Hunter-class Heavy Scout Frigate, 813th Expeditionary Fleet
Primary Battery Decks
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10 macrocannon turrets per side (20 total), arranged in a 5×2 matrix across two gun decks.
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Each turret mounts triple-linked mass drivers, able to hurl multi-ton penetrator shells or plasma-sheathed ordnance at relativistic velocity.
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Turrets are powered by gravitic accelerators and magnetic rails — far beyond the crude muzzle-loading image most voidsmen imagine.
Flavors of ammunition include:
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Armor-Piercing Penetrators – adamantine-jacketed slugs for brute kinetic impact.
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Plasma-Incendiary Shells – unstable plasma cores to sear through armor.
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Submunition Cluster Shells – good against small craft or dispersed targets.
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Voidbreaker Charges – destabilize shields for a few seconds.
Crew/Servitor Balance:
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Servitors ram shells and manage breach seals.
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Humans handle fire control, targeting algorithms, and power distribution.
Lance Batteries
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Five dual-turret lances: three dorsal (top), two ventral (bottom).
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A “lance” is a directed energy projector — think of it as a particle/laser hybrid:
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Builds charge in a massive capacitor.
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Fires a sustained beam of fused plasma-photon energy that scythes through armor.
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They are slower to cycle than macrocannons but terrifyingly accurate at range.
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In naval doctrine, lances are “ship-killers,” while macrocannons saturate volume.
Torpedo Tubes
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Eight forward tubes, ventral prow.
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Torpedoes are more like miniature spacecraft than “missiles”: armored, shielded, with onboard augurs and cogitators.
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Standard loadout:
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Krak-class warheads (anti-ship).
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Plasma-class warheads (wide-area energy release).
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Boarding torpedoes for Astartes.
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One Vortex warhead (special issue, rarely touched).
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Rate of Fire:
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Torpedoes are slow to reload, but devastating when loosed in a spread.
Orbital/Drop Ordnance
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Gravitic bomb racks located ventrally, replacing what could have been a third lance emplacement.
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Can drop:
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Grav-bombs for planetary bombardment.
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Seismic charges against hardened bunkers.
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Astartes drop-pods (same racks serve both roles).
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Practical: keeps the ship flexible as both warship and troop carrier.
Small Craft
This is not a carrier, but it maintains a modest wing:
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1 squadron of Fury Interceptors (12 craft) – void superiority, anti-bomber.
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4 Thunderhawks – 2 gunships, 2 heavy lift variants.
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Personnel Landers (6) – troop ferries for Auxilia.
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Heavy Cargo Shuttles (4) – vehicles, supplies, heavy gear.
Gun cutters/pinnaces (2)
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Utility/Service Craft (20)
Primary launch bays are located aft of the gun decks, adjacent to barracks and cargo holds. This keeps troop movements and launch ops tightly integrated.
Point Defense
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Dozens of emplacements across the hull:
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Autocannon turrets for close-range saturation.
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Laser clusters to intercept missiles and bombers.
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Counter-missile pods (anti-missile missiles).
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These systems are slaved to cogitators but overseen by human officers, with servitors forming the “muscle” of the network.
Defensive Systems
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Void Shields: multi-layered defensive envelopes. Can absorb incoming fire until they overload. Vulnerable to lance strikes and saturation bombardment.
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Armor: Plasteel and adamantium belts protect the ship, but they are thin for her size.
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The Promise can shrug off raiders and light escorts.
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Against true line ships, she cannot endure prolonged engagement.
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Performance Profile
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Speed: Exceptional for her displacement; one of the Hunter-class’ trademarks.
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Handling: Highly responsive, designed to cut and run or pursue fleeing targets.
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Endurance: Efficient plasma drives and advanced reclamation systems allow years of independent operation.
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Sensors: Advanced augur suites give her superior targeting and scouting ability—vital for hunting and exploration.
Tactical Character
The Ashen Promise fights like her name:
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Strike role: She cripples escorts, overwhelms raiders, or slashes into the flanks of larger foes.
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Support role: She delivers her Astartes payload with drop-pods or boarding torpedoes.
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Weakness: If caught in a line battle, her shields will fail and her hull will not stand.
She is a predator, not a brawler.

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