial phenomena
consisting primarily of small particles." Depending on the GMs discretion, this could include asteroid fields composed of smaller bits.
Mastercrafted (-1 power, -1 space, +1d5 morale)
+5 bonus to all Navigation and Pilot tests
+10 bonus to all Ballistic Skill tests
Mastercrafted (-1 power, -1 space, +1d5 morale)
Increase morale by 1
Reduce crew population and morale loss from depressurization by 4
Mastercrafted (-1 power, -1 space, +1d5 morale)
+5 to Command tests to defend against boarding and hit and run actions
-1 to all morale loss
Increase Detection by +10
Weapon 1 - Jovian-pattern landing bay (BFK pg. 36)
- Consumes 2 power, 5 space
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Weapon 2 - Godsbane-pattern Lance Battery (BFK pg. 35)
- Consumes 14 power, 6 space
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Starboard Side:
Weapon 1 - Jovian-pattern landing bay (BFK pg. 36)
- Consumes 2 power, 5 space
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Weapon 2 - Godsbane-pattern Lance Battery (BFK pg. 35)
- Consumes 14 power, 6 space
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Dorsal:
Starflare-pattern Lance (ITS pg.162)
- Consumes 13 power, 7 space
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Keel: I would like to argue for converting the one prow weapon into a keel mount weapon. In the picture there is a 'fin' that sticks down in the back, and it is possible to see a variant with a beefed up 'fin' that could mount a weapon. It is more versatile and helps make the ship more unique reflecting its ancient and unusual design.
Hecutor-pattern Plasma Battery (BFK pg.34)
- Consumes 9 power, 4 space
- Mastercrafted (-1 power, -1 space, +1d5 morale)
[spoiler=

Brother Ulrich Hammern |

Sorry for the incomplete post above. Stupid messageboard was stupid. It is finished below.
So I did a lot of reading of Rogue Trader core book, Battlefleet Koronus, and Into the Storm. Here is my suggested buildup of our ship. My notes etc. in ooc text.
RTC = Rogue Trader Core
BFK = Battlefleet Koronus
ITS = Into the Storm
This is a Grand Cruiser that has been lost to the Imperium of Man for millenia. It is ancient and powerful, unique and extremely valuable. It bore the markings of the Deathwatch when it was found adrift, devoid of life, undamaged, and uncorrupted. Its cogitators bore no record of its lost millenia, and it has passed every inspection the Inquisition and the Mechanicus have been able to conduct. It is eager to once again serve the Deathwatch.
Repulsive-class Grand Cruiser (BFK pg.20)
Armor: 19
Speed: 9 or 10 out of combat, and 11 or 12 in combat (explanations are below)
Space: 90
Detection: +10
Special: Cursed - Navigation tests are made at -10.
Out of Combat -1 speed, -5 maneuverability, -5 detection
As an alternative, choose Ancient and Wise to increase its maneuver in all situations with a very minor hit in hull points.
Must choose one Xenotech component to include in the ship.
Runecaster (RTC pg.208)- Eldar-based xenotech. Gives +20 bonus to navigations tests, reduces Warp travel time by 50%, can never be unpowered.
Mastercrafted (-1 space, +1 power, +1d5 morale)
Archeotech - Overcharged (+1 speed, -4 space)
Mastercrafted (-1 power, -1 space, +1d5 morale)
Reduces duration of Warp travel by 50%
Increases frequency of Warp Encounters to 1 per 5 days
Though this increases the frequency of Warp encounters, between the Warp Drive and the Runecaster, travel duration in the Warp is decreased by 75%. What would have been a ten day trip with two warp encounters is now a 2.5 day trip with zero or one encounter depending on the GMs whim.
See the additional impact made on Warp encounters by the Warpsbane Hull, below.
Exceptional Craftsmanship (-1 power, +1 morale)
+10 to Navigation tests
Roll twice when rolling for Warp encounters and choose which result affects the ship.
Combined with very fast transit times, this will greatly reduce the impact of any Warp encounters we may have and partly mitigates the increased frequency of Warp encounters resulting from the Miloslav Warp Drive.
Mastercrafted (-1 power, -1 space, +1d5 morale)
2 Void Shields
No penalty to Navigation from "travelling through nebulas, ice rings, plasma clouds or other celestial phenomena consisting primarily of small particles."
Depending on the GMs discretion, this could include asteroid fields composed of smaller bits.
Mastercrafted (-1 power, -1 space, +1d5 morale)
+5 bonus to all Navigation and Pilot tests
+10 bonus to all Ballistic Skill tests
Mastercrafted (-1 power, -1 space, +1d5 morale)
Increase morale by 1
Reduce crew population and morale loss from depressurization by 4
Mastercrafted (-1 power, -1 space, +1d5 morale)
+5 to Command tests to defend against boarding and hit and run actions
-1 to all morale loss
Increase Detection by +10
Weapon 1 - Jovian-pattern landing bay (BFK pg. 36)
- Consumes 2 power, 5 space
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Weapon 2 - Godsbane-pattern Lance Battery (BFK pg. 35)
- Consumes 14 power, 6 space
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Starboard Side:
Weapon 1 - Jovian-pattern landing bay (BFK pg. 36)
- Consumes 2 power, 5 space
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Weapon 2 - Godsbane-pattern Lance Battery (BFK pg. 35)
- Consumes 14 power, 6 space
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Dorsal:
Starflare-pattern Lance (ITS pg.162)
- Consumes 13 power, 7 space
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Keel: I would like to argue for converting the one prow weapon into a keel mount weapon. In the picture there is a 'fin' that sticks down in the back, and it is possible to see a variant with a beefed up 'fin' that could mount a weapon. It is more versatile and helps make the ship more unique reflecting its ancient and unusual design.
Hecutor-pattern Plasma Battery (BFK pg.34)
- Consumes 9 power, 4 space
- Mastercrafted (-1 power, -1 space, +1d5 morale)
- Consumes 1 power, 1 space
- When in use, +1 turret rating
- When in use, -10 Detection
- Exceptional Craftsmanship (-1 space, +1 morale)
Defensive Countermeasures (x2) (BFK pg.38)
- Consumes 1 power, 1 space
- When in use, -20 to enemy BS to attack the ship for 1d5+1 turns
- Torpedoes suffer -30
- Can be used once before being refilled and refurbished
- Exceptional Craftsmanship (-1 space, +1 morale)
Manufactorum (Armory) (BFK pg.39)
- Consumes 2 power, 1 space
- +10 to weekly Tech-Use test to make extended repairs
- Equipped with a variety of patterns for construction
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Medicae Deck (BFK pg.39)
- Consumes 2 power, 1 space
- +20 to Medicae when in the Medicae Deck
- Can treat Int Bonus x3 patients
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Arboretum (ITS pg.160)
- Consumes 2 power, 2 space
- Double the time the ship can remain in the Void without Population or Morale loss
- +2 Population
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Astropathic Choir-chambers (ITS pg.160)
- Consumes 1 power, 1 space
- +10 to Focus Power test when using Astro-telepathy
- During combat, psychic powers used in this chamber have a range of 5VU
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Energistic Conversion Matrix (ITS pg.161)
- Consumes 1 power, 1 space
- Convert 5 power to 1 speed, max +5 speed
- The ship has enough power to operate always at +4 speed, and with careful power management can divert enough to gain the full +5
Tenebro-Maze (RTC pg.205)
- Consumes 2 power, 3 space
- +10 to Command tests when defending against Boarding and Hit and Run Actions
- When a critical hit is scored on this vessel, the ship's controller chooses the component hit.
- Mastercrafted (-1 power, -1 space, +1d5 morale)
- This will help us protect critical components such as the Auxiliary Plasma Banks, and to divert critical hits where we want them.
Extended Supply Vaults (RTC pg.205)
- Consumes 1 power, 4 space
- Double the time the ship can remain in the Void without Population or Morale loss
- Repair +1 Hull Integrity when performing Extended Repairs
- +1 Morale
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Temple-Shrine to the God-Emperor (RTC pg.205)
- Consumes 1 power, 1 space
- +3 Morale
- Exceptional Craftsmanship (-1 power, +1 morale)
Barracks (RTC pg.205)
- Consumes 2 power, 4 space
- +20 to Command tests involving Hit and Run Actions
- Mastercrafted (-1 power, -1 space, +1d5 morale)
Teleportarium (RTC pg.207)
- Consumes 1 power, 1 space
- No Pilot test needed for Hit and Run Actions
- +20 Command test for Hit and Run Actions
Auxiliary Plasma Bank (x2) (ITS pg.159)
- Generates 10 power, consumes 6 space
- If this component is damaged, the ship takes 1d5 damage directly to Hull Integrity and the plasma drive is set on fire
- Can only be destroyed or damaged on a Critical Hit
- Mastercrafted (+1 power, -1 space, +1d5 morale)
"Storm" Drop Pod Launch Bay (ITS pg.159)
- Consumes 1 power, 3 space
- Holds 20 Drop Pods
- Can deploy 10 Drop Pods per turn
- Exceptional Craftsmanship (-1 space, +1 morale)
Empyrean Mantle (ITS pg.159)
- Consumes 5 power, 0 space
- Increase difficulty of all tests to detect this vessel by two when Silent Running
- Can only be destroyed or damaged on a Critical Hit
- This, combined with the very fast Warp transit times, will help us be everywhere at once, undetected, and be gone before the enemy can react. Or so I hope...
Librarium Vault (RTC pg.204)
- Consumes 5 power, 0 space
- +10 Investigation tests
I have not tallied all the various bonuses to maneuverability, detection, skill tests, etc.
Also, since this is Rogue Trader, I did not try to translate the other benefits that some of these components give for mission objectives.
This is obviously, as Bayou asked for, my fancy wishlist if I were to be able to custom build a ship for us. There is a ton of MC and Exceptional stuff, a small collection of Archeotech, and a Xenotech component. It is, in short, where I went a little crazy building an awesome ship to play with...

Blood Angel Chaplain Deleos |

Holy shit ... That thing is a beast.
I like it, but those Xeno components are a bit troublesome on a deathwatch ship ... But we have no Templars with us and the imperium is always a little hypocritical about Xeno-Tech so whatever xD

Brother Ulrich Hammern |

Well, there is only one xenotech device, the Runecaster, and it seemed like one that would grudgingly pass the Ordo Xenos inspection since it reduces the time needed to pass through the Warp.
And if any Imperial organization aside from Rogue Traders would be "allowed" to use such a device, it would be the Ordo Xenos, I think.
Glad you guys like the end result. I was really bored this weekend. I meant to write up the Induction for Ulrich, but the ship building really snagged my attention.
:)

Brother Ulrich Hammern |

A Dauntless has 2/3 the hull integrity, 2/3 the space, and cannot mount the engine the Repulsive can so its power will be much less. The advantages it has are that it is slightly more maneuverable (+7 compared to the repulsive), has slightly better navigation (+10 compared to the repulsive), is slightly faster (+2 speed compared to the repulsive) and has a little better detection (+10 compared to the repulsive). The repulsive has enough space and power that these slight advantages are easily overcome if not surpassed.
In addition, while the dauntless and the repulsive both have the same base weapon slots, the repulsive has the power and space to mount much more substantial weapons. If (when) Bayou puts us in a ship-to-ship battle, we are going to be very happy to have those guns, I think.
Further, the Repulsive has enough space and power that we can have things that are simply nice to have rather than only fitting the necessities.
I cannot think of any reason to choose a light cruiser over a grand cruiser if the option for the grand cruiser exists.

Brother Lucian Vartas |

A grand cruiser just doesn't fit my mental picture of a Deathwatch vessel. They're vast ships, with battleship level firepower on a cruiser hull, even more than an Astartes Battle Barge in a fleet engagement and each Chapter supposedly only has two or three Battle Barges to call upon.
I realise that by Deathwatch standards we are a very experienced Kill-Team, but I don't see anyone handing us over one of the most powerful vessels in the Imperium without some epic-string pulling. Maybe a Dauntless is too small a platform, but it might be that a grand cruiser isn't an option. If it's not, then having a potential design for a smaller vessel might serve us well.
What if I split the difference and come up with something on a cruiser scale? The Lunar-class always struck me as a solid ship for independent operations.

Brother Ulrich Hammern |

I would be surprised if the Deathwatch has no battleships. Given that they are a part of the Inquisition which I have always seen as having access to whatever they want to have access to.
I guess I have a different view of the Deathwatch than you do.
It would be a good idea to have a build for a smaller cruiser, though, in case Bayou doesn't want to hand us a Repulsive.

Brother Lucian Vartas |

I've always seen the Deathwatch as slightly separate from the Ordo Xenos, serving them but not really a part of them. If Lord-Inquisitor Zerbe was creating a vessel for himself it would seem reasonable that he could request whatever he wants, but I don't know whether that would hold true for his Deathwatch allies. Looking at the Deathwatch Lexicanum entry they aren't reported to have anything bigger than a Strike Cruiser. Doesn't mean they don't, obviously.
Anyways, I spent a couple of hours last night (didn't realise how long it would take to build a fully kitted out cruiser with all the juicy components!) building a Lunar-class vessel that I think isn't too shabby. Didn't have time to transcribe it, but hopefully I'll get to it tonight along with a short piece of backstory for it.

Brother Lucian Vartas |

Traitorsbane
Lunar-class cruiser (RTC 196)
Speed 5
Manoeuvrability +15
Detection +15
Hull Integrity 66
Armour 20 (24 Prow)
Turret Rating 2/3
The Traitorsbane is based on the Lunar-class hull, one of the Imperium’s most versatile and dependable patterns. Custom-built for the Ordo Xenos and the Deathwatch, the Traitorsbane has been constructed by the finest Mechanicus shipwrights and artisans in the Lathe Worlds of the Calixis Sector. Built from the keel up to conduct independent operations against the heretics of the sector, the Traitorsbane is a symbol of the Imperium’s unswerving gaze and unyielding strength.
+10 to Command tests aboard ship
Captain may make +0 Command test when crippled to not suffer effects of being crippled during subsequent turn.
Reliable Construction (ignore damage, depressurization or Critical Hit on 4+ on d10)
Shield of Faith (+10 bonus to Navigation tests through the warp, roll twice and choose result on Warp Travel Encounters table.)
Two Void Shields
Charged Particle Repulsion effect (no penalty to Maneouvre through nebulas, ice rings, plasma clouds etc.)
Master Plotting Table (+5 Piloting and Navigation Tests for bridge crew)
Improved Fire Direction (+10 Ballistic Skill to fire shipboard weapons)
Lifeline (+1 Morale, decrease Crew and Morale loss from Depressurization by 4, to minimum 0)
For Hearth and Home! (+5 to Command tests to defend against boarding and hit and run actions, reduce all sources of Morale loss by 1, to minimum 1)
Image of the Void (+5 Detection)
Targeting Matrix (+5 Ballistic Skill to fire shipboard weapons)
2 Mars-pattern Macrocannon Broadsides (1 port, 1 starboard – RTC 202)
Best Quality (-1 Space, -1 Crit Rating)
2 Titanforge Lance Weapons (1 port, 1 starboard – RTC 203)
Best Quality (-1 Space, -1 Crit Rating)
Fortis-pattern Torpedo Tubes (Prow, BFK 37)
Best Quality (-1 Space, +d5 Morale)
Enhanced Magnetic Coils (+2 VU speed to Torpedoes on launch turn)
Drop Pod Launch Bays (ITS 159)
Best Quality (-1 Space, -1 Power, +d5 Morale)
Armoured Prow (RTC 204)
Best Quality (-1 Space, -1 Power, +d5 Morale)
+4 Armour in Fore arc, extra d10 Damage when ramming
Tenebro-Maze (RTC 205)
Best Quality (-1 Space, -1 Power, +d5 Morale)
+10 Command when defending against boarding and hit and run actions, controller chooses component affected by Critical Hit
Librarium Vault (RTC 205)
+10 Investigation Tests made aboard ship
Teleportarium (RTC 207)
+20 Command to perform hit and run actions
Hydraphurian KL-247 Jamming System (BFK 39)
Best Quality (-1 Space, -1 Power, +d5 Morale)
When active many not perform Silent Running but Focussed Augury tests to scan vessel suffer -20 penalty.
Medicae Deck (BFK 39)
Best Quality (-1 Space, -1 Power, +d5 Morale)
+20 to Medicae tests within Component, treat 3x Int bonus patients without penalty
Manufactorum (BFK 39)
Best Quality (-1 Space, -1 Power, +d5 Morale)
+10 to Tech-Use tests for extended repairs
Empyrean Mantle (ITS 159)
Best Quality (-1 Space, -1 Power, +d5 Morale)
Tests to detect while on Silent Running have Difficulty increased by two degrees
Augmented Retro-Thrusters (RTC 203)
Best Quality (-1 Space, -1 Power, +d5 Morale)
+5 Manoeuvrability
Flak Turrets (BFK 38)
Increase Turret Rating by 1, decrease Detection by -10 when active.
Storm Trooper Detachment (ITS 164)
Best Quality – double damage dealt when conducting hit and runs, +10 to Opposed Command tests and extra d5 damage to Crew Population when defending against boarding actions.
Turbo-Weapon Batteries (ITS 164)
Upgrade both macrocannon batteries
Best Quality – ignore penalty for firing at double normal range, increase Range by 1, +5 Ballistic Skill to fire
Star Chart Collection (ITS 164)
Good Quality – decrease warp travel times by d5+5, to minimum 1
+10 Warp Navigation
+5 Piloting and Navigation by bridge crew
+15 BS to fire ship weapons (+20 to fire macrocannons)
+10 to all Command tests (+25 defending against hit & run, +35 defending against boarding, +30 conducting hit & run)
+10 to Manoeuvre Actions
-10 to Tech-Use for Extended Repairs
+17d5+1 Morale

Blood Angel Chaplain Deleos |

Wow, you two really put up a load of work there. Both designs are great. Really hard to decide.
I would definitely ride on both xD

Brother Lucian Vartas |

Here's Traitorsbane Mark 2. I've based it on the Dauntless-class hull, as that seems to be the closest match to a Space Marine Strike Cruiser within the rules. It probably looks a lot like a Strike Cruiser in appearance.
Traitorsbane Mark 2
Based on Dauntless-class light cruiser (RTC 196)
Speed 7
Manoeuvrability +20
Detection +30
Hull Integrity 63
Armour 18 (20 Prow)
Turret Rating 1/2
The Traitorsbane is a unique vessel, one of the Imperium’s most modern and well equipped warships. Custom-built for the Ordo Xenos and the Deathwatch, the Traitorsbane has been constructed by the finest Mechanicus shipwrights and artisans in the Lathe Worlds of the Calixis Sector. Built from the keel up to conduct independent operations against the heretics of the sector, the Traitorsbane is a symbol of the Imperium’s unswerving gaze and unyielding strength.
+10 to Command tests aboard ship
Captain may make +0 Command test when crippled to not suffer effects of being crippled during subsequent turn.
Ignore damage, depressurization or Critical Hit on 4+ on d10.
Base travel time for Warp journeys decreased by d10 days.
One Void Shield
No penalty to Maneouvre through nebulas, ice rings, plasma clouds etc.)
+5 Command tests made by captain & +5 Ballistic Skill to fire shipboard weapons while undamaged.
Becomes unpowered on 3+ on d10 if suffers Critical Hit
+1 Morale, decrease Crew and Morale loss from Depressurization by 4, to minimum 0.
+5 to Command tests to defend against boarding and hit and run actions, reduce all sources of Morale loss by 1, to minimum 1.
+5 Detection
+5 Ballistic Skill to fire shipboard weapons
2 Mars-pattern Macrocannon Broadsides (1 port, 1 starboard – RTC 202)
Best Quality (-1 Space, -1 Crit Rating)
Titanforge Lance (Prow – RTC 203)
Best Quality (-1 Space, -1 Crit Rating)
Drop Pod Launch Bays (ITS 159)
Good Quality (-1 Space, +1 Morale)
Reinforced Prow (ITS 159)
Good Quality (-1 Space, +1 Morale)
+2 Armour in Fore arc, extra d5 Damage when ramming
Tenebro-Maze (RTC 205)
Best Quality (-1 Space, -1 Power, +d5 Morale)
+10 Command when defending against boarding and hit and run actions, controller chooses component affected by Critical Hit
Librarium Vault (RTC 205)
+10 Investigation Tests made aboard ship
Medicae Deck (BFK 39)
Good Quality (-1 Power, +1 Morale)
+20 to Medicae tests within Component, treat 3x Int bonus patients without penalty
Manufactorum (BFK 39)
Good Quality (-1 Power, +1 Morale)
+10 to Tech-Use tests for extended repairs
Empyrean Mantle (ITS 159)
Good Quality (-1 Power, +1 Morale)
Tests to detect while on Silent Running have Difficulty increased by two degrees
Augmented Retro-Thrusters (RTC 203)
Good Quality (-1 Power, +1 Morale)
+5 Manoeuvrability
Flak Turrets (BFK 38)
Increase Turret Rating by 1, decrease Detection by -10 when active.
Reinforced Interior Bulkheads (RTC 203)
Good Quality (-1 Space, +1 Morale)
+3 Hull Integrity
Extended Supply Vaults (RTC 205)
Good Quality (-1 Space, +1 Morale)
Double time before Crew Population or Morale loss.
Repair 1 additional Hull Integrity when making Extended Repairs.
Increase Morale by 1.
Storm Trooper Detachment (ITS 164)
Best Quality – double damage dealt when conducting hit and runs, +10 to Opposed Command tests and extra d5 damage to Crew Population when defending against boarding actions.
Turbo-Weapon Batteries (ITS 164)
Upgrade both macrocannon batteries
Best Quality – ignore penalty for firing at double normal range, increase Range by 1, +5 Ballistic Skill to fire
Star Chart Collection (ITS 164)
Good Quality – decrease warp travel times by d5+5, to minimum 1

BayouSnowman |

So after trying to find a proper DW equivalent, I'm just going with a light cruiser, though it's slightly larger than I had imagined... There were some frigate classes that appeal and one raider, so I just need to build up and consider how much power and space the upgrades I had in mind will take, I'll choose the smallest possible that will provide a good balance of archeoteach and xenos tech, rounded with firepower and stealth ability.
I'm going to do that now, so you can help me narrow down what weapons you want, I'll try to throw up some numbers ASAP

Brother Varryl |

A hangar with bombers would be good but we could over come that with the rest of the fleet. It would be nice to be fully self-sufficient and not be at the Inquisitions mercy for air support. Other than that teleportarium and solar sails would be good, as well as repulsor arrays for our void shields.

Brother Lucian Vartas |

I'm surprised that you want to include xenotech, I'd assumed that Inquisitor Zerbe would be against that sort of thing.
Weapons-wise, macrocannon broadsides backed up by lances would be my preference but only if the lance is able to fire in the same direction as the macrocannons otherwise they're useless.

BayouSnowman |

On a light cruiser the Lance's can have overlapping fire arc with port and starboard.
Ship is complete, need to pull it off my home pc and bring it to work to post. I incorporated elements and suggestions from all of your posts and ship submissions, even taking liberty to combine upgrades and functionality, but nothing overboard, kept to the books and didn't go all heretek with things. Anyways, I'll post, we'll discuss, then move on IC.

Dark Tide |

OK, had this profile created yesterday, but still trying to clean things up and add all the necessary details....Honestly, I' doing this more for the narrative sake of things, so you all can imagine the kind of ship you are in and what you can/can't do. The captain and others will be able to make choices aboard and influence things based on rolls and choices/approach. While it may no initially be all necessary, I believe its a good enough starting point to move forward and clean up/update as we move along.
With that said, I present the "Dark Tide"---Anyone who wants to help clean up or organize/fill in is welcome to. Just cut/paste and post an update here and I can update the profile alias. If you're fine as is, leave it to me and Ill get back to it. Just need us to move forward and I need to update the Soul Reaver game.
Take a look, check it out, ask questions...It may not be in there, but you will have a very large servitor crew in addition to the crew that will be joining and is being gathered. Crew rating will be 55 after bonuses. I haven't added up or included all the bonuses from things, but I will eventually. In any case, this should give you the proper setting for our journey and battles to come.

Brother Ulrich Hammern |

If possible, I would really like to see a warpsbane hull applied to the ship. While it is not critical with the warp transit time reductions from the other mods, it would definitely be very nice to have.
Also, if possible, I would like to have a temple-shrine to the god empereror. With two chaplains (mostly) on the ship it would be good to have one.

Pyros V'estian |

As long as it has a forge for Pyros to hammer away in, he is happy. I'm not much of an expert on the RT stuff (have only started reading it as a result of this.) so I am happy to follow with whatever. I see Pyros's role aboard ship as either leading repair crews/boarding parties/ ship defence parties as that is were his skills best lie.

BayouSnowman |

Everyone will receive a tactics skill and scholastic lore skill pertaining to your ship roles. Additionally, everyone will receive command skill. If you already have it,then you get +1. These are free assuming you RolePlay it. Exceptional effort could get an additional bonus, just depends where your pc is at and how much they need to catch up for their new roles.
We are heading to the Jericho Reaches, say goodbye to the fortress and pack your belongings.
Is brother Tyreon with us? If not, I might bot him or give you another medic.

Blood Angel Chaplain Deleos |

I would guess the +1 is a typo and should be +10.
At least that's the typical way you go with skills from different sources in the books.

Blood Angel Chaplain Deleos |

Wheeew, 200 per person or in total?
If per person that really a lot and I will really want to look at an artificer armor. Also a signum link proved quite effective to let me hit things somewhat reliably. Rest will go for little gadgets I think - like mag lock, scope for bolter etc. Or I could share some points.
If in total I am willing to hand over all of my share to you, as I am currently quite fond of my equipment.

Blood Angel Chaplain Deleos |

Oh I just saw that artificer armor is signature Wargear only, so that is off the shelf. Well, then I am looking at a full-upgraded ranged weapon and lots of gadgets, maybe a cameloine cloak and stummers could be useful if you plan to let me scout ahead as in our last mission? Also some explosives to go with our plan Pyrus (you arm it, I deliver it, press a button and get out of the blast fast). Otherwise I can provide you some extra points I am pretty sure.

Brother Lucian Vartas |

It would make most sense for me to get Scholastic Lore (Tactica Imperialis) and Tactics (Void Combat) I think. I also go to Command +20.
Requisition 200 is going to be interesting. I'll have to take a look over the next day or two and see what I want.

Blood Angel Chaplain Deleos |

I am not sure about the air force command. What would that involve? I would certainly need another pilot skill than personal for that? Maybe taking the appropriate skill (probably void) rather than command + tactics (void combat) then?
I though myself more like the Master-at-Arms Role - leading the crew in boarding actions / against borders - or is that Pyrus' role? But flying some craft could also be fun.
Do we roll with the Rogue Trader Ship Roles (from Into the Storm) or do you come up with some of your own?

Brother Ulrich Hammern |

I am working on a spoilered post about Ulrich's induction into the ranks of the wolf priests.
But for now I have a question about requisition. Will the manufactorium have the patterns for various types of ammo, or do we need to requisition a bunch of specialty ammo?

BayouSnowman |

Requisition some and some can be made. Special rare ammo might be impossible to make or be slow. Others will be limited. In the future requisition aboard the ship will be limited, but I'll make sure you have a good selection of tools for whatever the mission calls for. Now is the time for any chapter or deathwatch relics you would like to take. Standard gear, grenades, some war gear etc will naturally be available given the size of the ship and number of Marines on board the ship.
Terminator armor will also be brought in addition to normal armor. There will be vehicles and other assets available, you could use requisition for additional assets if you like. The ship will have air support and aircraft already.

Brother Ulrich Hammern |

Oh I just saw that artificer armor is signature Wargear only, so that is off the shelf. Well, then I am looking at a full-upgraded ranged weapon and lots of gadgets, maybe a cameloine cloak and stummers could be useful if you plan to let me scout ahead as in our last mission? Also some explosives to go with our plan Pyrus (you arm it, I deliver it, press a button and get out of the blast fast). Otherwise I can provide you some extra points I am pretty sure.
Yeah I noticed that about artificer armor also. Kind of a bummer.
I am going to bring a jump pack as well.
Bayou, would you be willing to let me re-allocate the points in my signature wargear? I want to keep the same weapon but change it to Mastercrafted.

Blood Angel Chaplain Deleos |

Awesome post Ulrich!
@Bayou: Which of the following is standard equipment and could be found if need be from the ship?
- Cartograph
- Stummers
- Vox caster (long-range, encrypted)
Also: If I take head of flights ... Those are the atmospheric ones am I right, not those fighting void ships? Will make a difference for the pilot skill I need.
My current list also contains a personal Thunderhawk asset for 80 points by the book (seems like I could also fly the thing if need be xD)