Having taken the urgent requests of the military to heart, work begins immediately on a massive expansion of the Candle Keeper's Void Navy, four new Aries-Class ships slowly emerging from nothingness as their skeletons, then muscles, and finally fat and skin are constructed and applied, their sleek white forms bristling with deadly intent and soaring swiftly across the void with their siblings in arms. Shakedown cruises begin the second they are free to leave, and their crews are staffed by those volunteers from SDF ships and recruits, old hands guiding the next generation on the systems of these ships, and every soul within eager to prove themselves worthy of the trust given to them.
Yet, while these ships will undoubtedly become the backbone of the coming war against the Orks, even if the discussed re-fits are authorized and designed, a new vessel was slowly emerging from the belly of the shipyards, one created to stand as a beacon for the fleet, grand in purpose and grander in design.
New Weapons:
(Each cost 2 DP to Install.)
Medium Macro-Cannons - These up-scaled Macro-Cannons use internal munitions to create kinetic impacts to deliver damage to the enemy. Thundering and impactful, they are a favorite of many a captain. However, they are prone to miss over large distances and thus waste their damage potential, as they must hit an evading enemy to deliver said damage. A feat that requires either an outstanding gunnery crew or close-distance shooting.
Medium Lances - Pumping enormous amounts of energy into specialized focusing lenses and through overbuilt capacitors from the ships' reactor, Medium Lances are limited in their firing duration by what their often overstressed cooling systems can deliver. Thus slow to shoot, they nonetheless make up for that by boasting a nearly 100% accuracy rate as they fire at the speed of light.
Medium Missiles - Deceptively sized, deceptively agile, deceptively hard-hitting, and very versatile, these enlarged missiles can deliver a lot of hurt quickly, but they can be shot down or evaded and are best used in close-quarter brawls to minimize that risk. Thanks to their vicious Machine Spirits, most fired at the enemy will hit if not distracted or destroyed beforehand.
4x80m Torpedos - These gigantic missiles are mainly used to force an enemy to maneuver as the admiral or captain sees fit; these weapons can destroy ships of far heavier classes than the ship that shot them within moments after impact. This variant comes with eight shots stored. They can only be installed at the front of a vessel.
Prow Ram - A massive ram designed to break an enemy ship's spine, able to outright rip apart smaller ships if equipped on large vessels.
Light Rotary Macro-Cannon - With several tricks of space-saving measures, logistical contortions, and the sacrifice of easy maintenance, a Rotary Macro-Cannon delivers twice the pain at only a bit more expenditure.
Light Prow Lance - Lances fire coherent beams of energy siphoned directly from the ship's reactor and are only limited in their cooling systems for firing duration and hurt delivered. Prow Lances takes that concept to a concerning level, sacrificing the ability to aim in exchange for more power pumped through their titanic catalysts.
New Equipment:
(Each cost 2 DP to Install.)
Small Troop Compartment - Enough space and Life Support Systems to transport four ground military units through the Warp.
Dedicated Ortillery - Able to deliver munitions against the foes of its controllers, dedicated ortillery has none of the downsides of aiming a ship's main guns at a planet as it can aim without a margin of error measured in kilometers.
Superior Gravimetric Engine Calculations - Like a leaf through the wind, a tear within the rain.
Enhanced Supply Generation - Internal factories and mining shuttles capable of gathering and manufacturing limited maintenance supplies for a ship on extended patrols.
Light Teleportarium - Imperial Teleporters can only send a roughly Ogryn-sized object through the Warp in a straight line, often blocked by more than five meters of solid matter. Yet, the versatility of surprise boarding troops outweighs the drawbacks.
Emergency Maneuver Engines - Inertia is a force not rapidly brought to heel. Yet, needs must, and a ship that survives damage is a ship that can be repaired instead of salvaged after being struck by enemy fire it couldn't evade.
Armored Bridges - The Captain of a ship is, arguably, the most critical component of its machinery, as losing them leads to mass confusion and a drastic loss in efficiency.
You have 7 Design Points.
(6-Hour Moratorium)
[] Frigate Class Name
-[] Sketch (Purely Optional)
-[] Length - 1.600/1.700/1.800/1.900/2.000 Meters
-[] Width - 350/400/450/500/550 Meters
-[] Acceleration - 5/5.5/6/6.5/7 Gravities
-[] Armor - Thin Single Hull/Single Hull/Thick Single Hull/Thin Double Hull/Medium Double Hull
-[] Shields - Singular Emitter/Two Emitters/Three Emitters/One Array/Two Arrays
-[] Weapons - (Write-In, Example: Type/Mounting.)
-[] Equipment - (Write-In, Example: #1, #2, #3.)