Confessor Class Imperial Super Dreadnought

 


 Imperial Dreadnoughts are the most fearsome weapons in the Imperial arsenal and are only deployed in the most important conflicts and most desperate situations.  Dreadnought's are crewed only by the most loyal officers and crew and are often the home of several Inquisitors who's job it is to ensure the purity of the crew and each other.  At any one time there are only eight Goliath class Dreadnoughts and three Confessor class Super dreadnoughts active within Ultima Segmentum the most famous of which is His Word, which saw extensive service against Hive fleet Behemoth.  Though every Precaution is taken some Dreadnoughts have ended up in the service of the Dark powers and it is a great honour indeed to recover one of these ancient Vessels.

 
Type
Speed
Turns
Armour
Shields
Turrets
Points
Battleship/16
15 cm
45 deg
6+ front/5+
6
6
800
Armament
Range/Speed
Firepower
Arc
Stb Weapons Battery
60 cm
20
Right
Prt Weapons Battery
60 cm
20
Left
Dorsal Nova Cannon
30 cm - 150 cm 
1
Front
Prow Torpedo launchers
30 cm 
12
Front
Stb Lance Battery
60 cm
4
Right
Port Lance Battery
60 cm
4
Left
Stb Lance Battery
45 cm
4
Right
Port Lance Battery
45 cm
4
Left
Dorsal Launch Bays
Furies: 30 cm
Starhawks: 20 cm 
Sharks: 30 cm
8
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Special Rules:  The Confessor may not use Come to new heading orders.  Due to the immense sensor arrays the confessor receives a +1 to it's leadership roll.

The Captain's of Dreadnoughts are chosen specially by the Inquisition and is crewed by only by the most trusted and loyal personnel so unless the fleet's Admiral has a renown of 15 or higher he may not use the Dreadnought as his flagship.

Due to it's mass blast markers do not affect the dreadnoughts movement. Another effect of it's mass is that it can only make turns slowly, to represent this it may only turn every second turn and the player must declare that the Dreadnought is changing heading and the direction of the change in the turn before he intends to turn it. 

If the Dreadnought enters a gravity well it's mass will pull it 5 cm towards the planets each end phase and upon contacting the planet/moon model it is considered to be irretrievably caught in the gravitational pull and is considered destroyed.  In the case of an Ork space hulk treat the collision as a ram on the hulk (note the dreadnought is still considered Destroyed).

Dreadnoughts carry huge stores of torpedoes and attack craft because they are often expected to operate in the deepest areas of space with little support and so they may never run out of ordinance.

Dreadnoughts are designed for special scenario's only.

You may include one Confessor class Super Dreadnought for every 3000 pt's spent on standard Naval Vessels

Designer's Note:  Most of my ships have been designed to fill gaps I have seen in the background or to make the game a little more fun, this ship is different in that I saw the conversion and I loved it so much that I had to write rules for it.  I feel it would probably unbalance the game in a normal sized fleet which is why I put the stipulations I did in the rules.  In the end however I think it'll be a lot of fun in big fleet engagements and scenario's.  Hope you enjoy it :)


 
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