Introduction

For the sake of completion and to ensure that if you guys somehow decided that you would like to cripple your starting Galactic Dollars Profit Factor in exchange for what would probably be the most powerful ships in any engagement or sector of space for that matter, you have that option by purchasing any of these ships. May the Emperor have mercy on your treasuries, because these are expensive!



Note that due to their size, they have their own size class of Plasma Drives and Void Shields as noted in the last segment of this page.



Here are some rules that are universal amongst such large vessels (including the Mass Converyors listed in Battlefleet Koronus page 30)

The good stuff first:

Hostile boarding actions incur a -10 to all Tests, to represent their large size and difficulty of a boarding party to effectively strike at targets

All Crew and Morale losses are reduced by 1, to a minimum of 1, to represent the sheer number of crewmen and the size of the vessel itself

Aside from the Mass Conveyor, all ships can carry “Cruiser or Grand Cruiser” only Components

Battleships and the Ark Mechanicus can still mount weapons even with an Armoured Prow Component installed, such is the size of their prows that weapon systems do not compromise the protection granted by the massive adamantium plates

Battleships and the Ark Mechanicus can mount “Broadside” or “Battery” type weapons on their Dorsal and Prow Slots, where applicable

Battleships and the Ark Mechanicus can mount Nova Cannons on their Prow Slots. Yes, you can conceivably mount two if you hate Space and Power

Battleships and the Ark Mechanicus do not follow the movement restrictions for firing Nova Cannons, such is their mass that they can withstand the recoil even when performing complicated manoeuvres

Such is their mass that all penalties from Components that decrease Speed are ignored (Unless otherwise stated!)

Now the bad:

Purchasing battleships requires Peer (Imperial Navy) at level 3 for the Rogue Trader! As another option, everyone can take Rival (Imperial Navy) at a level equal to 3 minus the Peer (Imperial Navy) level of the Rogue Trader, representing animosity that has grown over the centuries between the Rogue Trader’s Dynasty and the Imperial Navy

Purchasing an Ark Mechanicus requires Peer (Mechanicus) at level 5 for the Rogue Trader! As another option, everyone can take Rival (Mechanicus) at a level equal to 5 minus the Peer (Mechanicus) level of the Rogue Trader, representing animosity that has grown over the centuries between the Rogue Trader’s Dynasty and the Mechanicus

Such ships are so expensive to maintain that they incur a -10 to any and all Upkeep tests you are required to make! (Not applicable to the Mass Conveyors)

Due to their mass, any and all increases to their their Speed by Components are ignored (Unless otherwise stated!)

For your reference of size (Your momma is too large to fit in the image)

Yeah, I spent over a week on something you guys probably won’t use. Sue me

Apocalypse Class (Long Range, Limited Weapon Types)

10.6 km long, 1.3 km. abeam approx., 150,000 Nominal Crew

Unique amongst Battleship Classes, the Apocalypse Class is the only Battleship armed with a Nova Cannon as standard, and is well suited to dictating the pace of the battle from great distances. Woe betide any foe who thinks himself safe in close range, however, as the Apocalypse Class is exclusively armed with Lance Batteries on its broadsides, and can easily engage ships from the largest to the smallest. Such potent weaponry requires additional power sources, which has in the past been known to be volatile and prone to ruptures

Base Stats

Ship Points: 94

Space: 81 (Base 100)

Speed: 4

Armour: 20

Turret Rating: 3

Hull Integrity: 110

Detection: +12

Manoeuvrability: -10

Weapon Slots:

Dorsal – 1

Port – 3

Prow – 1

Starboard – 3

Special Rules:

Warship – This ship comes pre-equipped with the following Components in the stated Weapon Slots, which cannot be removed and can only be replaced by similar Components. Space has already been reduced accordingly, but the ship must be able to supply 33 Power for the below Components:

Prow – Mars-Pattern Nova Cannon (Battlefleet Koronus page 35 & 37)

Port – Sunhammer Lance Battery (Into the Storm page 158-159)

Starboard – Sunhammer Lance Battery (Into the Storm page 158-159)

Lance Attack Craft – This ship can only be equipped with Lance weapons on its Port and Starboard Weapon Slots

Overcharged Plasma Conduits – This ship generates an additional 8 Power for free. However, everytime the ship suffers a Critical Hit, there is a 25% Chance that it also suffers a Fire! Critical Hit as well.

Emperor Class (Carrier, Limited Direct Weapons)

10.4 km long, 1.2 km. abeam approx., 175,000 Nominal Crew

Amongst the oldest of ship designs, reaching into the heady days of the Great Crusade, it is designed to effectively house and coordinate massive wings of Imperial voidcraft to strike opponents outside of most weapon ranges. This comes at a cost of firepower, however, as it is poorly suited to the pitched engagements that more “traditional” admirals revel in

Base Stats

Ship Points: 92

Space: 74 (Base 100)

Speed: 4

Armour: 20

Turret Rating: 3

Hull Integrity: 110

Detection: +5

Manoeuvrability: +5

Weapon Capacity:

Dorsal – 2

Port – 3

Starboard – 3

Special Rules:

Warship – This ship comes pre-equipped with the following Components in the stated Weapon Slots, which cannot be removed and can only be replaced by similar Components. Space has already been reduced accordingly, but the ship must be able to supply 4 Power for the below Components:

Port – 2x Jovian-Pattern Landing Bay (Battlefleet Koronus page 35-36)

Starboard – 2x Jovian-Pattern Landing Bay (Battlefleet Koronus page 35-36)

Combat Carrier – This ship can only equip Landing Bays on two of its Port and Starboard Weapon Slots. The remaining slots on the Port and Starboard can be equipped with any other weapon.

Flight Command – This ship is pre-equipped with the Flight Command Bridge for free, with Space being reduced accordingly, and requiring 2 Power. This Bridge cannot be removed or changed.

Invincible Class Fast Battleship (Balanced, Fast, Glass Cannon)

10.2 km long, 1.2 km. abeam approx., 155,000 Nominal Crew

The Brainchild of Admiral Kisher, it was designed as a response to the endemic Chaos and Eldar Corsair raids that plague Segmentum Tempestus. With the speed of a Light Cruiser but the firepower of a Battleship, it was successful enough that ten out of fifteen vessels were built in a short amount of time. Fast enough to outrun “true” Battleships but durable enough to chase every other Class of vessel, it was successful for a time

However, since Fast Battleships were as large as actual Battleships, armed like Battleships and looked like Battleships, Imperial Navy tacticians were tempted to use them as Battleships to horrific effect, as recorded in the Battle of Swetz Climb where three Invincible Class vessels were destroyed in quick succession

Base Stats

Ship Points: 95

Space: 100

Speed: 6

Armour: 19

Turret Rating: 3

Hull Integrity: 90

Detection: +5

Manoeuvrability: +0

Weapon Capacity:

Dorsal – 1

Port – 3

Prow – 1

Starboard – 3

Special Rules:

Kisher’s Kombustibles – The rather unfortunate reputation of this Class of Battleship haunts it wherever it goes. Crew Morale is reduced by 10 and the crew of the vessel suffer a -15 to Interaction Tests with the Mechanicus and the Imperial Navy

Nemesis Class (Focused Carrier, Very Limited Direct Weapons)

10.4 km long, 1.2 km. abeam approx., 180,000 Nominal Crew

What can be said to be the apex of the Emperor Class Battleship’s design, the extremely rare Nemesis Class Battleships exclusively house launch bays on its port and starboard sides and can drown even the largest ships with bombers and attack craft. With such a focused design, it is much more agile compared to other Battleships, which allows it to avoid direct combat when possible

Base Stats

Ship Points: 93

Space: 74 (Base 100)

Speed: 4

Armour: 20

Turret Rating: 3

Hull Integrity: 110

Detection: +10

Manoeuvrability: +10

Weapon Capacity:

Dorsal -2

Port – 3

Starboard – 3

Special Rules:

Warship – This ship comes pre-equipped with the following Components in the stated Weapon Slots, which cannot be removed and can only be replaced by similar Components. Space has already been reduced accordingly, but the ship must be able to supply 4 Power for the below Components:

Port – 2x Jovian-Pattern Landing Bay (Battlefleet Koronus page 35-36)

Starboard – 2x Jovian-Pattern Landing Bay (Battlefleet Koronus page 35-36)

Dedicated Carrier – This ship can only be exclusively equipped with Landing Bays in all of its Port and Starboard Weapon Slots

Flight Command – This ship is pre-equipped with the Flight Command Bridge for free, with Space being reduced accordingly, and requiring 2 Power. This Bridge cannot be removed or changed.

Oberon Class (Balanced)

10.2 km long, 1.2 km. abeam approx., 145,000 Nominal Crew

What can be said to be the “Jack of All Trades” amongst Battleships, the Oberon is rarely seen in Battlefleets, as specialized vessels are more desired by Lord Admirals. Where it shines, however are in deep void patrols as it can easily hold its own against all comers with its versatility

Base Stats

Ship Points: 90

Space: 100

Speed: 4

Armour: 20

Turret Rating: 3

Hull Integrity: 115

Detection: +8

Manoeuvrability: +0

Weapon Capacity:

Dorsal – 2

Port – 3

Starboard – 3

Special Rules:

Deep Void Runner – This ship has enough supplies to operate for one year without resupply, and can perform additional Extended Repairs (can stack with Enginseer Prime Ship Role)

Retribution Class (Assault, Broadside Focused, Fast, Lance, Macrocannons)

10.3 km long, 1.2 km. abeam approx., 160,000 Nominal Crew.

The most favoured Battleship Class by Admirals looking for a worthy Flagship, the Retribution’s greatest assets are its speed and firepower. Its modified thruster arrays allow it to keep pace with Cruisers and other ships of the line, at the cost of any semblance of agility. This is no issue to daring admirals who hold that the Retribution provides a potent core to any battlefleet with devastating broadsides that can cripple lesser ships in a single salvo or level entire hive cities in the time it takes to hold a stately dinner

Base Stats

Ship Points: 95

Space: 72 (Base 100)

Speed: 5

Armour: 21, 25 (Prow)

Turret Rating: 3

Hull Integrity: 120

Detection: +4

Manoeuvrability: -10

Weapon Capacity:

Dorsal -1

Port – 3

Prow – 1

Starboard – 3

Special Rules:

Warship – This ship comes pre-equipped with the following Components in the stated Weapon Slots, which can be replaced following the restrictions noted below. Space has already been reduced accordingly, but the ship must be able to supply 16 Power for the below Components:

Port – 2x Mars-Pattern Macrocannon Broadside (Rogue Trader Core Rulebook page 202)

Starboard – 2x Mars-Pattern Macrocannon Broadside (Rogue Trader Core Rulebook page 202)

Armoured Prow – +4 to Prow Armour. Consumes 4 Space (Rogue Trader Core Rulebook page 204)

Armour Plating – +1 to Armour, included in profile. Consumes 4 Space (Rogue Trader Core Rulebook page 204)

Backbone of the Fleet – The Retribution has been designed with a particular role in fleet actions and as such, is restricted in the Weapon Components it can or must carry:

Dorsal – Lance Weapon Components Only

Port and Starboard – 1 Landing Bay Component and 2 non-Landing Bay Components per side

Prow – Torpedoes Only

Victory Class (Assault, Broadside Focused, Fast, Lance)

10.3 km long, 1.2 km. abeam approx., 170,000 Nominal Crew

A heavily modified variant of the respected Retribution Class, it trades its Voidcraft capacity for Lance batteries to be able decisively engage other Capital Ships

Base Stats

Ship Points: 98

Space: 70 (Base 100)

Speed: 5

Armour: 21, 25 (Prow)

Turret Rating: 3

Hull Integrity: 120

Detection: +4

Manoeuvrability: -15

Weapon Capacity:

Dorsal – 1

Port – 3

Prow – 1

Starboard – 3

Special Rules:

Warship – This ship comes pre-equipped with the following Components in the stated Weapon Slots, which can be replaced following the restrictions noted below. Space has already been reduced accordingly, but the ship must be able to supply 34 Power for the below Components:

Port – Mars-Pattern Macrocannon Broadside (Rogue Trader Core Rulebook page 202)

Starboard – Mars-Pattern Macrocannon Broadside (Rogue Trader Core Rulebook page 202)

Port – Sunhammer Lance Battery (Into the Storm page 158-159)

Starboard – Sunhammer Lance Battery (Into the Storm page 158-159)

Armoured Prow – +4 to Prow Armour. Consumes 4 Space (Rogue Trader Core Rulebook page 204)

Armour Plating – +1 to Armour, included in profile. Consumes 4 Space (Rogue Trader Core Rulebook page 204)

Backbone of the Fleet – The Victory Class has been designed with a particular role in fleet actions and as such, is restricted in the Weapon Components it can or must carry:

Dorsal – Lance Weapon Components Only

Port and Starboard – 1 Lance Weapon Component and 2 non-Landing Bay Components per side

Prow – Torpedoes or Nova Cannons Only

Gloriana Class (Assault, Flagship, Warship)

20-21 km long, 1.9-2.0 km. abeam approx., 600,000 – 700,000 Nominal Crew





(Yes, the Cobra Destroyer is that small compared to this compensator)

An ancient design from the Long Night, such was the prestige and power associated with these monstrous vessels that they were once used by the Primarchs themselves as their personal flagships. These ships are bred for winning crusades and fleet actions. They are still present in the fleets of the First Founding Chapters and the most heroic (or infamous) Rogue Trader dynasties

Base Stats

Ship Points: 105

Space: 77 (Base 105)

Speed: 4

Armour: 21 (Prow 25)

Turret Rating: 4

Hull Integrity: 130

Detection: +5

Manoeuvrability: -10

Weapon Capacity:

Dorsal – 2

Port – 3

Prow – 1

Starboard – 3

Special Rules:

Crusader – This ship comes pre-equipped with the following Components in the stated Weapon Slots, which cannot be removed and can only be replaced by similar Components. Space has already been reduced accordingly, but the ship must be able to supply 14 Power for the below Components:

Dorsal- Stygies-Pattern Bombardment Broadsides (Battlefleet Koronus page 35, Space 8, Power 7, Strength 6)

Dorsal- Stygies-Pattern Bombardment Broadsides (Battlefleet Koronus page 35, Space 8, Power 7, Strength 6)

Armoured Prow – +4 to Prow Armour. Consumes 4 Space (Rogue Trader Core Rulebook page 204)

Armour Plating – +1 to Armour, included in profile. Consumes 4 Space (Rogue Trader Core Rulebook page 204)

Flagship – This ship is pre-equipped with the Fleet Flag Bridge for free, with Space being reduced accordingly, and requiring 4 Power. This Bridge cannot be removed or changed.

Segmented Void Shields – The Gloriana Class can divert power from its decentralized Void Shield arrays to defend against attacks. At the start of your turn, you can increase its Void Shield rating in one facing but decreasing the rating in every other facing with a Very Hard (-30) Tech Use Test until the start of its next Turn. Each degree of success increases the selected facing’s Void Shield rating by one, while decreasing all other facings by one.

Ark Mechanicus (Archaeotech, Balanced)

15-22 km long, 1.5-2.1 km. abeam approx., 400,000 – 700,000 Nominal Crew

Incredibly large ships given to honoured Archmagos Explorators or to whom the Lords of Mars have great debts and pacts to, these vessels exist in a league of their own. These ships exist to help those who seek the legendary Standard Template Constructs, and are well equipped to face the myriad challenges of the unknown voids beyond, or within, the Imperium’s borders. Such vessels are massive, matching or exceeding the size of even the titanic Mass Conveyors and can easily carry Emperor Class Titans in its armoured holds. Indeed, some Ark Mechanicus vessels can hold training fields for entire Titan Legions and their attendant Skitarii Maniples. While not exclusively designed for combat, it is one recourse that it can take with enough firepower to outmatch even Battleships or even small battlefleets

Base Stats

Ship Points: 110

Space: 76 (Base 110)

Power: 91 (Base 110)

Speed: 4

Armour: 22

Turret Rating: 4

Hull Integrity: 130

Detection: +10

Manoeuvrability: +0

Weapon Capacity:

Dorsal – 1

Port – 3

Prow – 2

Starboard – 3

Special Rules:

Pride of Mars – Has the Reliquary of Mars Past History for free, automatically gaining the Bridge of Antiquity Archaeotech. This is in addition to the starting Past History.

Omnissiah’s Blessing – Comes Pre-equipped with the following Essential Components. Space and Power have been reduced accordingly

Bride of Antiquity (Bridge) – Provides +10 to all Command Tests and grants a +5 bonus to Manoeuvrability (Added to Profile). Consumes 2 Power and 1 Space

Mars-Pattern Class Alpha Drive (Plasma Drive) – Provides 110 Power, consumes 27 Space

Mars-Pattern Tetra Shield Array (Void Shield) – Provides 4 Void Shields, consumes 10 Power and 6 Space

Deep-Void Augur Array (Augur Array) – Grants a +10 to Detection (Included in profile), consumes 7 Power

Segmented Void Shields – An Ark Mechanicus can divert power from its decentralized Void Shield arrays to defend against attacks. At the start of your turn, you can increase its Void Shield rating in one facing but decreasing the rating in every other facing with a Very Hard (-30) Tech Use Test until the start of its next Turn. Each degree of success increases the selected facing’s Void Shield rating by one, while decreasing all other facings by one.

Battleship Components

Due to the class of space and power that Battleships and the Ark Mechanicus require, they have the following Essential Components below to outfit them. All other Components they are outfitted with (Warp Engines, Gellar Field, Bridge etc) are drawn from Cruiser or Grand Cruiser Only Components!

Plasma Drives

Lucius-Pattern Class 6 “Solar” Drive

Masters of plasma containment and fusion reactors, the Techpriests of Lucius have been looked to for the designs and production of the solar hearts of battleships, and their plasma drives have been the standard used in most battleships constructed for millennia

Provides 100 Power, Consumes 25 Space, 0 SP Cost

Mars-Pattern Class 5.B “Gamma” Drive

Said to have originated in the days of the Great Crusade, this plasma drive was constructed from the auspices gleaned from STC data, making it one of the most reliable plasma drives still in production in the 41st millennium, albeit at a slow pace

Provides 97 Power, Consumes 27 Space, +1 SP Cost. If this Component is Damaged, Depressurized or suffers a Critical Hit, it is ignored on a 4 or higher result on a 1d10 roll.

Void Shields

Bastion-Pattern Shield Array

Aside from their metres-thick adamantium armour, the first line of defence for most battleships are their void shields, which can withstand barrages what would turn smaller vessels into debris clouds and cripple even cruisers. Veritable cities of cables and power-habs compose these generators, with their occupants wearing conduction suits to avoid lethal discharges from the system

Consumes 12 Power, Consumes 4 Space, 0 SP Cost. Provides 4 Void Shields

Repulsor Shield Complex

At great cost in power consumption, the Repulsor field can be extended to great distances, enough to properly enclose the largest of Imperial vessels

Consumes 14 Power, Consumes 4 Space, 0 SP Cost. Provides 4 Void Shields; Receive no penalties of maneuverability while in celestial phenomena consisting of small particles

Castellan Shield Complex

Only the most blessed vessels can say they belong to the ranks of those who possess such miracles of the Omnissiah, for with the proper ministrations, these generators can erect a field of such potency that it is futile for anything less than another battleship to challenge its defences

Consumes 16 Power, Consumes 5 Space, 0 SP Cost. Provides 4 Void Shields; Archaeotech; Once per Strategic Turn, double Void Shields on a successful (-10) Tech Use Test until the next Strategic Turn