Author Topic: Warhammer 40k Spaceship Conversions  (Read 13497 times)

Cryhavok101

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Warhammer 40k Spaceship Conversions
« on: 07 March 2017, 01:59:45 »
I decided to do a separate thread from the one in my signature, just for the warships. This was due to two factors, one being that there are sooo many warships, and the second being that unlike the other thread, in this one, I plan on using specific guidelines in the conversion process, in addition to trying to port the ship's performance over.

Contents:

Escorts
Imperial Navy-Sword Frigate
Imperial Navy-Firestorm Frigate
Imperial Navy-Cobra Destroyer
Ork-Ravager Attack Ship
Space Marine-Hunter Destroyer

Cruisers
Imperial Navy-Dauntless Light Cruiser
Imperial Navy-Lunar Cruiser
Imperial Navy-Mars Battlecruiser
Ork-Kill Kroozer
Ork-Terror Ship
Space Marine-Strike Cruiser

Battleships
Imperial Navy-Emperor
Space Marine-Battle Barge

The sources I will be drawing on are:
  • Fantasy Flight Games's Rogue Trader system
  • Other FFG RPG products in they add any relevancy
  • Battleflett Gothic
  • www.Lexicanum.com
  • ...and any other internet sources I come across that seem like they might be legit, including sometimes video games
  • Just found Epic Armageddon has some ship stats for troops carried

Ranges and Speeds

Some numbers to start with:
  • Battletech space hex: 18 km across
  • Battletech space turn: 1 minute
  • Battltech space extreme range: 50 hexes
  • 40k FFG Rogue Trader VU: Indeterminate, between 1000 km and 100,000 km
  • 40k FFG Rogue Trader space turn 30 minutes

Most 40k space systems purposely leave out the exact measurements of their abstract distances in their games. Several in fact outright state that this is intentional. The closest that any come to it is the FFG Rogue Trader system. Rogue Trader Core Rulebook pg 213: "The distance represented by a single VU is deliberately abstract and left open to some interpretation due to space’s vast size. However, a good guideline is a single VU equals roughly 10,000 kilometres." With a VU standing for 'Void Unit" and it being their abstract measurement unit. This is noticeably not the same as an AU or astronomical unit, used by astronomers.

They suggest 10,000 km, however, there are several places where rogue trader's rules do not treat a VU as a 10,000 km distance, so 10,000 is not a hard and fast rule. Most egregious in this are navigator and psychic powers, which tend to treat a single AU as closer to 1000 km:
  • RT core rulebook: Gaze into the Abyss pg 179: treats 100 km  the same as 1 VU .
  • RT core rulebook: Void Watcher pg 181: treats 1000 km as same as VU, and treats 10,000 km as the same as 2 VU, and treats 100,000 km as the same as 5 VU.
  • The Navis Primer pg 99 Control the Weak Mind: compel with it's range of 5m times psy rating, can control another ship's weapons at a range of 1 VU per degree of success on the check.
  • The Navis Primer pg 99 Flash Fire: allows a psyker with the base telekinesis discipline with it's range measured in allotments of 5m to light an entire component of a star ship on fire at a range of 6 VU
  • Deathwatch: Honor the Chapter, pg 49 Shadows in the Stars:  Librarian can detect stuff in space at a range of 1000 km times psy rating. If that were measured in 10,000 km VU, he wouldn't be detecting much, and the power would be useless with the ship's sensors detecting things from much, much further away.
  • Deathwatch: Honor the Chapter, pg 49 Darkness Gate: Works like a teleportarium in doing a hit and run strike, range measured in allotments of 500 km. If that were measured in 10,000 km VU, he wouldn't be going very far, and the power would be useless with a normal hit and run being more effective.
Battlefleet Gothic: Base of the ship's model represents an area of "a few thousand kilometers" No other definition is given for actual distances.

As you can see, even the system that comes closest to defining the exact measurement is deliberately imprecise. For BattleTech, this is not the case, 50 hexes times 18 kilometers times 30 minutes comes out to 27,000 km, which is the distance a Battletech Capital Missile can travel in a single Rogue Trader turn. This is 2.7 VU if we use the suggested 10,000 km, however, if we use the more likely 1000 km, it comes out to 27 VU.

In addition, an Arvus Lighter has a speed of "2200 Kph or 7 VU" in FFG's Rogue Trader. Meanwhile a BattleTech DropShip in system transit will accelerate at a constant rate of 1G, which is essentially an increase of 2 velocity per turn. At 30 minutes, a velocity of 60 gives our DropShip a speed of 64,800 kph, traversing either 6.5 10,000 km VUs, or many more if the VU is much smaller.

TL:DR
At sublight speeds, BattleTech ships can travel at similar speeds as warhammer 40k ships. BattleTech Projectiles also travel at similar speeds to 40k projectiles (even though there is a serious difference in effective range).

Conversion Rule:
In the original Battlefleet Gothic, weapons ranges were measured in cm. Each weapons battery is either 15, 30, 45, 60 cm range. This corresponds nicely enough for me with BattleTech's aerospace range bands of Short, Medium, Long, and Extreme.

Battlefleet Gothic's ship speeds were also measured in cm, with most ship showing between 15 and 35 cm per turn. I intend to have these correspond with BattleTech speed, with 15 cm being the equivalent of a 1-2 speed, and every 5 cm increment will increase the BattleTech safe thrust speed by 1 point. Anything with speed below 15 cm, will be built to have station keeping thrust only.

After getting around to building the Emperor Class Battleship, I had to make a choice. BattleTech's warship SI maximums are based on how fast you go, so the Imperium's battleships were going to have to choose between meeting the SI requirements I set for this conversion, or going much faster than I had previously indicated. I decided to make them go faster.

I decided on faster because I believed readjusting the speeds on the ships I had already don to a new paradigm would be easier and better over all than making the battleships have too low an SI. As such I am redoing all previous ships to the new way, which is a safe thrust of 1 per 5 cm the Battlefleet Gothic speed was.

Weapon Damage and Ship Health
Converting damage from one system to another is one of the difficult tasks, if you are trying for any kind of accuracy. I could only find two points of reference between the two. The first was that one of the Rogue Trader sourcebooks added rules for 'Atomics' and Interstellar Operations has rules for nuclear warheads. In both systems they behave somewhat similarly. The weapon has to hit and might not penetrate the armor, but if it does, it's gonna really make the target cry. Unfortunately, I don't have any data on how many mega tons each of Rogue Trader's warheads are, so I can't give a direct comparison. I strongly suspect that Rogue Trader's Atomics are much higher kiloton-wise than BattleTech's peacekeeper missile, judging by a comparison with the Nova Cannon.

The second point of reference was what happened with your ship met an asteroid. In Battlefleet Gothic a ship that flies through an asteroid field takes 1d6 damage from multiple asteroid impacts. An escort will be destroyed by 2 of that damage, while larger ships might handle it better. In BattleTech, a ship that collides with a single asteroid will take 1d6 capital damage time the MoF on the control roll with a +2 modifier. This needs an average of 7 if the piloting skill of the Warship is a 5. It wouldn't be too hard to have a MoF of +2, which would result in 7 or more capital damage, with an MoF of 3 being 10 capital damage. If we assume that the multiple impacts being suffered by the Battlefleet Gothic ships is 1 asteroid per damage, which you could look at in battletech terms as approximately 10 capital damage per 1 BFG damage.

If you can accept that conjecture based conclusion, then the 40k ships health become simple to figure out, as does the weapons damage each ship should be producing. At that point the next thing is armor. Armor in Battlefleet Gothic is essentially a percentage chance to not be affected by any particular hit, represented by a d6. It ranges from 1 hit having a 50% chance to do anything noticeable, to an 83 percent chance for the ship to not be noticeable. Eventually though, hits will get through and damage the ship beyond the armor. Personally, this tells me a few things. One that the ship needs enough armor that 1 "hit" (which we established is 10 capital damage) will not threshold the ship's armor, since it should take at least 2 'hits' to guarantee a threshold (or an effect through the armor). Better armor increases that threshold further. The second is that the armor on the ship needs to be pretty thick. I decided to represent this as using as a base the ship's maximum armor value, based on it's SI, and then for less than top-of-the-line armor values, simply remove the same percentage from that max, that the dice roll would make it easier to be effected: approximately 17% per tier.

The last part of this is shields. Each void shield can absorb 1 'hit' or approximately 10 capital damage. I decided this would be best represented by adding 5 to the ship's SI per point of void shield. This will not only boost the ship's survival when taking damage to the structure, but also boost the effective armor levels on the ship.


Conversion Rules
Looking at the ship in Battlefleet Gothic, it's BattleTech SI should be 10 times the ship's Hit's Stat.
It's weapons load out should accommodate damage values based on 10 times the damage values listed in it's Battlefleet Gothic Stats.
Increase that base SI by 5 per void shield the ship has.
For armor, a 6+ armor stat uses max armor with a minimum threshold per location of 40, a 5+ uses 83% of max armor with a minimum threshold of 30, and a 4+ armor stat uses 66% of max armor, with a minimum threshold of 20. (Turns out doing the threshold this way was not going to work with doing the SI the way I was)

Weapons Choices and Turrets
Weapons Batteries
Most ships in Battlefleet Gothic don't use individual weapons, but instead, they use weapons batteries. While there are multiple definition of what a battery is between ground combat and wet navy, modern wet navy ships use it in a similar meaning as ground artillery, and so I am adopting that one. In this case a battery is between 6 and 12 guns. So each entry that calls itself a battery will be selected based on matching the necessary damage with weapons that can fit in a battery for it, and fire at the indicated range. Exceptions to this will only be made if it is not otherwise possible to meet it.

Torpedoes
Warhammer 40(k) ships can fire a variety of ordnance from their torpedo tubes. For this reason I plan on using AR-10 launchers, at a rate of 2 per 1 point of torpedo strength on the 40k ship.
Plan changed. I will be using the torpedo types that correspond with the ship in question's torpedo range. Some will have subcapital missiles. Any that would be getting the extreme range torpedoes will have AR-10s.

Lances
These are invariably described as energy weapons, and they are strong enough to penetrate hulls by themselves. For this reason I am intending on using Naval PPCs in these places, whichever I can get to have the appropriate range band.

Nova Cannon
BattleTech has no close equivalent. However, not counting the effects of the shell fired, the mechanics of the weapon system are similar to a mass driver, in that the weapon accelerates a projectile, and does massive damage. For this reason I will be using mass drivers where nova cannon's would be. The Imperium just has some really nice alternate ammo types for it.

Launch Bays
These mention how many squadrons they carry, and as such, I will simply have the number of bays on equal to the number of vessels indicated per squadron on the chart for it in Battlefleet Kronus (rogue trader system) on page 14. In the case of ships that have multiple types of carried craft, I will put that many bays on for each type. Fighters will be fighters and bombers will be fighter bays, while assault boats will be small craft bays. Some exceptions may occur due to factions using odd things as their bombers. The Space marine Thunder Hawks for example will not be using fighter bays, and neither will the Tau Manta Missile Destroyers.

Ships Without Launch Bays
Most 40k ships do not use anything like DropShips. So for the purposes of cargo transfer and passenger/crew ferrying, each ship has some shuttles as well. In rogue trader on page 11, it states how many such shuttles should be included, so I will be adding that many to these ships... If I can find an appropriate stat to base it on. Some of the larger ships don't appear in rogue trader, and as such I as I go I will attempt to determine a pattern to go by that can extend into those sizes.

Turrets
40k ships have generic turrets as anti fighter defenses. They do not do enough damage to harm other capital ships, so for each point of turret strength, I am putting the coverage at 1 capital damage. By coverage I mean that 360 around the ship should be able to do capital damage in anti-fighter weapons equal to the Battlefleet Gothic turret stat of the ship. This does not have to be perfect though, and depending on when you put them some gaps in coverage is allowed, as it makes for better flavor on a ship. For these purposes, 'Anti-Fighter' is being defined as any weapon that can either get the bonus for flak (LB-X AC, HAG), or otherwise has a bonus to hit (Pulse Lasers). Because these turrets are also used to shoot missiles down, they should have an equivalent amount of AMS: coverage of 1 capital damage per point of turret stat.
NEW
Someone made some strong arguments to me that I wasn't putting enough standard scale weapons on to properly represent the turrets. Each point of turret was a decent chance of driving off an entire 20-fighter squadron in battlefleet gothic, before they could do any damage. With the Rogue Trader book 'Battlefleet Kronos' we know these squadrons were upwards of twenty fighters. The conversion I was using for turrets was not even close to that. As such as have moved them up to the same same scale as the weapons batteries, basically ten times what it was, so rather than each point of turret equating to one capital scale damage, I am changing it to be each point of turret equates to ten capital scale damage. For the ships I have already posted, I am simply multiplying the weapons bays I put on there by ten, which results in cargo, fire control, gunner seats, and weapon bay changes, along with the requisite c-bill and BV changes as well.

I also multiplied the AMS/LAMS systems by 10 as well. In some cases this gives the ship some pretty ridiculous point defense numbers. However, I would like to point out that even the Emeror Battleship does not seem to have any wasted AMS. Despite being over kill on capital missiles, since each missile is engaged individually by AMS, you only need 12 capital damage from AMS to essentially negate any capital missile (providing you have the heat sinks or ammo to continue negating them of course), however standard scale weapons are a different matter. Standard scale missiles are engaged by directly comparing numbers between the PDS engaging the attack, and the damage value of the bay performing the attack. Since a standard scale bay can be built to have a maximum of 700 standard scale damage, a PDS bay is not completely wasted until you exceed 700 PDS defense in any one fire arc. Until then you are only exceeding what canon ships can throw at you instead of meeting the potential a designer could toss out. Since I myself have designed ships with over a thousand LRM 20s on them, I don't feel bad about putting this kind of excessive AMS on a ship converted from Warhammer 40k, since that universe is entirely about going overboard.

I am also adding plasma weapons, and standard scale missile weapons to the list of what I am calling "Anti-Fighter". Plasma for it's ability to throw fighters out of control via heat scale, and missiles because someone pointed out to me that they are generally considered AA style weapons (Also so I can justify having a bajillion AMS one these ships.

Ship Classification
Like the rest of it, I plan on using designations as close as possible. I will be basing it off of a comparison between the the ship's name (Sword class Frigate),  it's designation in Battlefleet Gothic (Oberon class says it is a battleship), or when all else fails, by the hull's designation in Rogue Trader, or on the Lexicanum. I will then try to have the ship weigh in at the appropriate amount, based on the chart on pg 10 of Strategic Operations. Some exceptions will apply to this. For example, Tau escorts have to be carried in on gravitic hooks, so I plan on making them Pocket Warship DropShips, instead of any kind of warship. I will still get them as close the all of these rules as possible.

As with all of my other design threads, anyone is free to post their own conversion, however, I would like people to stick with the rules outlined here. I would also be interested in if you have a different take on any points, as you might have better ideas than me on it. I hope to post the first one tomorrow.

Cryhavok101

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Sword Class Frigate
« Reply #1 on: 07 March 2017, 21:29:25 »
Sword Class Frigate

Code: [Select]
Class/Model/Name:  Sword class Frigate
Tech:              Mixed
Vessel Type:       WarShip
Ship Cost:    $10,986,516,000.00
Magazine Cost:    $24,000,000.00
BV2:    42,920

Mass:              500,000 tons
K-F Drive System:  Compact Jump Drive
Safe Thrust:       5
Maximum Thrust:    8
Armor Type:        Lamellor Ferro-Carbide
Armament:         
    50 Class 2 Subcapital Lasers
   120 LB 10-X ACs
   240 Anti-missile Systems
------------------------------------------------------------------------------
Class/Model/Name:  Sword
Mass:              500,000 tons

Equipment:                                                            Mass
Drive:                                                                90,000.00
Control:                                                              1,250.00

Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
K-F Drive: Integrity: 12                                              231,250.00
Jump Sail: Integrity: 4                                               55.00
Structural Integrity: 15                                              7,500.00
Total Heat Sinks: 940(1,880) Double                                   348.00
Fuel & Fuel Pumps:                                                    30,600.00
Fire Control Computers:                                               399.60
Armor Type: Lamellor Ferro-Carbide (137 total armor pts)              124.50
                              Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 32   
   Fore-Left/Right:                     24/24   
   Aft-Left/Right:                      23/23   
   Aft:                                  23     

Cargo:
   Bay 1: Small Craft Bays (8)                                         1,600.00
          Cargo, Standard (14,981.190 tons)                            14,981.190
          Cargo, Insulated (10,000 tons)                               11,494.25287
          Cargo, Refrigerated (10,000 tons)                            11,494.25287
          Cargo, Liquid (10,000 tons)                                  10,989.01099
          Cargo, Livestock (10,000 tons)                               12,048.19277
          2 Doors                                         

Docking Hardpoints: 0                                                  0.00
Escape Pods: 
     50 Escape Pods                                                    350.00
     50 Life Boats                                                     350.00

Crew and Passengers:
  117 Officers-1st Class Quarters                                      1170.00
  318 Crew-2nd Class Quarters                                          2,226.00
  240 Gunners-2nd Class Quarters                                       1,680.00
 1000 Conventional Infantry-Steerage Quarters                          5,000.00
   40 Bay Personnel-Bay Quarters                                       0.00
    6 250-m Grav Decks                                                 600.00

# Weapons             Loc   SRV      MRV      LRV      ERV    Heat      Mass
--------------------------------------------------------------------------------------
10 SCL-2              Nose  20       20       --       --     280       2,000.00
20 LB 10-X AC         Nose 120      120       --       --      40       220.00
30 AMS                Nose  90-PDS   --       --       --      30       15.00
10 SCL-2              FL/R  20       20       --       --     280       4,000.00
10 LB 10-X AC         FL/R  60       60       --       --      20       440.00
30 AMS                FL/R  90-PDS   --       --       --      30       30.00
10 SCL-2              L/RBS 20       20       --       --     280       4,000.00
20 LB 10-X AC         L/RBS 120     120       --       --      40       880.00
30 AMS                L/RBS 90-PDS   --       --       --      30       30.00
10 LB 10-X AC         AL/R  60       60       --       --      20       440.00
30 AMS                AL/R  90-PDS   --       --       --      30       30.00
20 LB 10-X AC         Aft  120      120       --       --      40       220.00
30 AMS                Nose  90-PDS   --       --       --      30       15.00
------------------------------------------------------------------------------

Ammo
AC 10 LB-X (IS) Ammo (12,000 Rounds)                                    1,200.00
AMS (IS) Ammo (12,000 Rounds)                                           1,000.00
------------------------------------------------------------------------------

Equipment
Mobile HPG                                                              50.00
Lithium Fusion Battery                                                  5,000.00
------------------------------------------------------------------------------


After looking at the armor and SI calculations, I realized my plan for armor thresholds was not going to work, so I dropped that. The Mobile HPG is a stand-in for the astropathic choir.

As noted in http://wh40k.lexicanum.com/wiki/Sword_Frigate the ship used laser weapons for it's batteries, and the sub-capital lasers fit the bill nicely. The turrets made up of AMS and LBX systems.

Every ship has some shuttles if for nothing more than ferrying supplies or people, so I kept it to less than a squadron.

The cargo is designed to carry a fully sustainable system including crops and livestock, allowing the crew fresh food throughout it's journey. This is notably inefficient for a ship that is patrolling civilized space and could simply resupply regularly.

It uses 3 times the minimum crew an Inner Sphere or clan ship would need (and can operate at 1/3rd crew). It also carries 1000 infantry, which can vary from troops needing ferrying to a planet, to marines waiting for the right boarding action. With the Imperium's reliance on massive amounts of infantry, this is not even considered a very sizable force (merely a single regiment's worth)

Updated 3-30-17

Cryhavok101

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Firestorm Class Frigate
« Reply #2 on: 09 March 2017, 23:06:27 »
Firestorm Class Frigate

Code: [Select]
Class/Model/Name:  Firestorm class Frigate
Tech:              Mixed
Vessel Type:       WarShip
Ship Cost:    $10,980,576,000.00
Magazine Cost:    $24,000,000.00
BV2:    43,132

Mass:              500,000 tons
K-F Drive System:  Compact Jump Drive
Safe Thrust:       5
Maximum Thrust:    8
Armor Type:        Lamellor Ferro-Carbide
Armament:         
    30 Class 2 Subcapital Lasers
    20 Extended Range PPCs with PPC Capacitors
   120 LB 10-X ACs
   240 Anti-missile Systems
------------------------------------------------------------------------------
Class/Model/Name:  Firestorm
Mass:              500,000 tons

Equipment:                                                            Mass
Drive:                                                                150,000.00
Control:                                                              1,250.00

Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
K-F Drive: Integrity: 12                                              231,250.00
Jump Sail: Integrity: 4                                               55.00
Structural Integrity: 15                                              7,500.00
Total Heat Sinks: 810(1,620) Double                                   218.00
Fuel & Fuel Pumps:                                                    30,600.00
Fire Control Computers:                                               656.60
Armor Type: Lamellor Ferro-Carbide (137 total armor pts)              124.50
                              Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 32   
   Fore-Left/Right:                     24/24   
   Aft-Left/Right:                      23/23   
   Aft:                                  23     

Cargo:
   Bay 1: Small Craft Bays (3)                                         600.00
          Cargo, Standard (19,077.190 tons)                            19,077.190
          Cargo, Insulated (10,000 tons)                               11,494.25287
          Cargo, Refrigerated (10,000 tons)                            11,494.25287
          Cargo, Liquid (10,000 tons)                                  10,989.01099
          Cargo, Livestock (10,000 tons)                               12,048.19277
          2 Doors                                         

Docking Hardpoints: 0                                                  0.00
Escape Pods: 
     50 Escape Pods                                                    350.00
     50 Life Boats                                                     350.00

Crew and Passengers:
  108 Officers-1st Class Quarters                                      1080.00
  327 Crew-2nd Class Quarters                                          2,289.00
  192 Gunners-2nd Class Quarters                                       1,344.00
 1000 Conventional Infantry-Steerage Quarters                          5,000.00
   40 Bay Personnel-Bay Quarters                                       0.00

# Weapons             Loc   SRV      MRV      LRV      ERV    Heat      Mass
--------------------------------------------------------------------------------------
10 SCL-2              Nose  20       20       --       --     280       2,000.00
20 ER PPC             Nose  200      200      200      --     300       140.00
20 LB 10-X AC         Nose  120      120      --       --      40       220.00
30 AMS                Nose  90-PDS   --       --       --      30       15.00
10 LB 10-X AC         FL/R  60       60       --       --      20       440.00
30 AMS                FL/R  90-PDS   --       --       --      30       30.00
10 SCL-2              L/RBS 20       20       --       --     280       4,000.00
20 LB 10-X AC         L/RBS 120      120      --       --      40       880.00
30 AMS                L/RBS 90-PDS   --       --       --      30       30.00
10 LB 10-X AC         AL/R  60       60       --       --      20       440.00
30 AMS                AL/R  90-PDS   --       --       --      30       30.00
20 LB 10-X AC         Aft   120      120      --       --      40       220.00
30 AMS                Aft   90-PDS   --       --       --      30       15.00
------------------------------------------------------------------------------

Ammo
AC 10 LB-X (IS) Ammo (12,000 Rounds)                                    1,200.00
AMS (IS) Ammo (12,000 Rounds)                                           1,000.00
------------------------------------------------------------------------------

Equipment
Mobile HPG                                                              50.00
Lithium Fusion Battery                                                  5,000.00
------------------------------------------------------------------------------


Updated 4-5-17

Cryhavok101

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Lunar Class Cruiser
« Reply #3 on: 12 March 2017, 20:28:50 »
Lunar class Cruiser

Code: [Select]
Class/Model/Name:  Lunar Cruiser
Tech:              Mixed
Vessel Type:       WarShip
Ship Cost:    $12,647,410,000.00
Magazine Cost:    $459,230,000.00
BV2:    65,360

Mass:              800,000 tons
K-F Drive System:  Compact Jump Drive
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Lamellor Ferro-Carbide
Armament:         
    24 Medium SCCs
    17 Stingray Missile Launchers
    40 ER PPCs
   120 LB 10-X ACs
   240 AMS
------------------------------------------------------------------------------
Class/Model/Name:  Lunar
Mass:              800,000 tons

Equipment:                                                             Mass
Drive:                                                                 192,000.00
Control:                                                               2,000.00

Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
K-F Drive: Integrity: 17                                               370,000.00
Jump Sail: Integrity: 5                                                70.00
Structural Integrity: 90                                               72,000.00
Total Heat Sinks:     Double 1,002(2,004)                              338.00
Fuel & Fuel Pumps:                                                     20,400.00
Fire Control Computers:                                                748.82
Armor Type: Lamellor Ferro Carbide   (1,370 total armor pts)           1,245.00
                              Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 270
   Fore-Left/Right:                    229/229   
   Aft-Left/Right:                     229/229   
   Aft:                                  229   

Cargo:
   Bay 1: Small Craft Bays (15)                                         3,000.00
          Cargo, Standard (33,034.616 tons)                             33,034.616
          Cargo, Insulated (15,000 tons)                                17,241.37931
          Cargo, Refrigerated (15,000 tons)                             17,241.37931
          Cargo, Liquid (15,000 tons)                                   16,483.51648
          Cargo, Livestock (15,000 tons)                                18,072.28916
          2 Doors                                         

Docking Hardpoints:
Escape Pods: 
     50 Escape Pods                                                     350.00
     50 Life Boats                                                      350.00

Crew and Passengers:
     154 Officers-1st Class Quarters                                    1,540.00
     471 Crew-2nd Class Quarters                                        3,297.00
     234 Gunners-2nd Class Quarters                                     1,638.00
     75 Bay Personnel-Bay Quarters                                      0.00
     1,000 Marines-Steerage Quarters+Infantry Bay                       6,000.00
     6 250-m Grav Decks                                                 600.00

# Weapons             Loc   SRV      MRV      LRV      ERV    Heat      Mass
--------------------------------------------------------------------------------------
17 Stingray Launcher  Nose  59.5     59.5     --       --     204       2,040.00
20 LB 10-X AC         Nose  120      120      --       --      40       220.00
30 AMS                Nose  90-PDS   --       --       --      30       15.00
10 LB 10-X AC         FL/R  60       60       --       --      20       440.00
30 AMS                FL/R  90-PDS   --       --       --      30       30.00
12 Medium SCC         L/RBS 60       60       --       --     360       12,000.00
20 ER PPC             L/RBS 200      200      200      --     300       280.00
20 LB 10-X AC         L/RBS 120      120      --       --      40       880.00
30 AMS                L/RBS 90-PDS   --       --       --      30       30.00
10 LB 10-X AC         AL/R  60       60       --       --      20       440.00
30 AMS                L/RBS 90-PDS   --       --       --      30       30.00
20 LB 10-X AC         Aft   12       120      --       --      40       220.00
30 AMS                Aft   90-PDS   --       --       --      30       15.00
------------------------------------------------------------------------------

Ammo
Subcapital Launcher Stingray Ammo (170 missiles)                        2,040.00
Subcapital Cannon Medium Ammo (2,400)                                   2,400.00
AC 10 LB-X (IS) Ammo (12,000 Rounds)                                    1,200.00
AMS (IS) Ammo (12,000 Rounds)                                           1,000.00
------------------------------------------------------------------------------

Equipment
Mobile HPG                                                              50.00
Lithium Fusion Battery                                                  8,000.00
------------------------------------------------------------------------------


Looking at the torpedo stats, I decided I had it wrong on just using AR-10s, and decided to use the torpedoes that matched the right range band.

Updated 3-30-17

spacewolflord

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Re: Warhammer 40k Spaceship Conversions
« Reply #4 on: 12 March 2017, 21:14:53 »
Okay this looks neat.
The Intuitive Mind is a sacred gift, the Rational mind, a loyal servant. Our society has honored the servant and forgotten the gift.
- Albert Einstein

Cryhavok101

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  • Posts: 1840
Re: Warhammer 40k Spaceship Conversions
« Reply #5 on: 12 March 2017, 21:48:48 »
Okay this looks neat.

I don't have any particular order I am doing them in, so if you have a request, feel free ask.

Dragon Cat

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  • Not Dead Until I Say So
Re: Warhammer 40k Spaceship Conversions
« Reply #6 on: 14 March 2017, 04:44:30 »
Tagged
My three main Alternate Timeline with Thanks fan-fiction threads are in the links below. I'm always open to suggestions or additions to be incorporated so if you feel you wish to add something feel free. There's non-canon units, equipment, people, events, erm... Solar Systems spread throughout so please enjoy

https://bg.battletech.com/forums/index.php/topic,20515.0.html - Part 1

https://bg.battletech.com/forums/index.php/topic,52013.0.html - Part 2

https://bg.battletech.com/forums/index.php/topic,79196.0.html - Part 3

Cryhavok101

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Mars Battlecruiser
« Reply #7 on: 20 March 2017, 18:48:41 »
Mars Battlecruiser

Code: [Select]
Class/Model/Name:  Mars Battlecruiser
Tech:              Mixed
Vessel Type:       WarShip
Ship Cost:    $14,011,288,000.00
Magazine Cost:    $158,400,000.00
BV2:    74,638

Mass:              1,000,000 tons
K-F Drive System:  Compact Jump Drive
Safe Thrust:       4
Maximum Thrust:    6
Armor Type:        Lamellor Ferro-Carbide
Armament:         
    1 Light Mass Driver
   15 Medium Naval Particle Projection Cannons
   12 Naval Autocannon-10s
  120 Extended Ranged Medium Pulse Lasers
  240 Laser Anti-Missile Systems
------------------------------------------------------------------------------
Class/Model/Name:  Mars Battlecruiser
Mass:              1,000,000 tons

Equipment:                                                            Mass
Drive:                                                                240,000.00
Control:                                                              2,500.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
K-F Drive: Integrity: 21                                              462,500.00
Jump Sail: Integrity: 5                                               80.00
Structural Integrity: 90                                              90,000.00
Total Heat Sinks:     Double 2,167(4,336)                             1,431.00
Fuel & Fuel Pumps:                                                    20,400.00
Fire Control Computers:                                               7,484.24
Armor Type:    (1700 total armor pts)                                 1,545.00
                              Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 339   
   Fore-Left/Right:                    283/283   
   Aft-Left/Right:                     283/283   
   Aft:                                  283     

Cargo:
   Bay 1:   Fighter Bays (60)                                          9,000.00
            4 Doors                                         
   Bay 2:   Fighter Bays (60)                                          9,000.00
            4 Doors                                         
   Bay 3:   Small Craft Bays (10)                                      2,000.00
            Cargo, Livestock (10,000 tons)        12,048.19277
            Cargo, Refrigerated (10,000 tons)        11,494.25287
            Cargo, Liquid (10,000 tons)        10,989.01099
            Cargo, Insulated (10,000 tons)        11,494.25287
            Cargo, Standard (10,735.050 tons)        10,735.050
            2 Doors                                         

Docking Hardpoints:
Escape Pods: 
     50 Escape Pods                                                    350.00
     50 Life Boats                                                     350.00

Crew and Passengers:
159 Officers-1st Class Quarters        1,590.00
576 Crew-2nd Class Quarters        4,032.00
201 Gunners-2nd Class Quarters        1,407.00
290 Bay Personnel-Bay Quarters        0.00
1000 Steerage Passengers-Marines        5,000.00

# Weapons             Loc   SRV      MRV      LRV      ERV    Heat      Mass
-----------------------------------------------------------------------------------
1 Mass Driver Light   Nose  60       60       60       --     30        30,000.00
5 Naval PPC Medium    Nose  45       45       45       45     675       9,000.00
20 ER MPL             Nose  140      140      --       --     12        40.00
30 Laser AMS          Nose  90-PDS      150        30.00
10 ER MPL             FL/R  70       70       --       --      6        40.00
30 Laser AMS          FL/R  90-PDS      150        60.00
5 Naval PPC Medium    L/RBS 45       45       45       45     675       9,000.00
6 Naval AC 10         L/RBS 60       60       60       --     884       12,000.00
20 ER MPL             L/RBS 140      140      --       --     12        80.00
30 Laser AMS          L/RBS 90-PDS      150        60.00
10 ER MPL             AL/R  70       70       --       --      6        40.00
30 Laser AMS          AL/R  90-PDS      150        60.00
20 ER MPL             Aft   140      140      --       --     12        40.00
30 Laser AMS          Aft   90-PDS      150        30.00
------------------------------------------------------------------------------

Ammo
Mass Driver Light Ammo (32 Rounds)                                      960.00
Naval AC 10 Ammo (2400 Rounds) 480.00
------------------------------------------------------------------------------

Equipment
Mobile HPG                                                              50.00
------------------------------------------------------------------------------



Updated 3-30-17

Cryhavok101

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Re: Warhammer 40k Spaceship Conversions
« Reply #8 on: 25 March 2017, 19:42:39 »
After getting around to building the Emperor Class Battleship, I had to make a choice. BattleTech's warship SI maximums are based on how fast you go, so the Imperium's battleships were going to have to choose between meeting the SI requirements I set for this conversion, or going much faster than I had previously indicated. I decided to make them go faster.

I decided on faster because I believed readjusting the speeds on the ships I had already don to a new paradigm would be easier and better over all than making the battleships have too low an SI. As such I am redoing all previous ships to the new way, which is a safe thrust of 1 per 5 cm the Battlefleet Gothic speed was.

As such, I am currently in the process of editing the four ships I have already released, and will be editing their posts ASAP. Most of the changes to them are in cargo and fuel levels in addition to their speeds.

Cryhavok101

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  • Posts: 1840
Emperor class Battleship
« Reply #9 on: 25 March 2017, 20:48:43 »
Emperor class Battleship

Code: [Select]
Class/Model/Name:  Emperor Battleship
Tech:              Mixed
Vessel Type:       WarShip
Ship Cost:    $22,629,458,000.00
Magazine Cost:    $6,750,000.00
BV2:    190,788

Mass:              2,500,000 tons
K-F Drive System:  Compact Jump Drive
Safe Thrust:       3
Maximum Thrust:    5
Armor Type:        Lamellor Ferro-Carbide
Armament:         
    32 Naval Laser class 55s
    10 Naval Laser class 45s
  1000 LB 2-X ACs
   680 Laser Anti-missile Systems

------------------------------------------------------------------------------
Class/Model/Name:  Emperor
Mass:              2,500,000 tons

Equipment:                                                            Mass
Drive:                                                                450,000.00
Control:                                                              6,250.00

Thrust:  Safe Thrust: 3
      Maximum Thrust: 5
K-F Drive: Integrity: 49                                              1,156,250.00
Jump Sail: Integrity: 9                                               155.00
Structural Integrity: 140                                             350,000.00
Total Heat Sinks:     Double 3,910(7,820)                             2,917.00
Fuel & Fuel Pumps:                                                    20,400.00
Fire Control Computers:                                               3,892.60
Armor Type:    (6,391 total armor pts)                                5,810.00
                              Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                1080
   Fore-Left/Right:                   1079/1079   
   Aft-Left/Right:                    1079/1079
   Aft:                                  1079

Cargo:
   Bay 1:   Fighter Bays (120)                                         18,000.00
            Small Craft Bays (32)        6,400.00
    Infantry Compartment (1000)        1,000.00
            15 Doors                                         
   Bay 2:   Fighter Bays (120)                                         18,000.00
            Small Craft Bays (32)        6,400.00
    Infantry Compartment (1000)        1,000.00
            15 Doors                                         
   Bay 3:   Small Craft Bays (20)                                      4,000.00
    Cargo, Insulated (50000 tons)        57471.26437
    Cargo, Liquid (60000 tons)        65934.06593
    Cargo, Livestock (50000 tons)        60240.96386
    Cargo, Refrigerated (50000 tons)        57471.26437
    Cargo, Standard (124,368.841 tons)        124,368.841
            3 Doors                                         

Docking Hardpoints:
Escape Pods: 
     200 Escape Pods                                                    1,400.00
     200 Life Boats                                                     1,400.00

Crew and Passengers:
     396 Officers-1st Class Quarters                                   3,960.00
   1,239 Crew-2nd Class Quarters                                       8,673.00
     738 Gunners-2nd Class Quarters                                    5,166.00
     900 Bay Personnel-Bay Quarters                                    0.00
   2,000 Marine Quarters-Steerage Passengers                           10,000.00

# Weapons             Loc   SRV      MRV      LRV      ERV    Heat      Mass
--------------------------------------------------------------------------------------
150 LB 2-X AC         Nose  300      300      300      300    150       750.00
100 LAMS       Nose  300-PDS       500 150.00
5 NL-55s, 5 NL-45s    FL/R  50       50       50       50     775       20,000.00
100 LB 2-X       FL/R  200      200      200      200    100       1,000.00
70 LAMS       FL/R  210-PDS       350 21.00
11 NL-55              L/RBS 60.5     60.5     60.5     60.5   935       24,200.00
150 LB 2-X AC       L/RBS 300      300      300      300    150       1,500.00
100 LAMS       L/RBS 300-PDS       500 30.00
100 LB 2-X AC         AL/R  200      200      200      200    100       1,000.00
70 LAMS       AL/R  210-PDS       350 21.00
150 LB 2-X AC         Aft   300      300      300      300    150       750.00
100 LAMS       Aft   300-PDS       500 15.00
------------------------------------------------------------------------------

Ammo
LB 2-X AC Ammo (90,000 Rounds)                                          2000.00
------------------------------------------------------------------------------

Equipment
NCSS Large 500.00
Communication Equipment (15 tons) 10.00
Mobile HPG                                                              50.00
------------------------------------------------------------------------------


Not exactly the heaviest firepower, until you account for it's fighter and small craft complement.

Updated 3-30-17

Cryhavok101

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Re: Warhammer 40k Spaceship Conversions
« Reply #10 on: 30 March 2017, 18:14:06 »
You all are probably tired of seeing me revise the same few ships buuut...

Someone made some strong arguments to me that I wasn't putting enough standard scale weapons on to properly represent the turrets. Each point of turret was a decent chance of driving off an entire 20-fighter squadron in battlefleet gothic, before they could do any damage. With the Rogue Trader book 'Battlefleet Kronos' we know these squadrons were upwards of twenty fighters. The conversion I was using for turrets was not even close to that. As such as have moved them up to the same same scale as the weapons batteries, basically ten times what it was, so rather than each point of turret equating to one capital scale damage, I am changing it to be each point of turret equates to ten capital scale damage. For the ships I have already posted, I am simply multiplying the weapons bays I put on there by ten, which results in cargo, fire control, gunner seats, and weapon bay changes, along with the requisite c-bill and BV changes as well.

I also multiplied the AMS/LAMS systems by 10 as well. In some cases this gives the ship some pretty ridiculous point defense numbers. However, I would like to point out that even the Emeror Battleship does not seem to have any wasted AMS. Despite being over kill on capital missiles, since each missile is engaged individually by AMS, you only need 12 capital damage from AMS to essentially negate any capital missile (providing you have the heat sinks or ammo to continue negating them of course), however standard scale weapons are a different matter. Standard scale missiles are engaged by directly comparing numbers between the PDS engaging the attack, and the damage value of the bay performing the attack. Since a standard scale bay can be built to have a maximum of 700 standard scale damage, a PDS bay is not completely wasted until you exceed 700 PDS defense in any one fire arc. Until then you are only exceeding what canon ships can throw at you instead of meeting the potential a designer could toss out. Since I myself have designed ships with over a thousand LRM 20s on them, I don't feel bad about putting this kind of excessive AMS on a ship converted from Warhammer 40k, since that universe is entirely about going overboard.

I will be posting updated Stats for the posted ships ASAP.

Cryhavok101

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Space Marine Battle Barge
« Reply #11 on: 01 April 2017, 10:52:10 »
Space Marine Battle Barge

Code: [Select]
Class/Model/Name: Battle Barge
Tech: Mixed
Vessel Type: WarShip
Ship Cost: $23,009,934,000.00
Magazine Cost: $269,100,000.00
BV2: 203,903

Mass: 2,500,000 tons
K-F Drive System: Compact Jump Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Lamellor Ferro-Carbide
Armament:         
12 Class 20 Naval Autocannons
24 Heavy Subcapital Cannons
17 Stingray Subcapital Missile Launchers
40 Plasma Rifles
40 Extended Range Large Pulse Lasers
28 Long Range Missile 20-racks with Artemis V FCS
400 Laser Anti Missile Systems
------------------------------------------------------------------------------
Class/Model/Name: Battle Barge
Mass: 2,500,000 tons

Equipment:                                                  Mass
Drive:                                                    600,000.00
Control:                                                        6,250.00
Thrust:  Safe Thrust: 4
      Maximum Thrust: 6
K-F Drive: Integrity: 49                                          1,156,250.00
Jump Sail: Integrity: 9                                      155.00
Structural Integrity: 135                                    337,500.00
Total Heat Sinks: Double 2,510(5,020) 1,370.00
Fuel & Fuel Pumps:                                                30,600.00
Fire Control Computers:                                            792.72
Armor Type: Lamellor Ferro Carbide (7,425 total armor pts) 6,750.00
                              Capital Scale Armor Pts
   Location: L / R
   Fore: 1252     
   Fore-Left/Right:       1252/1252   
   Aft-Left/Right:       1251/1251   
   Aft: 1251     

Cargo:
   Bay 1:   Small Craft Bays (42)                                    8,400.00
    Heavy Vehicle Bays (60)       6,000.00
    Battle Armor Bays (5-man) (72)     720.00
    Infantry Compartment (1,000)     1,000.00
    ProtoMech Bay (3) 150.00
    MASH Unit (36 Operating Theatres)                        38.50
    Field Kitchen (36)     108.00
            Doors (21)                                         
   Bay 2:   Small Craft Bays (20)     4,000.00
    Cargo, Insulated (40,000)                              45,977.01149
    Cargo, Liquid (40,000) 43,956.04396
    Cargo, Livestock (40,000) 48,192.77108
    Cargo, Refrigerated (40,000)   45,977.01149
    Cargo, Standard (46,761.942) 46,761.942
            Doors (10)                                         
                                         

Docking Hardpoints: 0
Escape Pods: 
     150 Escape Pods                                                150.00
     150 Life Boats                                              150.00

Crew and Passengers:
474 Officers-1st Class Quarters                        4,740.00
1,161 Crew-2nd Class Quarters                          8,127.00
1,191 Gunners-2nd Class Quarters                        8,337.00
240 Bay Personnel-Bay Quarters                              0.00
360 Battle Armored Space Marines-Steerage Passengers        1,800.00
1,000 Serfs, Scouts, other Infantry-Steerage Passengers      5,000.00
12 100-meter Grav Decks                                      600.00
12 250-meter Grav Decks 1,200.00

# Weapons Loc SRV MRV LRV ERV Heat Mass
----------------------------------------------------------------------------------
17 Stingray Launcher Nose 59.5 59.5 -- -- -- 2,040.00
10 Plasma Rifle (IS) Nose 100 100 -- -- -- 60.00
10 ER Large Pulse Laser Nose 100 100 100 -- -- 60.00
70 LAMS (C) Nose 210 -- -- -- -- 70.00
1 Imager Hyperspectral Nose -- -- -- -- -- 7.50
6 Heavy SCC FL/R 42 42 -- -- -- 8,400.00
6 Heavy SCC FL/R 42 42 -- -- -- 8,400.00
7 LRM 20+Art5 (C) FL/R 112 112 112 -- -- 91.00
30 LAMS (C) FL/R 90 -- -- -- -- 60.00
1 Imager Hyperspectral FL/R -- -- -- -- -- 15.00
3 NAC-20 L/RBS 60 60 60 -- -- 15,000.00
3 NAC-20 L/RBS 60 60 60 -- -- 15,000.00
10 Plasma Rifle (IS) L/RBS 100 100 -- -- -- 120.00
10 ER Large Pulse Laser L/RBS 100 100 100 -- -- 120.00
70 LAMS (C) L/RBS 210 -- -- -- -- 140.00
1 Imager Hyperspectral L/RBS -- -- -- -- -- 15.00
7 LRM 20+Art5 (C) AL/R 112 112 112 -- -- 91.00
30 LAMS (C) AL/R 90 -- -- -- -- 60.00
1 Imager Hyperspectral AL/R -- -- -- -- -- 15.00
10 Plasma Rifle (IS) Aft 100 100 -- -- -- 60.00
10 ER Large Pulse Laser Aft 100 100 100 -- -- 60.00
70 LAMS (C) Aft 210 -- -- -- -- 70.00
1 Imager Hyperspectral Aft -- -- -- -- -- 7.50
------------------------------------------------------------------------------

Ammo
Naval AC 20 Ammo (1,200 Rounds)                                         480.00
Subcapital Cannon Heavy Ammo (2,400 Rounds)                             4,800.00
Subcapital Launcher Stingray Ammo (1,700 Rounds) 20,400.00
LRM 20+Art5 (C) Ammo (3,360 Rounds) 560.00
Plasma Rifle (IS) Ammo (4,000 Rounds) 400.00
------------------------------------------------------------------------------

Equipment
NCSS Large 500.00
Communication Equipment (15 tons) 10.00
Mobile HPG 50.00
Lithium Fusion Battery 25,000.00
------------------------------------------------------------------------------


Designed to support planetary assaults rather than be a ship of the line. The small craft in Bay one typically include 12 Thunder Hawk Gunships and 30 Thunder Hawk Transporters (seen here), enough to carry all of the battle armored Space Marines and the majority of the vehicles (assuming they are primarily light space marine vehicles rather than the much rarer Land Raiders). The ProtoMech bays carry enough Dreadnoughts for five for each of the three companies carried by a battle barge. It can deploy it's full force of Thunder Hawk gunships and transporters in a single turn.

The Bay 2, the cargo bay, is liked to Bay 1, and if further transport is needed, the cargo shuttles assigned to cargo can be used to transport further forces to the ground. More likely though is orbital insertions.

Maxxx

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Re: Warhammer 40k Spaceship Conversions
« Reply #12 on: 02 April 2017, 19:30:18 »
These all look extremely interesting. Hopefully I will be able to use some of them in a small campaign idea I have.

Just a small question, why do you use ER PPCs for the lances instead of massed sub capital lasers? Is it just because they have a too long range or is there some other reason?

Cryhavok101

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Re: Warhammer 40k Spaceship Conversions
« Reply #13 on: 03 April 2017, 00:39:17 »
I had decided to use PPCs for lances, and everything else for Macro weapons. The ER PPCs were there because the capital scale PPCs were all too long accurately represent the attack of that ship. My choice to use PPCs is because most of the descriptions of lances seemed to be more like a PPC than a normal laser, between the Eldar bright/dark lances, or the Tau Ion Cannons. Since standard scale long range is close to capital scale medium range, I thought it worked out well. I wish there were canon subcapital PPCs and Gauss weaponry.

I hope they work well for you. Eventually I will have a lot more. I want to get a mix of all the races ships in, and then fill in everything else as well. If you have any specific requests of cannon Battlefleet Gothic or Rogue Trader ships, let me know and I will see about getting them done for you. My signature also has a link with a lot of the non-warship 40k stuff converted to BattleTech as well. In some cases design choices I will make on the warships will reflect stuff I converted there, for example the Thunderhawk being a small craft, and the Manta being a dropshuttle (as opposed to a DropShip).

Maxxx

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Re: Warhammer 40k Spaceship Conversions
« Reply #14 on: 04 April 2017, 21:38:44 »
Ah ok. So it was mostly fluff reasons. I was just wondering because for the Firestorm there is little difference in firepower between the 20 ER PPCs and the 10 SCL-2 turrets. So in essence it looses two 20 damage turrets for a single additional 20 damage attack with similar range.
I don't know the stats for the original warhammer ships (only ever played the ground combat version), but perhaps it might differentiate the ships more if one uses for example 40 PPCs instead of 20 ER PPCs to represent lances?

If you convert any new ships, I would be mostly interested in anything that will turn out to be below 1million tons, so at most cruiser sized and the smaller the more usefull.

Cryhavok101

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Re: Warhammer 40k Spaceship Conversions
« Reply #15 on: 05 April 2017, 00:46:40 »
perhaps it might differentiate the ships more if one uses for example 40 PPCs instead of 20 ER PPCs to represent lances?

If you look at the aerospace ranges of the two weapons, one is medium range, the other long. That is the biggest factor in when I would use one over the other on these ships. I can get the damage to add up in innumerable ways, the really problem is getting the damage to add up at the right range. I could theoretically stack it up with Light PPCs even.

In this case, I needed the equivalent of capital scale medium range. Since I was using standard scale weapons to do it, it wasn't exact, but if you look at the chart on page 235 of Total Warfare you see medium capital range is 13-24, and long standard scale is 13-20, close but not quite the same. Since there were no capital scale PPCs that had that short a range bracket, I knew the ER PPCs were as close as I was going to get.

If I need to build a ship with a short range lance, I will probably be using the other PPC types to do it. This will probably come up when I get to the Eldar ships if I remember right.

I don't know the stats for the original warhammer ships (only ever played the ground combat version)

At one point, games workshop was offering the PDFs for battlefleet gothic as free downloads, but as far as I can tell they got pulled, so I am not sure how alright it would be to offer them to you, or I would. They might still have them somewhere, if you are interested in picking them up. I haven't looked really hard for them since I already had them, so there is a chance I just didn't look hard enough. Being a dead system, there is also a chance that if you contact their customer service department they might send it to you. I have gotten some 1st and 2nd edition ground stats for a few things from them that way before, so it might be worth a try.

Maxxx

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Re: Warhammer 40k Spaceship Conversions
« Reply #16 on: 05 April 2017, 00:56:44 »
Is there some other difference between the main weapons and the lances in warhammer?
In the example of the Firestorm frigate, there is no difference damage-wise between the 10 SCL-2 and the 20 ER-PPCs and as you pointed out nearly no difference range wise. I am just wondering if a modification might make them more diverse in the battlerech rule. The firestorm just has strictly less firepower than the Sword, without any benefit for it.

Cryhavok101

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Re: Warhammer 40k Spaceship Conversions
« Reply #17 on: 05 April 2017, 07:33:41 »
The Lances ignore armor completely and deal damage directly to the ship's structure once they make it through the ship's shields They also don't target the same way the normal weapons batteries do. Mechanically, BattleTech doesn't really have a close equivalent, only fluff wise. I am giving lances double their normal strength in the conversion to make up for it.

To be clear though, in battlefleet gothic, the Sword frigate does have more firepower than the Firestorm Frigate, it is just that the Firestorm has a Lance weapon on it. Also the Firestorm's Lance weapon is stuck in the forward firing arc, not the 270 degree coverage of it's other weapons.

Maxxx

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Re: Warhammer 40k Spaceship Conversions
« Reply #18 on: 05 April 2017, 21:41:33 »
Ah thanks for the explanation. I was always under the impression that lances are just useless against shields and very effective when shields are down.
In that case, I might houserule some of that armor penetration ability back in to give the reduced firepower of lances some additional flavor.

Cryhavok101

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Re: Warhammer 40k Spaceship Conversions
« Reply #19 on: 05 April 2017, 22:32:34 »
Ah thanks for the explanation. I was always under the impression that lances are just useless against shields and very effective when shields are down.
In that case, I might houserule some of that armor penetration ability back in to give the reduced firepower of lances some additional flavor.

No problem.

Lances are poor against shields in BFG, since they don't have as much strength as macro batteries generally, and don't bypass them. So it is common practice to take down the shields with a barrage of macrobatteries, and then fire the lances at the now unprotected ships. So called "Lanceboats" (ship with nothing but lance weapons) get by either by throwing a lot of lance power out enough to get damage in despite the shields, or they use allied ships to bring down the shields and then fire the Lances at the now unprotected ship. This is very viable in 40k because they aren't as deficient in warships as the Inner Sphere is, and often deploy ships like the Sword Frigate in squadrons. (Seriously, the sword and the firestorm are like the wasp and the stinger, they are cheap, easy to replace, and can be bought in large numbers).

Were I inclined to use House Rules in my designs I might do the same, but I prefer to keep them by the book(s). If I were going to house rule it, I would probably give it some crit causing ability similar to the capital missile launchers, with the roll needed to cause a crit being based on the strength of the lance bay, I probably wouldn't go so far as to have the lances bays apply damage directly to the structure personally, mostly to maintain the system's balance... for the most part.

Cryhavok101

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Space Marine Strike Cruiser
« Reply #20 on: 06 April 2017, 12:48:06 »
Space Marine Strike Cruiser

Code: [Select]
Class/Model/Name:  Strike Cruiser
Tech:              Mixed
Vessel Type:       WarShip
Ship Cost:    $13,212,032,400.00
Magazine Cost:    $302,400,000.00
BV2:    97,503

Mass:              800,000 tons
K-F Drive System:  Compact Jump Drive
Safe Thrust:       5
Maximum Thrust:    8
Armor Type:        Lamellor Ferro-Carbide
Armament:         
12 Heavy Sub-Capital Cannons
12 Medium Sub-Capital Cannons
132 LB 10-X Autocannons
268 Anti-Missile System
------------------------------------------------------------------------------
Class/Model/Name:  Strike Cruiser
Mass:              800,000 tons

Equipment:                                                            Mass
Drive:                                                                240,000.00
Control:                                                              2,000.00

Thrust:  Safe Thrust: 5
      Maximum Thrust: 8
K-F Drive: Integrity: 17                                              370,000.00
Jump Sail: Integrity: 5                                               70.00
Structural Integrity: 65                                              52,000.00
Total Heat Sinks:     Double 737(1,474)                               0.00
Fuel & Fuel Pumps:                                                    20,000.00
Fire Control Computers:                                               170.03
Armor Type:    (1,144 total armor pts)                                1,040.00
                              Capital Scale Armor Pts
   Location:                            L / R
   Fore:                                 197
   Fore-Left/Right:                    198/198   
   Aft-Left/Right:                     198/198   
   Aft:                                  197 

Cargo:
   Bay 1:   Small Craft Bays (16)                                    3,200.00
    Heavy Vehicle Bays (20)       2,000.00
    Battle Armor Bays (5-man) (24)     240.00
    Infantry Compartment (1,000)     1,000.00
    ProtoMech Bay (1) 50.00
    MASH Unit (12 Operating Theatres)                        14.50
    Field Kitchen (12)     36.00
            Doors (8)                                         
   Bay 2:   Small Craft Bays (15)     2,000.00
    Cargo, Insulated (10,000)                              11,494.25287
    Cargo, Liquid (10,000) 10,989.01099
    Cargo, Livestock (10,000) 12,048.19277
    Cargo, Refrigerated (10,000)   11,494.25287
    Cargo, Standard (18,774.760) 18,774.760
            Doors (8)                                         

Docking Hardpoints:
Escape Pods: 
     100 Escape Pods                                                   700.00
     50 Life Boats                                                     350.00

Crew and Passengers:
     195 Officers-1st Class Quarters                                   1,950.00
     420 Crew-2nd Class Quarters                                       2,940.00
     540 Gunners/Other-2nd Class Quarters                              3,780.00
     345 Bay Personnel-Bay Quarters                                    0.00
     120 Battle Armored Space Marines-Steerage Passengers              600.00
   1,000 Serfs, Scouts, other Infantry-Steerage Passengers             5,000.00
       6 250-meter Grav Decks        600.00

# Weapons              Loc   SRV      MRV      LRV      ERV    Heat    Mass
--------------------------------------------------------------------------------------
17 LB 10-X AC           Nose  102      102      --       --     34      170.00
34 AMS         Nose  102-PDS  --       --       --     34      17.00
1 Imager Hyperspectral Nose  --       -- -- -- -- 7.50
6 Medium SCC       FL/R  30       30 --       --     180 6,000.00
16 LB 10-X AC          FL/R  96       96       --       --     32      320.00
34 AMS       FL/R  99-PDS   --       --       --     33      33.00
1 Imager Hyperspectral FL/R  --       -- -- -- -- 15.00
6 Heavy SCC       L/RBS 42       42       --       --     252     8,400.00
17 LB 10-X AC          L/RBS 102      102      --       --     34      340.00
34 AMS       L/RBS 102-PDS  --       --       --     34      34.00
1 Imager Hyperspectral L/RBS --       -- -- -- -- 15.00
16 LB 10-X AC          AL/R  96       96       --       --     32      320.00
34 AMS       AL/R  99-PDS   --       --       --     33      33.00
1 Imager Hyperspectral AL/R  --       -- -- -- -- 15.00
17 LB 10-X AC          Aft   102      102      --       --     34      170.00
34 AMS       Aft   102-PDS  --       --       --     34      17.00
1 Imager Hyperspectral Aft   --       -- -- -- -- 7.50
------------------------------------------------------------------------------

Ammo
AMS (C) Ammo (64,320 rounds) 2,680.00
AC 10 LB-X (C) Ammo (13,200 rounds) 1,320.00
Subcapital Cannon Heavy Ammo (1,200 rounds) 2,400.00
Subcapital Cannon Medium Ammo (1,200 rounds) 1,200.00
------------------------------------------------------------------------------

Equipment
NCSS Large 500.00
Communication Equipment (15 tons) 10.00
Mobile HPG 50.00
Lithium Fusion Battery 8,000.00
------------------------------------------------------------------------------




Cryhavok101

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Re: Warhammer 40k Spaceship Conversions
« Reply #21 on: 07 April 2017, 23:56:12 »
Sillybrit found an error in my c-bill calculations, ship costs have been updated.

I am Belch II

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Re: Warhammer 40k Spaceship Conversions
« Reply #22 on: 08 April 2017, 07:07:44 »
I like these ship conversions.

I wish the ship models were still out, but they were much to large for Aerotech minis.
Walking the fine line between sarcasm and being a smart-ass

Cryhavok101

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Re: Warhammer 40k Spaceship Conversions
« Reply #23 on: 08 April 2017, 11:31:49 »
They did announce that they were bringing back specialist games, and one of the titles mentioned was Battlefleet Gothic, so presumably they will have those ships back. Until then, there is always e-bay.

Cryhavok101

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Imperial Navy Dauntless Light Cruiser
« Reply #24 on: 21 April 2017, 20:20:34 »
Imperial Navy Dauntless Light Cruiser

Code: [Select]
Class/Model/Name:  Dauntless
Tech: Mixed
Vessel Type: WarShip

Mass: 630,000 tons
K-F Drive System: Compact Jump Drive
Safe Thrust: 5
Maximum Thrust: 8
Armor Type: Lamellor Ferro-Carbide
Armament:         
40 Extended Range Particle Projection Cannons
16 Medium Subcapital Cannons
32 LB 20-X Autocannons
132 Antimissile Systems

------------------------------------------------------------------------------
Class/Model/Name:  Dauntless
Mass: 630,000 tons

Equipment: Mass
Drive: 189,000.00
Controls: 1,575.00

Thrust: Safe Thrust:
Maximum Thrust:
K-F Drive: Integrity: 14 291,375.00
Jump Sail: Integrity: 5 15,300.00
Structural Integrity: 65 40,950.00
Total Heat Sinks:     Double 702 (1404) 43.00
Fuel & Fuel Pumps: 15,300.00
Fire Control Computers: 152.13
Armor Type: Lamellor Ferro-Carbide (748 total armor pts) 680.00
                              Capital Scale Armor Pts
Location:   L/R
Fore:   131
Fore-Left/Right: 132/132   
Aft-Left/Right: 132/132   
Aft:   131 

Cargo:
   Bay 1: Small Craft Bays (12)                                         2,400.00
          Cargo, Standard (13,834.160 tons)                             12,048.19277
          Cargo, Insulated (10,000 tons)                                11,494.25287
          Cargo, Refrigerated (10,000 tons)                            13,834.160
          Cargo, Liquid (10,000 tons)                                   10,989.01099
          Cargo, Livestock (10,000 tons)                                12,048.19277
  2 Doors

Docking Hardpoints:
Escape Pods: 
75 Escape Pods 525.00
75 Life Boats 525.00

Crew and Passengers:
108 Officers-1st Class Quarters 1,080.00
405 Crew-2nd Class Quarters 2,835.00
114 Gunners-2nd Class Quarters 798.00
60 Bay Personnel-Bay Quarters 0.00
1000-Infantry Quarters-Steerage Quarters 5,000.00


# Weapons Loc SRV MRV LRV ERV Heat Mass
--------------------------------------------------------------------------------------
40 ER PPC (C) Nose 60 60 60 -- 600 240.00
5 LB 20-X AC Nose 60 60 -- -- 30 60.00
20 AMS Nose 60-PDS -- -- -- 20 10.00
3 LB 20-X AC FL/R 36 36 -- -- 18 72.00
13 AMS FL/R 39-PDS -- -- -- 13 13.00
8 Medium SCCs L/RBS 40 40 -- -- 240 4,000.00
5 LB 20-X AC L/RBS 60 60 -- -- 30 120.00
20 AMS L/RBS 60-PDS -- -- -- 20 20.00
3 LB 20-X AC AL/R 36 36 -- -- 18 72.00
13 AMS AL/R 39-PDS -- -- -- 13 13.00
5 LB 20-X AC Aft 60 60 -- -- 30 60.00
20 AMS Nose 60-PDS -- -- -- 20 10.00
------------------------------------------------------------------------------

Ammo
AMS (IS) Ammo (13,200 Rounds) 1,100.00
AC 20 LB-X (C) Ammo (24,000 Rounds) 4,800.00
Subcapital Cannon Medium Ammo (1,600 Rounds) 1,600.00
------------------------------------------------------------------------------

Equipment
Mobile HPG 50.00
------------------------------------------------------------------------------


Light cruiser generally assigned to scout duty and anti-escort duty.

Cryhavok101

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Ork Terror Ship
« Reply #25 on: 27 April 2017, 21:00:49 »
Ork Terror Ship

Code: [Select]
Class/Model/Name:  Ork Terror Ship
Tech: Mixed
Vessel Type: WarShip
Ship Cost: $7,245,790,000.00
Magazine Cost: $46,500,000.00
BV2: 57,016

Mass: 700,000 tons
K-F Drive System: Compact Jump Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Lamellor Ferro-Carbide
Armament:         
20 Class 20 Ultra Autocannons
60 Class 5 Rotary Autocannons
64 LB Class 10-X Autocannons
200 Machine Guns
8 Hyperspectral Imagers

------------------------------------------------------------------------------
Class/Model/Name:  Ork Terror Ship
Mass: 700,000 tons

Equipment: Mass
Drive: 168,000.00
Control: 1,750.00

Thrust: Safe Thrust: 4
Maximum Thrust: 6
K-F Drive: Integrity: 15 316,750.00
Jump Sail: Integrity: 5 65.00
Structural Integrity: 105 73,500.00
Total Heat Sinks:     Double 624(1,248) 0.00
Fuel & Fuel Pumps: 20,400.00
Fire Control Computers: 334.20
Armor Type: (1,345 total armor pts) 1,222.00
                              Capital Scale Armor Pts
Location: L/R
Fore:   281
Fore-Left/Right: 235/235   
Aft-Left/Right: 235/235   
Aft:   190

Cargo:
Bay 1: Fighter Bays (50) 7,500.00
Small Craft Bays (30) 6,000.00
5 Doors                                         
Bay 2: Fighter Bays (50) 7,500.00
Small Craft Bays (30) 6,000.00
5 Doors                                         
Bay 3: Small Craft Bays (20) 4,000.00
Foot Infantry Bays (200) 1,000.00
Cargo, Standard (13,668.811) 13,668.811
Cargo, Liquid (5,000) 5,494.505495
Cargo, Livestock (25,000) 30,120.48193
5 Doors                                         

Docking Hardpoints: 0 0.00
Grav Decks: 0 0.00
Escape Pods: 
700 Escape Pods 4,900.00
0 Life Boats 0.00

Crew and Passengers:
41 Officers-1st Class Quarters 410.00
144 Crew-2nd Class Quarters 1,008.00
59 Gunners-2nd Class Quarters 413.00
600 Bay Personnel-Bay Quarters 0.00
5000 Infantry-Steerage Quarters 25,000.00

# Weapons Loc SRV MRV LRV ERV Heat Mass
--------------------------------------------------------------------------------------
10 Ultra AC 20s (C) Nose 450 450 -- -- 210 180.00
10 Ultra AC 20s (C) Nose 450 450 -- -- 210 180.00
20 Rotary AC 5s (C) Nose 400 400 400 -- 120 200.00
10 LB 10-X ACs Nose 60 60 -- -- 20 110.00
30 Machine Guns Nose 60 -- -- -- 0 15.00
1 Hyperspectral Imager Nose -- -- -- -- -- 7.5
6 LB 10-X ACs FL/R 36 36 -- -- 12 132.00
20 Machine Guns FL/R 40 -- -- -- -- 20.00
1 Hyperspectral Imager Nose -- -- -- -- -- 7.5
20 Rotary AC 5s (C) L/RBS 400 400 400 -- 120 400.00
10 LB 10-X ACs L/RBS 60 60 -- -- 20 220.00
30 Machine Guns L/RBS 60 -- -- -- 0 30.00
1 Hyperspectral Imager Nose -- -- -- -- -- 7.5
6 LB 10-X ACs AL/R 36 36 -- -- 12 132.00
20 Machine Guns AL/R 40 -- -- -- -- 20.00
1 Hyperspectral Imager Nose -- -- -- -- -- 7.5
10 LB 10-X ACs Aft 60 60 -- -- 20 110.00
30 Machine Guns Aft 60 -- -- -- 0 15.00
1 Hyperspectral Imager Nose -- -- -- -- -- 7.5
------------------------------------------------------------------------------

Ammo
AC 20 Ultra (C) Ammo (3,000 Rounds) 600.00
AC 5 Rotary (C) Ammo (36,000 Rounds) 1,800.00
AC 10 LB-X (IS) Ammo (6,400 Rounds) 640.00
Machine Gun (IS) Ammo (20,000 Rounds) 100.00
------------------------------------------------------------------------------

Equipment
None 0.00
------------------------------------------------------------------------------


Ork Gunz and Heavy Gunz posed a problem. One used a variable number for it's strength, and the other was supposed to be capital strength but was short range. BattleTech doesn't have any none missile short range capital scale weapons. For the Heavy Gunz I was forced to use large bays of standard scale weapons, much like I was doing with the PPC bays on the lighter Imperium ship.

One of the properties of Ork Heavy Gunz was that they do twice the damage that their strength indicates. I decided Ultra ACs would work for that, and used the largest caliber that got as close as I could to the capital short range bracket in hexes. I used the strength they would have if they fired single shots and put that many of them on. The bay ended up being powerful enough that I had to split it into two separate bays on the nose.

The Gunz on the ship used a variable number to figure out it's strength. Eventually I realized a connection between the six shot Rotary ACs and the fact that that variable number was a d6 in difference. Only Rotary ACs in BattleTech vary their number of shots by up to a factor of six. Not only that but they suffer jamming issues described in the Gunz's flavor text. So the Gunz batteries were made to be Rotary AC bays with the strength decided by the single shot power of the ACs compared to the weakest possible firing of the Ork Gunz. The nose and broadside bays of Rotary AC 5s are the result.

I wanted to give a different flavor of point defense for the Orks than the Imperium had, so I made theirs worse as point defense, and more offensively oriented. The machine gun bays don't have the ability to engage multiple incoming missile attacks, only one per turn, but they can be turned on enemy fighters. While this has some advantages and disadvantages, I felt this seemed more Orky.

I plan on doing these things for any Ork ship that uses these weapon types.

The LB 10-X ACs are the primary anti-fighter defense, with the machine guns backing them up, this makes the ork ships better against fighters, and worse against missiles, than an equivalent Imperial ship.

Some notable other features are the 5,000 infantry, the 40,000 tons of livestock (squigs and squiggoths), and the 700 escape pods. Rather than adding the extra crew representing the huge population of the Imperium ships, I figured most any Ork is basically an infantryman, who also does other stuff, so decided the extra population would be in infantry. At first I wasn't going to put any escape pods on it, but realized that those could be used as the Ork's primary method of descending to the surface of a planet... So I put almost enough on to accommodate all 5,000 infantry.

Cryhavok101

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Ork Ravager Attack Ship
« Reply #26 on: 30 April 2017, 16:30:58 »
Ork Ravager Attack Ship

Code: [Select]
Class/Model/Name:  Ravager Attack Ship
Tech: Mixed
Vessel Type: WarShip

Mass: 140,000 tons
K-F Drive System: Compact Jump Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Lamellor Ferro-Carbide
Armament:         
7 Class-3 Subcapital Lasers
10 Stingray Subcapital Launchers
128 LB 10-X ACs
400 Machine Guns
------------------------------------------------------------------------------
Class/Model/Name:  Ravager Attack Ship
Mass: 140,000 tons

Equipment: Mass
Drive: 33,600.00
Control: 350.00
Thrust: Safe Thrust: 4
Maximum Thrust: 6
K-F Drive: Integrity: 5 63,350.00
Jump Sail: Integrity: 3 37.00
Structural Integrity: 15 2,100.00
Total Heat Sinks: Double 304(608) 0.00
Fuel & Fuel Pumps: 1,020.00
Fire Control Computers: 1,597.81
Armor Type: (49 total armor pts) 30.50
                              Capital Scale Armor Pts
Location: L/R
Fore: 14
Fore-Left/Right: 10/10   
Aft-Left/Right: 9/9   
Aft:   9

Cargo:
Bay 1: Small Craft (5) 1,000.00
Foot Infantry Platoons (40) 200.00
Cargo, Livestock (10,000) 12,048.19277
Cargo, Liquid (5,000) 5,494.505495
Cargo, Standard (4,414.994) 4,414.994
2 Doors                                         


Docking Hardpoints: 0 0.00
Grav Deack: 0 0.00
Escape Pods: 
160 Escape Pods 1,120.00
0 Life Boats 0.00

Crew and Passengers:
31 Officers-1st Class Quarters 310.00
42 Crew-2nd Class Quarters 294.00
105 Gunners-2nd Class Quarters 735.00
25 Bay Personnel-Bay Quarters 0.00
1000 Infantry-Steerage Passengers 5,000.00

# Weapons Loc SRV MRV LRV ERV Heat Mass
--------------------------------------------------------------------------------------
7 SLC-3s Nose 21 21 -- -- 224 1,750.00
10 Stingray Launchers Nose 35 35 -- -- 120 1,200.00
10 LB 10-X ACs Nose 60 60 -- -- 20 110.00
10 LB 10-X ACs Nose 60 60 -- -- 20 110.00
30 Machine Guns Nose 60 -- -- -- 0 15.00
30 Machine Guns Nose 60 -- -- -- 0 15.00
1 Hyperspectral Imager Nose -- -- -- -- -- 7.5
6 LB 10-X ACs FL/R 36 36 -- -- 12 132.00
6 LB 10-X ACs FL/R 36 36 -- -- 12 132.00
20 Machine Guns FL/R 40 -- -- -- -- 20.00
20 Machine Guns FL/R 40 -- -- -- -- 20.00
1 Hyperspectral Imager Nose -- -- -- -- -- 7.5
10 LB 10-X ACs L/RBS 60 60 -- -- 20 220.00
10 LB 10-X ACs L/RBS 60 60 -- -- 20 220.00
30 Machine Guns L/RBS 60 -- -- -- 0 30.00
30 Machine Guns L/RBS 60 -- -- -- 0 30.00
1 Hyperspectral Imager Nose -- -- -- -- -- 7.5
6 LB 10-X ACs AL/R 36 36 -- -- 12 132.00
6 LB 10-X ACs AL/R 36 36 -- -- 12 132.00
20 Machine Guns AL/R 40 -- -- -- -- 20.00
20 Machine Guns AL/R 40 -- -- -- -- 20.00
10 LB 10-X ACs Aft 60 60 -- -- 20 110.00
10 LB 10-X ACs Aft 60 60 -- -- 20 110.00
30 Machine Guns Aft 60 -- -- -- 0 15.00
30 Machine Guns Aft 60 -- -- -- 0 15.00
1 Hyperspectral Imager Nose -- -- -- -- -- 7.5
------------------------------------------------------------------------------

Ammo
Subcapital Launcher Stingray Ammo (100 Rounds) 1,200.00
Machine Gun (IS) Ammo (40,000 Rounds) 200.00
AC 10 LB-X (IS) Ammo (12,800 Rounds) 1,280.00
------------------------------------------------------------------------------

Equipment
None .00
------------------------------------------------------------------------------


The Gunz battery on this ship was not set up to be a random variable, so I used my standard practice for finding the right weapon and number of them to set it.

The ork torpedo tubes were set at a variable strength though. I considered using an AR-10 to represent the random mix of weapon strengths, but decided against it. Instead I simply picked the torpedo type that matched the range, and loaded it up with enough to get the average attack strength of the weapon bay. If there was more than one type of subcapital torpedo with the right range I would have done a mix of them, but there is only one that fit.

Cryhavok101

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Cobra Destroyer
« Reply #27 on: 21 June 2017, 18:41:00 »
Cobra Destroyer

Code: [Select]
Class/Model/Name: Cobra Destroyer
Tech: Inner Sphere
Ship Cost: $7,531,156,000.00
Magazine Cost: $5,140,000.00
BV2: 19,071

Mass: 250,000
K-F Drive System: Compact with L-F Battery
Power Plant: Maneuvering Drive
Safe Thrust: 6
Maximum Thrust: 9
Armor Type: Lamellor Ferro-Carbide
Armament:
12 Subcapital Laser 2
6 Subcapital Launcher Stingray
40 Plasma Rifle (IS)

----------------------------------------------------------
Class/Model/Name: Cobra Destroyer
Mass: 250,000

Equipment: Mass
Drive: 90,000.00
Thrust
Safe: 6
Maximum: 9
Controls: 625.00
K-F Hyperdrive: Compact with L-F Battery (7 Integrity) 115,625.00
Jump Sail: (4 Integrity) 43.00
Structural Integrity: 15 3,750.00
Total Heat Sinks: 470(940) Double 1.00
Fuel & Fuel Pumps: 5000 points 2,040.00
Fire Control Computers: 0.00
Armor: 51 pts Lamellor Ferro-Carbide 51.00
Fore: 11
Fore-Left/Right: 11/11
Aft-Left/Right: 10/10
Aft: 10

Cargo:
Bay 1: Small Craft Bays (7) 1,400.00
Cargo, Insulated (3000 tons) 3,448.276
Cargo, Liquid (3000 tons) 3,296.703
Cargo, Livestock (6000 tons) 7,228.916
Cargo, Refrigerated (3000 tons) 3,448.276
Cargo, Standard (4847.829 tons) 4,847.829
Doors (2)

Dropship Capacity: 0 0.00
Grav Decks:
100 meter: 2 100.00
Escape Pods: 60 420.00


Crew And Passengers:
63 Officers in 1st Class Quarters 630.00
222 Crew in 2nd Class Quarters 1,554.00
75 Gunners and Others in 2nd Class Quarters 525.00
35 Bay Personnel 0.00
1000 Infantry in Steerage Quarters w/Infantry Compartment 5,100.00

------------------------------------------------------------------------------------------
# Weapons Loc Heat Damage Range Mass
6 Stingray Launcher Nose 72 210 (21-C) Medium-C 720.00
60 Plasma Rifle (IS) Nose 60 600 (60-C) Medium 360.00
33 AMS Nose 33 99 (9.9-C) PDS 16.50
6 Subcapital Laser 2 FR/L 168 120 (12-C) Medium-C 2,400.00
40 Plasma Rifle (IS) FR/L 40 400 (40-C) Medium 480.00
60 Plasma Rifle (IS) R/LBS 60 600 (60-C) Medium 720.00
33 AMS R/LBS 33 99 (9.9-C) PDS 33.00
40 Plasma Rifle (IS) AR/L 40 400 (40-C) Medium 480.00
60 Plasma Rifle (IS) Aft 60 600 (60-C) Medium 360.00
33 AMS Aft 33 99 (9.9-C) PDS 16.50

------------------------------------------------------------------------------------------

Ammo Rounds Mass
Stingray Launcher Ammo 60 720.00
Plasma Rifle (IS) Ammo 4000 400.00
AMS (C) Ammo 31680 1,320.00

------------------------------------------------------------------------------------------

Equipment Mass
None


Cryhavok101

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Ork Kill Kroozer
« Reply #28 on: 27 June 2017, 00:44:29 »
Ork Kill Kroozer

Code: [Select]
Class/Model/Name:  Ork Kill Kroozer
Tech: Mixed
Vessel Type: WarShip
Ship Cost: $8,408,706,000.00
Magazine Cost: $70,500,000.00
BV2: 73,432

Mass: 900,000 tons
K-F Drive System: Compact Jump Drive
Safe Thrust: 4
Maximum Thrust: 6
Armor Type: Lamellor Ferro-Carbide
Armament:         
70 Ultra AC 20s
70 Rotary AC 5s
64 LB 10-X ACs
200 Machine Guns
------------------------------------------------------------------------------
Class/Model/Name:  Ork Kill Kroozer
Mass: 900,000 tons

Equipment: Mass
Drive: 216,000.00
Control: 2,250.00

Thrust: Safe Thrust: 4
Maximum Thrust: 6
K-F Drive: Integrity: 19 407,250.00
Jump Sail: Integrity: 5 75.00
Structural Integrity: 105 94,500.00
Total Heat Sinks:     Double 764(1,528) 62.00
Fuel & Fuel Pumps: 20,400.00
Fire Control Computers: 444.15
Armor Type: (1,785 total armor pts) 1,622.00
                              Capital Scale Armor Pts
Location: L/R
Fore: 358
Fore-Left/Right: 313/313   
Aft-Left/Right: 313/313   
Aft: 244 

Cargo:
Bay 1: Small Craft Bays (20) 4,000.00
Cargo, Livestock (50,000 tons) 60,240.964
Cargo, Liquid (10,000 tons) 10,989.011
Cargo, Standard (42,320.873 tons) 42,320.873
Doors  (15)


Docking Hardpoints: 0
Escape Pods: 
700 Escape Pods 4,900.00

Crew and Passengers:
50 Officers-1st Class Quarters 500.00
175 Crew-2nd Class Quarters 1,225.00
68 Gunners-2nd Class Quarters 476.00
100 Bay Personnel-Bay Quarters 0.00
5,000 Infantry-Steerage Quarters and Infantry Compartment (200) 25,200.00

# Weapons Loc SRV MRV LRV ERV Heat Mass
--------------------------------------------------------------------------------------
15 AC 20 Ultra (C) Nose 450 450 -- -- 210 180.00
15 AC 20 Ultra (C) Nose 450 450 -- -- 210 180.00
30 AC 5 Rotary (C) Nose 600 600 600 -- 180 300.00
10 AC 10 LB-X (IS) Nose 60 60 -- -- 20 110.00
30 Machine Gun (IS) Nose 60 -- -- -- 0 15.00
1 Imager Hyperspectral Nose -- -- -- -- -- 7.50
6 AC 10 LB-X (IS) FL/R 36 36 -- -- 20 132.00
20 Machine Gun (IS) FL/R 40 -- -- -- 0 20.00
1 Imager Hyperspectral FL/R -- -- -- -- -- 15.00
20 AC 20 Ultra (C) L/RBS 600 600 -- -- 280 480.00
20 AC 5 Rotary (C) L/RBS 400 400 400 -- 120 400.00
10 AC 10 LB-X (IS) L/RBS 60 60 -- -- 20 220.00
30 Machine Gun (IS) L/RBS 60 -- -- -- 0 30.00
1 Imager Hyperspectral L/RBS -- -- -- -- -- 15.00
6 AC 10 LB-X (IS) AL/R 36 36 -- -- 20 132.00
20 Machine Gun (IS) AL/R 40 -- -- -- 0 20.00
1 Imager Hyperspectral AL/R -- -- -- -- -- 15.00
10 AC 10 LB-X (IS) Aft 60 60 -- -- 20 110.00
30 Machine Gun (IS) Aft 60 -- -- -- 0 15.00
1 Imager Hyperspectral Aft -- -- -- -- -- 7.50
------------------------------------------------------------------------------

Ammo
AC 20 Ultra (C) Ammo (9,000 Rounds) 1,800.00
AC 5 Rotary (C) Ammo (36,000 Rounds) 1,800.00
AC 10 LB-X (IS) Ammo (6,400 Rounds) 640.00
Machine Gun (IS) Ammo (20,000 Rounds) 100.00
------------------------------------------------------------------------------

Equipment
None 0.00
------------------------------------------------------------------------------


The Kill Kroozer, is slightly larger than the Terror Ships, and worth about as much in a fight.

Cryhavok101

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Space Marine Hunter Destroyer
« Reply #29 on: 14 July 2017, 21:52:24 »
Space Marine Hunter Destroyer

Code: [Select]
Class/Model/Name: Space Marine Hunter Destroyer
Tech: Inner Sphere
Ship Cost: $11,759,886,000.00
Magazine Cost: $73,400,000.00
BV2: 36,303

Mass: 550,000
K-F Drive System: Compact with L-F Battery
Power Plant: Maneuvering Drive
Safe Thrust: 7
Maximum Thrust: 11
Armor Type: Lamellor Ferro-Carbide
Armament:
6 Subcapital Launcher Stingray
15 Subcapital Laser 2
20 Plasma Rifle (IS)
20 Laser Large ER Pulse
24 LRM 20+Art5 (C)

--------------------------------------------------------------------------------------
Class/Model/Name: Space Marine Hunter Destroyer
Mass: 550,000

Equipment: Mass
Drive: 231,000.00
Thrust
Safe: 7
Maximum: 11
Controls: 1,375.00
K-F Hyperdrive: Compact with L-F Battery (13 Integrity) 254,375.00
Jump Sail: (4 Integrity) 58.00
Structural Integrity: 15 8,250.00
Total Heat Sinks: 1,208(2,416) Double 484.00
Fuel & Fuel Pumps: 12500 points 5,100.00
Fire Control Computers: 186.90
Armor: 144 pts Lamellor Ferro-Carbide 143.55
Fore: 28
Fore-Left/Right: 26/26
Aft-Left/Right: 26/26
Aft: 26

Cargo:
   Bay 1:   Small Craft Bays (4) 800.00
    Heavy Vehicle Bays (2) 400.00
    Battle Armor Bays (5-man) (4) 40.00
    Infantry Compartment (1,000) 1,000.00
    MASH Unit (2 Operating Theatres) 4.50
    Field Kitchen (2) 6.00
            Doors (2)                                         
   Bay 2:   Small Craft Bays (6) 1,200.00
    Cargo, Insulated (3,000) 3,448.276
    Cargo, Liquid (5,000) 5,494.505
    Cargo, Livestock (3,000) 3,614.458
    Cargo, Refrigerated (3,000) 3,448.276
    Cargo, Standard (5,327.535) 5,327.535
            Doors (2)                                         

Dropship Capacity: 0 0.00
Grav Decks:
100m: 4 200.00
Escape Pods: 100 700.00
Life Boats: 50 350.00

Crew And Passengers:
123 Officers in 1st Class Quarters 1,230.00
342 Crew in 2nd Class Quarters 2,394.00
255 Gunners and Others in 2nd Class Quarters 1,785.00
90 Bay Personnel 0.00
1,000 Serfs, Scouts, other Infantry-Steerage Passengers 5,000.00
--------------------------------------------------------------------------------------
# Weapons Loc Heat Damage Range Mass
6 Stingray Launcher Nose 72 210 (21-C) Medium-C 720.00
5 Subcapital Laser 2 Nose 140 100 (10-C) Medium-C 1,000.00
5 Plasma Rifle (IS) Nose 50 50 (5-C) Medium 30.00
5 Laser Large ER Pulse Nose 65 50 (5-C) Long 30.00
11*3 LAMS (C) Nose 15 9 (.9-C) PDS 33.00
1 Imager Hyperspectral Nose -- -- -- 7.50
6 LRM 20+Art5 (C) FL/R 36 96 (9.6-C) Long 78.00
11*3 LAMS (C) FL/R 15 9 (.9-C) PDS 66.00
1 Imager Hyperspectral FL/R -- -- -- 15.00
5 Subcapital Laser 2 R/LBS 140 100 (10-C) Medium-C 2,000.00
5 Plasma Rifle (IS) R/LBS 50 50 (5-C) Medium 60.00
5 Laser Large ER Pulse R/LBS 65 50 (5-C) Long 60.00
11*3 LAMS (C) R/LBS 15 9 (.9-C) PDS 66.00
1 Imager Hyperspectral R/LBS -- -- -- 15.00
6 LRM 20+Art5 (C) AL/R 36 96 (9.6-C) Long 78.00
11*3 LAMS (C) AL/R 15 9 (.9-C) PDS 66.00
1 Imager Hyperspectral AL/R -- -- -- 15.00
5 Plasma Rifle (IS) Aft 50 50 (5-C) Medium 30.00
5 Laser Large ER Pulse Aft 65 50 (5-C) Long 30.00
11*3 LAMS (C) Aft 15 9 (.9-C) PDS 33.00
1 Imager Hyperspectral Aft -- -- -- 7.50
--------------------------------------------------------------------------------------
Ammo Rounds Mass
LRM 20+Art5 (C) Ammo 2400 400.00
Plasma Rifle (IS) Ammo 2000 200.00
Subcapital Launcher Stingray Ammo 600 7,200.00
--------------------------------------------------------------------------------------
Equipment Mass
MASH Unit (2 Theatres) 4.50
Field Kitchen (2) 6.00
Mobile HPG 50.00
Communication Equipment (15 tons) 10.00
NCSS Large 500.00


 

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