|Dimensions||Approximately 0.95 kilometres long, 0.25 kilometres abeam at fins.|
|Mass||Approximately 4.9 megatonnes.|
|Crew||Approximately 7,500 crew.|
|Acceleration||6 gravities max acceleration|
|Viper-class Scout Sloop||20||2||-45|
The Viper is the smallest warp-capable vessel used in
Battleﬂeet Calixis. The Viper is a fast scout ship, with
immensely powerful realspace engines. It is used for short term spy missions aimed at specifc hostile regions: unlike,
for example, a Dauntless light cruiser, which will conduct
broad patrols over a wide area, the Viper charges into hostile
territory at high speed. There it uses powerful auspex and
augur scanners to collate as much information as possible,
before retreating to a safe warp jump point while usually
pursued by enemy ships.
Given its specialist role, the Viper is unsurprisingly limited in many ways. It is a tiny ship, with very restricted space for additional Components. Furthermore, it is not heavily armed, as extensive weapon batteries would draw vital power from the sensor arrays and engines. They are rare vessels in the sector and are not ideal vessels for Rogue Traders, given their highly specialised nature. However, more enterprising and wealthy dynasties will often employ a Viper as part of a larger ﬂeet, leapfrogging ahead of the main force to rapidly establish the nature of each planetary system encountered.
Damage: Every time your ship takes a wound to the hull, your ship's toughness is reduced by 5. Your crew population is reduces by 1d6% (this is not recovered with patching).
|Amongst the low-decks indentured crew, strange perversions of the Imperial Creed have arisen, glorifying death to celebrate the Emperor. Reduce Crew Population permanently by 8. However, reduce all Morale loss from any source by 2, due to the crew’s unwavering faith. Additionally, ship offcers and members of the Ministorum will have to deal warily with the cult and its leaders. Death cults do produce skilled assassins...|
|Some nameless horror haunts this vessel’s past, leaving voidsmen to whisper stories of ghosts wandering through the corridors and cabins. Reduce Morale permanently by 10. However, strange premonitions ﬂicker on the auger arrays, granting a +6 to the ship’s Detection. Additionally, all non-crewmembers suffer –5 to Command Tests involving boarding actions or hit and run actions against the haunted vessel. The presence of these spirits may cause many other issues, depending on their origins and how they came to haunt the vessel (something the GM should determine).|
|A Nose for Trouble|
|Something about this ship quivers at the thought of battle, always probing the cosmos for a new victim. Add +5 to the ship’s Detection, and reduce this ship’s Toughness by 3, due to its many battles. Occasionally, the crew may fnd themselves in fights they might have preferred to avoid.|
|Experimental Mars Mark VIII Warp Engine||30||25|
The design of the Warp Engine is unlike any other seen in the Imperium. The components that make up the drive is of highest quality and it is much larger than most Warp Engines and consumes much more power.|
Slow Bootup: Due to the large power requirements this drive takes 3 times as long to enter the warp.
Precise: The drive can make extremely precise calculations (at a -8 penalty), but allowing the ship to exit the warp in areas that are normally not safe, such as in low orbit of a planet or close to the star. The ship can exit warp into the atmosphere of a planet (at a -10 penalty), but it would be catostrophoc for the area around the ship.
Fast: This engine allows extremely fast Warp travel, or travel over extreme distances. It can reduce the warp travel time to the destination by 2 (no penalty) or by 4 (-8 penalty).
Rare Components: This engine is exceedingly rare. If the engine is knocked offline, it will take an Acquisition roll (at -30%) to acquire the parts to repair the engine.
Offline: In combat, the Warp Engine can be taken offline to prevent overload. This also will prevent the crew from using.
|Jovian Pattern Class 4 Drive - Viper Install||4||-60||14|
The STC standard drive for cruiser-grade warships. As such, this engine should not be installed onto a ship of this size, but it has been.|
Spike: Double your ships movement this turn.
Protects the vessel from the myriad dangers of the Immaterium.|
|Mars Pattern Macrocannon||1||4||2|
The most common macrobattery, these are reliable, hardhitting weapons fring kilo-tonne ordinance, mounted along
the vessel’s dorsal ridge or in broadside.
Spike: Increasing power to this system will cause it to refresh, allowing to be fired a second time in this round.|
|Single Void Shield Array||0||5||1|
A single double-layered void shield. Provides 1 Void Shield.|
Recharge: Shields recharge at a rate equal to your ships size modifier (12) per round as long as they are not taking damage. If shields are depleted it takes a full round of no damage to start the recharge.
Spike: Increasing power to this system immediately causes it to regain 6 * Size Modifier (72) shields if it is currently charged or 3 * Size Modifier (36) shields if it is not.
Most ratings bunk near their posts. However, some captains
insist upon their crew using hammocks and camp beds to sleep
near the core of the vessel, where they are more protected from
the vulnerable decks abutting the cold void. This somewhat
reduces crew casualties in the event of hull breaches, but the
squalid, rat-infested conditions are unpopular with the crew.|
Living in Squalor: Reduce Morale permanently by 3. However, reduce all Crew Population losses due to depressurisation by 2, to a minimum of 0.
|Spy Field Auger Array||1||14||0|
The sensors are extremely finely tuned and extremely sensitive. Operating in a distant orbit the Augar Array can scan the surface of every planet in the system and be able to identify specific features on each down to the meter scale, although performing this action would take several hours to days depending on how dense the system is. Additionally this vessel is not more detectable when it is scanning, unlike all other Imperium ships. The sensor can also be specifically tuned to detect Eldar frequencies.|
External: This Component does not require hull space. Although it is external, it can only be destroyed or damaged by a Critical Hit.
Eye of the Omnissiah: The exceptional sensitivity of the array grants +4 to the ship’s Detection.
Eldar Stealth Sensor: This vessel is at a +4 bonus to detect Eldar ships.
Damage: All attacks are reduced by 4. If this system is wrecked, reduce all attacks by a 8 and firing can only be done at the weapon, not in the bridge.
|M-1.r Life Sustainer (Transports, Raiders, Frigates)||0||3||1|
The life-support system was designed for reliability and does little to remove the stink of oil and warp engine discharge.|
Stale Air: Increase all Morale loss by 1.
Damage: Your ship is no longer cycling air. Increase any population loss by 1d10% for future wounds.
Fast Repair: This component can be repaired while your ship is in combat.
|Crack Crew||7500 (100%)||General|
|Warp Priests||4 (100%)||Occult Roll to leave the Warp|
|Adeptus Mechanicus||100 (100%)||Tech Use / Repair|
Members of the Adeptus Mechanicus can attempt to patch segements of your ship that have recieved damage. This does not remove wounds, but can mitigate other penalties from systems being offline.|
Patch: Once per round, the Adeptus Mechanicus and patch a damaged subsystem. Patching additional systems will reduce the dice they recieve by 1 tier per additional system, to a minimum of a d4.
At the start of a turn, Pilots act first in reverse initiative order. This gives pilots with the highest initiative the most time to determine their actions.|
If a joker is dealt everyone on the ship with the character with the Joker gains the +2 modifier.
Capital Ships have a turn radius of 45°s per turn over their full movement.
|Heretek||Repair / Tech Use||Techpriest or Seneschel|
|A successful Tech Use check will establish you in the enemies system. Once this happens you will start the Heretek procedure on a seperate page (provided by the GM).|
|Quelling the Spirits||Repair / Tech Use||Techpriest|
|If you system has been infiltrated, you might need to remedy your ships machine spirits to remove the outside presence. Please see the Heretek page for your ship.|
|Lobotomize the Machine||Repair / Tech Use||Component|
|Techpriests can turn to this option as a last resort because it goes against the very teaching of the Omnissiah. If a subsystem has been infiltrated and you cannot quell the machine spirits, you could choose to kill them and force complete manual control over the system. This essentially disconnects the system from your bridge and forces you to take direct control over it. Using the system becomes far more difficult (-4) as it no longer responds the same.|
|Patch||Repair / Tech Use||Component|
Whether through combat or not, your ship may take damage. While full repairs of the ship (restoring wounds) will require time and might require a drydock, you can remedy the machine spirits in the subsystems on your ship to get them operational. See the damage sheet for your ship for more information.|
Each component that can be damaged has a damage tag in its description. If the component has no health remaining, it cannot be patched in combat. Even if a component is patched, it does not regain its wound until combat is resolved (and then you take the time to repair the system fully). Patching only removes some of the negative consequences of the damaged system.
Wrecked: If a system has no more health, it is offline until combat is over, you cannot get it running again.
|Spike System||Repair / Tech Use||Techpriest|
|By divirting auxillery power into one system, you can cause it to overperform on the next use. See 'Spike' in a system's entry for information on how it can over perform.|
Can only initiate if both ships are facing each other. You lock your ship into a head on collision with the opposing ship, seeing who will pull off first.|
Duel: You make an opposed Piloting check with the enemy vessel. Additionally the larger ship gets a bonus in the difference of the ship sizes. Each player then gets dealt 2 cards, the winning pilot gets an additional card and any raise above that gets an additional card. Deal 3 cards to the center. Whoever has the higher hand, 'wins'. They immediately can make 2 attacks (Prow + either Broadside) with a +4 advantage.
Push: If the poker hand is resolved as a push, your ships collide head on.
|You fly erratically to prevent the enemy vessel from getting a clean shot. For each success + raise, the enemy takes a -4 modifier to their shooting die. Additionally anyone on your vessel trying to fire also takes the same penalty.|
|You attempt to give your weapons a clean shot, while minimizing the change you get hit. Make an opposed piloting roll. The winner gains +2 shooting and the loser takes a -2 shooting penalty.|
|Make a Pilot roll. For each success and raise, you can turn your ship an additional 45°s.|
|You spin your ship in order to minimize damage to essential components. If damage is taken, an additional 2 component are rolled and you can choose which component takes the damage.|
|Covering Fire||Shooting||Weapons (Broadside)|
|Instead of attempting to hit the enemy ship, you direct your weapons into an area. If the enemy ship enters the space, they take damage. You can affect a line of up to 1/4 of your ships size (4), in the firing arc of the weapon, at your weapons range.|