Topic: BFG/40k Imperial fleet

Pursuant to my hopefully-soon campaign against my brother's Eldar fleet, I decided to convert the BFG Imperials to Starmada.  I took it pretty literally...  5 cm converted to 1 hex for speed and range, and the firepower of batteries was converted to number of weapons.  Whether or not they actually function remains to be seen.

Imperial Fleet:

Type: Mars-Class Imperial  Battlecruiser  (524)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Shields: [TL0] 5 5 4 4 3 3 2 2 1 1                     
Weapons : 1:[VW], 2:[VW], 3:[2W], 4:[2W], 5:[WX], 6:[W]
Weapons
Battery V:   Lance 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
No Range Modifiers, Ignores Shields
[ABCD]  [ABCD]
Battery W:   Battery 45  TL0,  1-3/4-6/7-9,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D]
Battery X:   Nova Cannon  TL0,  ---/7-12/13-18,  1/4+/2/3
Minimum Range, Area Effect, Ignores Shields
[G]
Special Equipment:
Carrier (192) : Anti-Fighter Batteries (2) :
Small Craft carried:
Fighter, Fury:(96) # 6/Speed:6 /Attack:4+ /Defence:0 /Traits:,, /  Flights:2 1
Bomber, Starhawk:(96) # 6/Speed:4 /Attack:5+ /Defence:1 /Traits:Bomber,Extra Hull Damage, /  Flights:2 1

Type: Overlord-Class Imperial  Battlecruiser  (579)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Shields: [TL0] 5 5 4 4 3 3 2 2 1 1                     
Weapons : 1:[VW], 2:[VW], 3:[2W], 4:[2W], 5:[2W], 6:[2W]
Weapons
Battery V:   Lance 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
No Range Modifiers, Ignores Shields
[ABCD]  [ABCD]
Battery W:   Battery 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D] [D] [D] [C] [C]
Special Equipment
Carrier (150) : Fire Control : Anti-Fighter Batteries (8) :
Armor Plating :
Small Craft carried:
Striker, Torp-6:(96) # 6/Speed:6 /Attack:4+ /Defence:2 /Traits:Piercing,Extra Hull Damage, /  Flights:2 1

Type: Vengeance-Class Imperial  Grand Cruiser  (442)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Shields: [TL0] 5 5 4 4 3 3 2 2 1 1                     
Weapons : 1:[2VW], 2:[2VW], 3:[2VW], 4:[2V], 5:[2V], 6:[2V]
Weapons
Battery V:   Battery 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [C] [C] [C] [C] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D]
Battery W:   Lance 45  TL0,  1-3/4-6/7-9,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C] [D] [D]
Special Equipment
Fire Control : Anti-Fighter Batteries (16) :
Armor Plating : Marines (Squad) (10) :

Type: Avenger-Class Imperial  Grand Cruiser  (518)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Shields: [TL0] 5 5 4 4 3 3 2 2 1 1                     
Weapons : 1:[4V], 2:[4V], 3:[3V], 4:[3V], 5:[3V], 6:[3V]
Weapons
Battery V:   Battery 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [C] [C] [C] [C] [C] [C] [C] [C] [C] [C] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D]
Special Equipment
Fire Control : Anti-Fighter Batteries (20) :
Armor Plating : Marines (Squad) (20) : Teleporter (14) : Point Defence :

Type: Exorcist-Class Imperial  Grand Cruiser  (659)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Shields: [TL0] 5 5 4 4 3 3 2 2 1 1                     
Weapons : 1:[2V], 2:[2V], 3:[2V], 4:[2V], 5:[V], 6:[V]
Weapons
Battery V:   Battery 45  TL0,  1-3/4-6/7-9,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [C] [C] [D] [D] [D] [D] [D] [D] [D] [D]
Special Equipment
Carrier (200) : Fire Control : Anti-Fighter Batteries (20) :
Armor Plating : Marines (Squad) (15) : Teleporter (5) :
Small Craft carried:
Fighter, Fury:(96) # 6/Speed:6 /Attack:4+ /Defence:0 /Traits:,, /  Flights:2 1
Bomber, Starhawk:(96) # 6/Speed:4 /Attack:5+ /Defence:1 /Traits:Bomber,Extra Hull Damage, /  Flights:2 1

Type: Armageddon-Class Imperial  Battlecruiser  (536)
Hull: 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Shields: [TL0] 5 5 4 4 3 3 2 2 1 1                     
Weapons : 1:[2VX], 2:[2V], 3:[VW], 4:[VW], 5:[VX], 6:[VX]
Weapons
Battery V:   Battery 45  TL0,  1-3/4-6/7-9,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D]
Battery W:   Lance 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
No Range Modifiers, Ignores Shields
[ABCD]  [ABCD]
Battery X:   Lance 45  TL0,  1-3/4-6/7-9,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C] [D] [D]
Special Equipment
Carrier (96) : Fire Control : Anti-Fighter Batteries (8) :
Armor Plating : Marines (Squad) (2) :
Small Craft carried:
Striker, Torp-6:(96) # 6/Speed:6 /Attack:4+ /Defence:2 /Traits:Piercing,Extra Hull Damage, /  Flights:2 1

Type: Lunar-Class Imperial  Cruiser  (457)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 3 3 2 2 1 1                       
Shields: [TL0] 5 5 4 4 3 2 2 1                       
Weapons : 1:[VW], 2:[VW], 3:[VW], 4:[2W], 5:[2W], 6:[2W]
Weapons
Battery V:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C] [D] [D]
Battery W:   Battery 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D]
Special Equipment
Carrier (100) : Fire Control : Anti-Fighter Batteries (16) :
Armor Plating : Marines (Squad) (8) :
Small Craft carried:
Striker, Torp-6:(96) # 6/Speed:6 /Attack:4+ /Defence:2 /Traits:Piercing,Extra Hull Damage, /  Flights:2 1

Type: Tyrant-Class Imperial  Cruiser  (455)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 3 3 2 2 1 1                       
Shields: [TL0] 5 5 4 4 3 2 2 1                       
Weapons : 1:[V2W], 2:[V2W], 3:[V2W], 4:[VW], 5:[VW], 6:[VW]
Weapons
Battery V:   Battery 45  TL0,  1-3/4-6/7-9,  1/4+/1/1
[C]  [C]  [C]  [C] [D] [D] [D] [D]
Battery W:   Battery 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D]
Special Equipment
Carrier (100) : Fire Control : Anti-Fighter Batteries (16) :
Armor Plating : Marines (Squad) (8) :
Small Craft carried:
Striker, Torp-6:(96) # 6/Speed:6 /Attack:4+ /Defence:2 /Traits:Piercing,Extra Hull Damage, /  Flights:2 1

Type: Dominator-Class Imperial  Cruiser  (328)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 3 3 2 2 1 1                       
Shields: [TL0] 5 5 4 4 3 2 2 1                       
Weapons : 1:[3V], 2:[3V], 3:[2VW], 4:[2V], 5:[2V], 6:[2V]
Weapons
Battery V:   Battery 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D] [D] [D] [D] [C] [C] [C]
Battery W:   Nova Cannon  TL0,  ---/7-12/13-18,  1/4+/2/3
Minimum Range, Area Effect, Ignores Shields
[G]
Special Equipment
Fire Control : Anti-Fighter Batteries (4) :
Armor Plating : Marines (Squad) :

Type: Gothic-Class Imperial  Cruiser  (457)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 3 3 2 2 1 1                       
Shields: [TL0] 5 5 4 4 3 2 2 1                       
Weapons : 1:[V], 2:[V], 3:[V], 4:[V], 5:[V], 6:[V]
Weapons
Battery V:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C]  [C]  [C] [D] [D] [D] [D]
Special Equipment
Carrier (100) : Fire Control : Anti-Fighter Batteries (16) :
Armor Plating : Marines (Squad) (8) :
Small Craft carried:
Striker, Torp-6:(96) # 6/Speed:6 /Attack:4+ /Defence:2 /Traits:Piercing,Extra Hull Damage, /  Flights:2 1

Type: Dictator-Class Imperial  Cruiser  (586)
Hull: 8 7 6 5 4 3 2 1
Engines: [TL0] 4 4 3 3 2 2 1 1                       
Shields: [TL0] 5 5 4 4 3 2 2 1                       
Weapons : 1:[2V], 2:[2V], 3:[2V], 4:[V], 5:[V], 6:[V]
Weapons
Battery V:   Battery 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D]
Special Equipment
Carrier (288) : Fire Control : Anti-Fighter Batteries (4) :
Armor Plating : Marines (Squad) :
Small Craft carried:
Striker, Torp-6:(96) # 6/Speed:6 /Attack:4+ /Defence:2 /Traits:Piercing,Extra Hull Damage, /  Flights:2 1
Fighter, Fury:(96) # 6/Speed:6 /Attack:4+ /Defence:0 /Traits:,, /  Flights:2 1
Bomber, Starhawk:(96) # 6/Speed:4 /Attack:5+ /Defence:1 /Traits:Bomber,Extra Hull Damage, /  Flights:2 1


Type: Dauntless-Class Imperial  Light Cruiser  (218)
Hull: 6 5 4 3 2 1
Engines: [TL0] 5 5 4 3 2 1                         
Shields: [TL0] 5 5 4 3 2 1                         
Weapons : 1:[2V], 2:[2V], 3:[VW], 4:[VW], 5:[VW], 6:[V]
Weapons
Battery V:   Battery 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
[C]  [C]  [C]  [C] [D] [D] [D] [D]
Battery W:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[AB]  [AB]  [AB]
Special Equipment
Fire Control : Anti-Fighter Batteries (4) :
Armor Plating : Marines (Squad) (3) :

Type: Endeavour-Class Imperial  Light Cruiser  (282)
Hull: 6 5 4 3 2 1
Engines: [TL0] 4 4 3 2 2 1                         
Shields: [TL0] 5 5 4 3 2 1                         
Weapons : 1:[3V], 2:[3V], 3:[2V], 4:[2V], 5:[2V], 6:[2V]
Weapons
Battery V:   Battery 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D] [ABCD] [ABCD]
Special Equipment
Carrier (42) : Fire Control : Anti-Fighter Batteries (8) :
Armor Plating : Marines (Squad) (6) : Teleporter (2) :
Small Craft carried:
Striker, :(42) # 2/Speed:6 /Attack:4+ /Defence:2 /Traits:Piercing,Extra Hull Damage, /  Flights:2 1

Type: Endurance-Class Imperial  Light Cruiser  (282)
Hull: 6 5 4 3 2 1
Engines: [TL0] 4 4 3 2 2 1                         
Shields: [TL0] 5 5 4 3 2 1                         
Weapons : 1:[V], 2:[V], 3:[W], 4:[W], 5:[W], 6:[W]
Weapons
Battery V:   Battery 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
[ABCD] [ABCD]
Battery W:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C] [D] [D]
Special Equipment
Carrier (42) : Fire Control : Anti-Fighter Batteries (8) :
Armor Plating : Marines (Squad) (6) : Teleporter (2) :
Small Craft carried:
Striker, :(42) # 2/Speed:6 /Attack:4+ /Defence:2 /Traits:Piercing,Extra Hull Damage, /  Flights:2 1

Type: Defiant-Class Imperial  Light Cruiser  (334)
Hull: 6 5 4 3 2 1
Engines: [TL0] 4 4 3 2 2 1                         
Shields: [TL0] 5 5 4 3 2 1                         
Weapons : 1:[W], 2:[W], 3:[], 4:[], 5:[], 6:[]
Weapons
Battery W:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[ABCD]  [ABCD]
Special Equipment
Carrier (96) : Fire Control : Anti-Fighter Batteries (8) :
Armor Plating :
Small Craft carried:
Fighter, Fury:(96) # 6/Speed:6 /Attack:4+ /Defence:0 /Traits:,, /  Flights:2 1

Type: Emperor-Class Imperial  Battleship  (942)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 2 1 1 1 1                   
Shields: [TL0] 5 5 5 4 4 3 3 3 2 2 1 1                   
Weapons : 1:[2V], 2:[2V], 3:[2V], 4:[2V], 5:[2V], 6:[V]
Weapons
Battery V:   Battery 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [ABCD] [ABCD] [ABCD] [ABCD] [ABCD] [D] [D] [D] [D] [D] [D] [ABCD] [ABCD] [ABCD] [ABCD] [ABCD]
Special Equipment
Carrier (384) : Fire Control : Anti-Fighter Batteries (16) :
Armor Plating : Marines (Squad) (7) :
Small Craft carried:
Fighter, Fury:(192) # 6/Speed:6 /Attack:4+ /Defence:0 /Traits:,, /  Flights:4 3 2 1
Bomber, Starhawk:(192) # 6/Speed:4 /Attack:5+ /Defence:1 /Traits:Bomber,Extra Hull Damage, /  Flights:4 3 2 1

Type: Retribution-Class Imperial  Battleship  (756)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 2 1 1 1 1                   
Shields: [TL0] 5 5 5 4 4 3 3 3 2 2 1 1                   
Weapons : 1:[2VW], 2:[2VW], 3:[2V], 4:[2V], 5:[2V], 6:[2V]
Weapons
Battery V:   Battery 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [C] [C] [C] [C] [C] [C] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D]
Battery W:   Lance 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
No Range Modifiers, Ignores Shields
[ABCD]  [ABCD]  [ABCD]
Special Equipment
Carrier (200) : Fire Control : Anti-Fighter Batteries (12) :
Armor Plating : Marines (Squad) (10) :
Small Craft carried:
Striker, :(183) # 8/Speed:6 /Attack:4+ /Defence:2 /Traits:Piercing,Extra Hull Damage, /  Flights:3 2 1

Type: Apocalypse-Class Imperial  Battleship  (604)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 2 1 1 1 1                   
Shields: [TL0] 5 5 5 4 4 3 3 3 2 2 1 1                   
Weapons : 1:[VW], 2:[VW], 3:[VW], 4:[WX], 5:[W], 6:[W]
Weapons
Battery V:   Battery 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
[ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]
Battery W:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D]
Battery X:   Nova Cannon  TL0,  ---/7-12/13-18,  1/4+/2/3
Minimum Range, Area Effect, Ignores Shields
[AB]
Special Equipment
Fire Control : Anti-Fighter Batteries (16) :
Armor Plating : Marines (Squad) (10) :

Type: Oberon-Class Imperial  Battleship  (793)
Hull: 12 11 10 9 8 7 6 5 4 3 2 1
Engines: [TL0] 3 3 3 3 2 2 2 2 1 1 1 1                   
Shields: [TL0] 5 5 5 4 4 3 3 3 2 2 1 1                   
Weapons : 1:[2VW], 2:[2V], 3:[2V], 4:[2V], 5:[2V], 6:[VW]
Weapons
Battery V:   Battery 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D] [ABCD] [ABCD] [ABCD] [ABCD] [ABCD] [ABCD] [ABCD] [ABCD] [ABCD] [ABCD]
Battery W:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C] [D] [D]
Special Equipment
Carrier (192) : Fire Control : Anti-Fighter Batteries (20) :
Armor Plating : Marines (Squad) (20) : Teleporter (7) :
Small Craft carried:
Fighter, Fury:(96) # 6/Speed:6 /Attack:4+ /Defence:0 /Traits:,, /  Flights:2 1
Bomber, Starhawk:(96) # 6/Speed:4 /Attack:5+ /Defence:1 /Traits:Bomber,Extra Hull Damage, /  Flights:2 1

I've run into a little trouble with the escorts; since they're nominally hull size 1, I can't fit all the stuff they're supposed to carry into them.  I'm looking at using hull sizes in the 2-4 range for them, instead, but haven't statted them yet.

Edit/update: fixed the funky shield ratings, also built escorts.

Type: Sword-Class Imperial  Frigate  (119)
Hull: 4 3 2 1
Engines: [TL0] 5 4 3 2                           
Shields: [TL0] 4 3 2 1                           
Weapons : 1:[V], 2:[V], 3:[V], 4:[V], 5:[V], 6:[V]
Weapons
Battery V:   Battery 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
[ABCD]  [ABCD]  [ABCD]  [ABCD]
Special Equipment   Equipment Tech Level: Individual TL
Fire Control : Anti-Fighter Batteries (8) :
Armor Plating : Marines (Squad) :

Type: Firestorm-Class Imperial  Frigate  (120)
Hull: 4 3 2 1
Engines: [TL0] 5 4 3 2                           
Shields: [TL0] 4 3 2 1                           
Weapons : 1:[V], 2:[V], 3:[V], 4:[W], 5:[W], 6:[]
Weapons
Battery V:   Battery 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
[ABCD]  [ABCD]
Battery W:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[AB]
Special Equipment   Equipment Tech Level: Individual TL
Fire Control : Anti-Fighter Batteries (8) :
Armor Plating : Marines (Squad) (2) :

Type: Cobra-Class Imperial  Destroyer  (85)
Hull: 3 2 1
Engines: [TL0] 6 4 2                           
Shields: [TL0] 3 2 1                           
Weapons : 1:[V], 2:[V], 3:[], 4:[], 5:[], 6:[]
Weapons
Battery V:   Battery 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
[ABCD]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (21) : Fire Control : Anti-Fighter Batteries (4) :
Armor Plating : Marines (Squad) (3) :
Launch:1   /   Recovery:1
Small Craft carried:
Striker, Torp-2:(21) # 2/Speed:6 /Attack:4+ /Defence:2 /Traits:Piercing,Extra Hull Damage, /  Flights:1

Type: Falchion-Class Imperial  Destroyer*  (139)
Hull: 4 3 2 1
Engines: [TL0] 5 4 3 2                           
Shields: [TL0] 4 3 2 1                           
Weapons : 1:[V], 2:[V], 3:[V], 4:[V], 5:[V], 6:[]
Weapons
Battery V:   Battery 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
[ABCD]  [ABCD]  [ABCD]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (42) : Fire Control : Anti-Fighter Batteries (4) :
Armor Plating :
Launch:2   /   Recovery:1
Small Craft carried:
Striker, Torp-2:(42) # 2/Speed:6 /Attack:4+ /Defence:2 /Traits:Piercing,Extra Hull Damage, /  Flights:2 1

*Nominally a destroyer, according to the flavor text, but too small to carry the armament attributed to it at less than hull size 4, which is on par with the frigates.

Also, I have Eldar and Chaos fleets built, but I need to update the shields on them before posting.</t>

Re: BFG/40k Imperial fleet

Chaos Fleet:
I converted the carriers last because I was really looking to play with Chaos' gun-heavy cruisers, so the carriers are at the end.  Other than that, I believe order runs Grand Cruiser -> Cruiser -> Escort -> Battleship -> Carriers.  Also, I cooked up a new class of battleship, Nemesis, which uses only guns (as opposed to the torpedo-carrying Desolator and the fleet-carrier style Despoiler).  Also, as compared to the Imperial fleet, the Chaos ships have a lot more empty space and are significantly less expensive...  sort of a shift in my conversion method from "All right, let's dump as many marines as possible in, and add some extra AFBs" to "Let's add enough marines to bring the CRAT close to a multiple of 5 and by done with it."

Type: Executor-Class Chaos  Grand Cruiser  (235)
Hull: 10 9 8 7* 6 5 4 3* 2 1
Engines: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Shields: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Weapons : 1:[VW], 2:[VW], 3:[V], 4:[W], 5:[W], 6:[W]
Weapons
Battery V:   Lance 45  TL0,  1-3/4-6/7-9,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C] [D] [D]
Battery W:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C]  [C]  [C] [D] [D] [D] [D]
Special Equipment   Equipment Tech Level: Individual TL
Fire Control : Anti-Fighter Batteries (12) :
Marines (Squad) (7) :
Damage Control Dice: 3
Save on 4+


Type: Repulsive-Class Chaos  Grand Cruiser  (355)
Hull: 10 9 8 7* 6 5 4 3* 2 1
Engines: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Shields: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Weapons : 1:[V3W], 2:[V2W], 3:[3W], 4:[3W], 5:[3W], 6:[3W]
Weapons
Battery V:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[ABCD]  [ABCD]  [ABCD]
Battery W:   Long Battery 45  TL0,  1-5/6-10/---,  1/4+/1/1
Carronade, Fire-Linked
[C]  [C]  [C]  [C]  [C]  [C] [C] [C] [C] [C] [C] [C] [C] [C] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (90) : Fire Control : Anti-Fighter Batteries (12) :
Marines (Squad) :
Damage Control Dice: 3
Save on 4+
Launch:3   /   Recovery:2
Small Craft carried:
Striker, Torp-6:(90) # 6/Speed:6 /Attack:4+ /Defence:0 /Traits:Piercing,Continuing Damage, /  Flights:3 2 1


Type: Hades-Class Chaos  Heavy Cruiser  (280)
Hull: 10 9 8 7* 6 5 4 3* 2 1
Engines: [TL0] 5 5 4 4 3 3 2 2 1 1                     
Shields: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Weapons : 1:[2VW], 2:[2VW], 3:[2VW], 4:[2V], 5:[2V], 6:[2V]
Weapons
Battery V:   Long Battery 45  TL0,  1-5/6-10/---,  1/4+/1/1
Carronade, Fire-Linked
[C]  [C]  [C]  [C]  [C]  [C] [C] [C] [C] [C] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D]
Battery W:   Lance 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
No Range Modifiers, Ignores Shields
[ABCD]  [ABCD] [AB] [AB]
Special Equipment   Equipment Tech Level: Individual TL
Fire Control : Anti-Fighter Batteries (8) :
Marines (Squad) (6) :
Damage Control Dice: 3
Save on 4+


Type: Acheron-Class Chaos  Heavy Cruiser  (275)
Hull: 10 9 8 7* 6 5 4 3* 2 1
Engines: [TL0] 5 5 4 4 3 3 2 2 1 1                     
Shields: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Weapons : 1:[VW], 2:[VX], 3:[VX], 4:[V], 5:[W], 6:[W]
Weapons
Battery V:   Long Battery 45  TL0,  1-5/6-10/---,  1/4+/1/1
Carronade, Fire-Linked
[ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]
Battery W:   Lance 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C] [D] [D]
Battery X:   Lance 45  TL0,  1-3/4-6/7-9,  1/4+/1/1
No Range Modifiers, Ignores Shields
[ABCD]  [ABCD]
Special Equipment   Equipment Tech Level: Individual TL
Fire Control : Anti-Fighter Batteries (12) :
Marines (Squad) (2) :
Damage Control Dice: 3
Save on 4+


Type: Murder-Class Chaos  Cruiser  (205)
Hull: 8 7 6 5* 4 3 2 1
Engines: [TL0] 5 5 4 4 3 2 2 1                       
Shields: [TL0] 4 4 3 3 2 2 1 1                       
Weapons : 1:[3V], 2:[3V], 3:[3V], 4:[2VW], 5:[2VW], 6:[2V]
Weapons
Battery V:   Long Battery 45  TL0,  1-5/6-10/---,  1/4+/1/1
Carronade, Fire-Linked
[C]  [C]  [C]  [C]  [C]  [C] [C] [C] [C] [C] [D] [D] [D] [D] [D] [D] [D] [D] [D] [D]
Battery W:   Lance 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
No Range Modifiers, Ignores Shields
[AB]  [AB]
Special Equipment   Equipment Tech Level: Individual TL
Fire Control : Anti-Fighter Batteries (8) :
Marines (Squad) :
Damage Control Dice: 2
Save on 5+


Type: Carnage-Class Chaos  Cruiser  (220)
Hull: 8 7 6 5* 4 3 2 1
Engines: [TL0] 5 5 4 4 3 2 2 1                       
Shields: [TL0] 4 4 3 3 2 2 1 1                       
Weapons : 1:[2VWX], 2:[2VWX], 3:[2VX], 4:[VWX], 5:[VWX], 6:[VWX]
Weapons
Battery V:   Battery 45  TL0,  1-3/4-6/7-9,  1/4+/1/1
Fire-Linked
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D]
Battery W:   Long Battery 60  TL0,  1-6/7-12/---,  1/4+/1/1
Carronade, Fire-Linked
[ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]
Battery X:   Battery 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
Fire-Linked
[C]  [C]  [C]  [C] [D] [D] [D] [D]
Special Equipment   Equipment Tech Level: Individual TL
Fire Control : Anti-Fighter Batteries (8) :
Damage Control Dice: 2
Save on 5+


Type: Slaughter-Class Chaos  Cruiser  (220)
Hull: 8 7 6 5* 4 3 2 1
Engines: [TL0] 6 6 5 4 3 3 2 1                       
Shields: [TL0] 4 4 3 3 2 2 1 1                       
Weapons : 1:[3VW], 2:[3VW], 3:[3V], 4:[3V], 5:[3V], 6:[2VW]
Weapons
Battery V:   Long Battery 30  TL0,  1-3/4-6/---,  1/4+/1/1
Carronade, Fire-Linked
[ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD] [C] [C] [C] [C] [C] [C] [C] [C] [D] [D] [D] [D] [D] [D] [D] [D]
Battery W:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C] [D] [D]
Special Equipment   Equipment Tech Level: Individual TL
Fire Control : Anti-Fighter Batteries (8) :
Damage Control Dice: 2
Save on 5+


Type: Idolator-Class Chaos  Frigate  (105)
Hull: 4 3* 2 1
Engines: [TL0] 6 5 3 2                           
Shields: [TL0] 4 3 2 1                           
Weapons : 1:[V], 2:[V], 3:[V], 4:[W], 5:[W], 6:[]
Weapons
Battery V:   Battery 45  TL0,  1-3/4-6/7-9,  1/4+/1/1
Fire-Linked
[ABCD]  [ABCD]
Battery W:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[AB]
Special Equipment   Equipment Tech Level: Individual TL
Fire Control : Anti-Fighter Batteries (8) :
Damage Control Dice: 2
Save on 5+


Type: Infidel-Class Chaos  Frigate  (105)
Hull: 4 3* 2 1
Engines: [TL0] 6 5 3 2                           
Shields: [TL0] 4 3 2 1                           
Weapons : 1:[V], 2:[V], 3:[V], 4:[], 5:[], 6:[]
Weapons
Battery V:   Long Battery 30  TL0,  1-3/4-6/---,  1/4+/1/1
Carronade, Fire-Linked
[ABCD]  [ABCD]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (26) : Fire Control : Anti-Fighter Batteries (4) :
Marines (Squad) (2) :
Damage Control Dice: 2
Save on 5+
Launch:2   /   Recovery:1
Small Craft carried:
Striker, Torp-2:(26) # 2/Speed:6 /Attack:4+ /Defence:0 /Traits:Piercing,Continuing Damage, /  Flights:2 1


Type: Iconcoclast-Class Chaos  Destroyer  (57)
Hull: 3 2 1
Engines: [TL0] 6 4 2                           
Shields: [TL0] 3 2 1                           
Weapons : 1:[V], 2:[V], 3:[V], 4:[V], 5:[V], 6:[V]
Weapons
Battery V:   Long Battery 30  TL0,  1-3/4-6/---,  1/4+/1/1
Carronade, Fire-Linked
[ABCD]  [ABCD]  [ABCD]
Special Equipment   Equipment Tech Level: Individual TL
Fire Control : Anti-Fighter Batteries (4) :
Damage Control Dice: 1


Type: Desolator-Class Chaos  Battleship  (455)
Hull: 12 11 10 9* 8 7 6 5* 4 3 2 1
Engines: [TL0] 5 5 5 4 4 3 3 3 2 2 1 1                   
Shields: [TL0] 4 4 4 3 3 3 2 2 2 1 1 1                   
Weapons : 1:[VW], 2:[V], 3:[V], 4:[V], 5:[W], 6:[W]
Weapons
Battery V:   Lance 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C]  [C]  [C] [D] [D] [D] [D]
Battery W:   Long Battery 60  TL0,  1-6/7-12/---,  1/4+/1/1
Carronade, Fire-Linked
[ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (141) : Fire Control : Anti-Fighter Batteries (16) :
Damage Control Dice: 3
Save on 4+
Launch:3   /   Recovery:2
Small Craft carried:
Striker, Torpedo:(141) # 9/Speed:6 /Attack:4+ /Defence:1 /Traits:Piercing,Continuing Damage, /  Flights:3 2 1


Type: Despoiler-Class Chaos  Battleship  (700)
Hull: 12 11 10 9* 8 7 6 5* 4 3 2 1
Engines: [TL0] 4 4 4 3 3 3 2 2 2 1 1 1                   
Shields: [TL0] 4 4 4 3 3 3 2 2 2 1 1 1                   
Weapons : 1:[VW], 2:[VW], 3:[WX], 4:[WX], 5:[W], 6:[W]
Weapons
Battery V:   Lance 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
No Range Modifiers, Ignores Shields
[ABCD]  [ABCD]  [ABCD]
Battery W:   Long Battery 60  TL0,  1-6/7-12/---,  1/4+/1/1
Carronade, Fire-Linked
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D]
Battery X:   Lance 30  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields
[AB]  [AB]  [AB]  [AB]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (400) : Anti-Fighter Batteries (16) :
Marines (Squad) (4) :
Damage Control Dice: 3
Save on 4+
Launch:3   /   Recovery:2
Small Craft carried:
Fighter, Swiftdeaths:(192) # 6/Speed:6 /Attack:4+ /Defence:0 /Traits:,, /  Flights:4 3 2 1
Bomber, Doomfires:(200) # 6/Speed:4 /Attack:5+ /Defence:0 /Traits:Piercing,Increased DMG-2, /  Flights:4 3 2 1


Type: Retaliator-Class Chaos  Grand Cruiser  (415)
Hull: 10 9 8 7* 6 5 4 3* 2 1
Engines: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Shields: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Weapons : 1:[2V], 2:[2V], 3:[VW], 4:[VW], 5:[VW], 6:[V]
Weapons
Battery V:   Long Battery 30  TL0,  1-3/4-6/---,  1/4+/1/1
Carronade, Fire-Linked
[C]  [C]  [C]  [C]  [C]  [C] [D] [D] [D] [D] [D] [D]
Battery W:   Lance 45  TL0,  1-3/4-6/7-9,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C] [D] [D]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (200) : Fire Control : Anti-Fighter Batteries (12) :
Marines (Squad) (2) :
Damage Control Dice: 3
Save on 4+
Launch:3   /   Recovery:2
Small Craft carried:
Bomber, Doomfires:(100) # 6/Speed:4 /Attack:5+ /Defence:0 /Traits:Piercing,Increased DMG-2, /  Flights:2 1
Fighter, Swiftdeaths:(96) # 6/Speed:6 /Attack:4+ /Defence:0 /Traits:,, /  Flights:2 1


Type: Styx-Class Chaos  Heavy Cruiser  (540)
Hull: 10 9 8 7* 6 5 4 3* 2 1
Engines: [TL0] 5 5 4 4 3 3 2 2 1 1                     
Shields: [TL0] 4 4 4 3 3 2 2 2 1 1                     
Weapons : 1:[V], 2:[V], 3:[W], 4:[W], 5:[W], 6:[W]
Weapons
Battery V:   Lance 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
No Range Modifiers, Ignores Shields
[ABCD]  [ABCD]
Battery W:   Battery 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
Fire-Linked
[ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (300) : Anti-Fighter Batteries (12) :
Marines (Squad) (3) :
Damage Control Dice: 3
Save on 4+
Launch:3   /   Recovery:2
Small Craft carried:
Fighter, Swiftdeaths:(144) # 6/Speed:6 /Attack:4+ /Defence:0 /Traits:,, /  Flights:3 2 1
Bomber, Doomfires:(150) # 6/Speed:4 /Attack:5+ /Defence:0 /Traits:Piercing,Increased DMG-2, /  Flights:3 2 1


Type: Devastation-Class Chaos  Cruiser  (395)
Hull: 8 7 6 5* 4 3 2 1
Engines: [TL0] 5 5 4 4 3 2 2 1                       
Shields: [TL0] 4 4 3 3 2 2 1 1                       
Weapons : 1:[VW], 2:[VW], 3:[V], 4:[W], 5:[W], 6:[W]
Weapons
Battery V:   Lance 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
No Range Modifiers, Ignores Shields
[C]  [C] [D] [D]
Battery W:   Long Battery 30  TL0,  1-3/4-6/---,  1/4+/1/1
Carronade, Fire-Linked
[ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (200) : Anti-Fighter Batteries (12) :
Marines (Squad) :
Damage Control Dice: 2
Save on 5+
Launch:2   /   Recovery:1
Small Craft carried:
Fighter, Swiftdeaths:(96) # 6/Speed:6 /Attack:4+ /Defence:0 /Traits:,, /  Flights:2 1
Bomber, Doomfires:(100) # 6/Speed:4 /Attack:5+ /Defence:0 /Traits:Piercing,Increased DMG-2, /  Flights:2 1


Type: Nemesis-Class Chaos  Battleship  (380)
Hull: 12 11 10 9* 8 7 6 5* 4 3 2 1
Engines: [TL0] 4 4 4 3 3 3 2 2 2 1 1 1                   
Shields: [TL0] 4 4 4 3 3 3 2 2 2 1 1 1                   
Weapons : 1:[3V], 2:[3V], 3:[2VW], 4:[2VW], 5:[2V], 6:[2V]
Weapons
Battery V:   Long Battery 60  TL0,  1-6/7-12/---,  1/4+/1/1
Carronade, Fire-Linked
[ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD] [ABCD] [ABCD] [ABCD] [ABCD] [ABCD] [ABCD] [C] [C] [C] [C] [C] [C] [C] [C] [D] [D] [D] [D] [D] [D] [D] [D]
Battery W:   Lance 60  TL0,  1-4/5-8/9-12,  1/4+/1/1
No Range Modifiers, Ignores Shields
[AB]  [AB]  [AB]  [AB]
Special Equipment   Equipment Tech Level: Individual TL
Fire Control : Anti-Fighter Batteries (20) :
Marines (Squad) (4) :
Damage Control Dice: 3
Save on 4+</t>

Re: BFG/40k Imperial fleet

And lastly, the Eldar.  A lot fewer ships here; BFG didn't have as many for them.

Type: Shadow-Class Eldar  Cruiser  (200)
Hull: 6 5 4* 3 2 1
Engines: [TL1] 5 5 4 3 2 1                         
Shields: [TL1] 3 3 2 2 1 1                         
Weapons : 1:[V2W], 2:[V2W], 3:[V2W], 4:[V2W], 5:[2W], 6:[2W]
Weapons
Battery V:   Pulsar Lance  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields, Repeating
[AB]  [AB]  [AB]  [AB]
Battery W:   Battery  TL0,  1-2/3-4/5-6,  1/3+/1/1
[AB]  [AB]  [AB]  [AB]  [AB]  [AB] [AB] [AB] [AB] [AB] [AB] [AB]
Special Equipment   Equipment Tech Level: Individual TL
Countermeasures :
Point Defence :
Damage Control Dice: 2
Save on 5+


Type: Eclipse-Class Eldar  Cruiser  (454)
Hull: 6 5 4* 3 2 1
Engines: [TL1] 5 5 4 3 2 1                         
Shields: [TL1] 3 3 2 2 1 1                         
Weapons : 1:[V], 2:[V], 3:[], 4:[], 5:[], 6:[]
Weapons
Battery V:   Pulsar Lance  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields, Repeating
[AB]  [AB]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (316) : Countermeasures :
Point Defence :
Damage Control Dice: 2
Launch:2   /   Recovery:1
Small Craft carried:
Fighter, Darkstar:(156) # 6/Speed:6 /Attack:3+ /Defence:3 /Traits:,, /  Flights:2 1
Bomber, Eagle:(160) # 4/Speed:4 /Attack:4+ /Defence:3 /Traits:Piercing,Extra Hull Damage, /  Flights:2 1
Save on 5+


Type: Hellebore-Class Eldar  Frigate  (110)
Hull: 3 2 1
Engines: [TL1] 6 4 2                           
Shields: [TL1] 3 2 1                           
Weapons : 1:[V], 2:[V], 3:[W], 4:[W], 5:[], 6:[]
Weapons
Battery V:   Pulsar Lance  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields, Repeating
[AB]
Battery W:   Battery  TL0,  1-2/3-4/5-6,  1/3+/1/1
[AB]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (38) : Countermeasures :
Point Defence : Marines (Squad) :
Damage Control Dice: 1
Launch:1   /   Recovery:1
Small Craft carried:
Striker, Torpedo:(38) # 2/Speed:6 /Attack:3+ /Defence:4 /Traits:Double Damage,Piercing,Increased ROF-2 /  Flights:1


Type: Aconite-Class Eldar  Frigate  (45)
Hull: 2 1
Engines: [TL1] 6 3                             
Shields: [TL1] 3 2                             
Weapons : 1:[3W], 2:[3W], 3:[3W], 4:[2W], 5:[2W], 6:[2W]
Weapons
Battery W:   Battery  TL0,  1-2/3-4/5-6,  1/3+/1/1
[AB]  [AB]  [AB]  [AB]  [AB]
Special Equipment   Equipment Tech Level: Individual TL
Countermeasures :
Point Defence : Marines (Squad) :
Damage Control Dice: 1


Type: Nightshade-Class Eldar  Destroyer  (70)
Hull: 2 1
Engines: [TL1] 6 3                             
Shields: [TL1] 3 2                             
Weapons : 1:[W], 2:[W], 3:[W], 4:[], 5:[], 6:[]
Weapons
Battery W:   Battery  TL0,  1-2/3-4/5-6,  1/3+/1/1
[AB]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (38) : Countermeasures :
Point Defence :
Damage Control Dice: 1
Launch:1   /   Recovery:1
Small Craft carried:
Striker, Torpedo:(38) # 2/Speed:6 /Attack:3+ /Defence:4 /Traits:Double Damage,Piercing,Increased ROF-2 /  Flights:1


Type: Hemlock-Class Eldar  Destroyer  (50)
Hull: 2 1
Engines: [TL1] 6 3                             
Shields: [TL1] 3 2                             
Weapons : 1:[V], 2:[V], 3:[V], 4:[], 5:[], 6:[]
Weapons
Battery V:   Pulsar Lance  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields, Repeating
[AB]
Special Equipment   Equipment Tech Level: Individual TL
Countermeasures :
Point Defence :
Damage Control Dice: 1


Type: Void Stalker-Class Eldar  Battleship  (659)
Hull: 10 9 8 7* 6 5 4 3* 2 1
Engines: [TL1] 5 5 4 4 3 3 2 2 1 1                     
Shields: [TL1] 3 3 3 3 2 2 2 1 1 1                     
Weapons : 1:[VW], 2:[VW], 3:[V], 4:[V], 5:[V], 6:[W]
Weapons
Battery V:   Battery 45  TL1,  1-3/4-6/7-9,  1/3+/1/1
[ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD]  [ABCD] [ABCD] [ABCD]
Battery W:   Pulsar Lance 45  TL1,  1-3/4-6/7-9,  1/4+/1/1
No Range Modifiers, Ignores Shields, Repeating
[ABC]  [ABC] [ABD] [ABD]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (320) : Countermeasures :
Point Defence : Marines (Squad) (3) :
Damage Control Dice: 3
Save on 4+
Launch:3   /   Recovery:2
Small Craft carried:
Fighter, Darkstar:(156) # 6/Speed:6 /Attack:3+ /Defence:3 /Traits:,, /  Flights:2 1
Bomber, Eagle:(160) # 4/Speed:4 /Attack:4+ /Defence:3 /Traits:Piercing,Extra Hull Damage, /  Flights:2 1


Type: Aurora-Class Eldar  Light Cruiser  (185)
Hull: 4 3* 2 1
Engines: [TL1] 6 5 3 2                           
Shields: [TL1] 3 3 2 1                           
Weapons : 1:[V], 2:[V], 3:[V], 4:[], 5:[], 6:[]
Weapons
Battery V:   Pulsar Lance  TL0,  1-2/3-4/5-6,  1/4+/1/1
No Range Modifiers, Ignores Shields, Repeating
[AB]  [AB]
Special Equipment   Equipment Tech Level: Individual TL
Carrier (76) : Countermeasures :
Point Defence : Marines (Squad) (2) :
Damage Control Dice: 2
Save on 5+
Launch:2   /   Recovery:1
Small Craft carried:
Striker, Torpedo:(76) # 2/Speed:6 /Attack:3+ /Defence:4 /Traits:Double Damage,Piercing,Increased ROF-2 /  Flights:2 1


Type: Solaris-Class Eldar  Light Cruiser  (80)
Hull: 4 3* 2 1
Engines: [TL1] 6 5 3 2                           
Shields: [TL1] 3 3 2 1                           
Weapons : 1:[2V], 2:[2V], 3:[2V], 4:[2V], 5:[2V], 6:[2V]
Weapons
Battery V:   Battery  TL0,  1-2/3-4/5-6,  1/3+/1/1
[AB]  [AB]  [AB]  [AB]  [AB]  [AB] [AB] [AB]
Special Equipment   Equipment Tech Level: Individual TL
Countermeasures :
Point Defence : Marines (Squad) (2) :
Damage Control Dice: 2
Save on 5+

Re: BFG/40k Imperial fleet

THese are excellent!  I am going to print them out, with you permission, and hopefully can re-start Starmada here.  This will enable me to attract BattlefleetGothic players who will like using their ships again. big_smile
Thanx

Re: BFG/40k Imperial fleet

Awesome and certainly!  I actually built the fleets because I like the flavor of BFG, but the rules are a bit clunky for my tastes.  If you like, I can also post the revised, stripped-down version of the Imperial fleet (or just edit my first post into the updated form).

Re: BFG/40k Imperial fleet

Interesting conversion. I had a few differences from the way you did things when I converted mine. I think I might go back and revise it.

1.) I had lances as piercing +1, rather than ignores shields and were RoF 2 rather than 1. (Reason being, there are two "guns" on most Imperial Lance Turrets.)

2.) Weapon Batteries had their strength divided by 4 (or 8) to determine the DMG rating per gun and four guns (or eight) per broadside. (Again, this was just to match the look of the IMP ships.)

3.) I had my Nova Cannon as 30/1/5+/2/1, Minimum Range, Area Effect, Variable DMG. That way it more closely resembled the original.

4.) I used the default strikers and seekers rather than customizing mine. (That's acuz I was lazy and standard shipbuilder doesn't do different fighters...)

5.) I used faceted shields to represent the variable armor on the Imperial ships, and went with a lower armor since the weapons now had to roll to hit. (4/3/3/3/3/3 instead of 5/4/4/4/4/4.)

6.) All guns had a worse ACC rating. (5+ rather than 4+)

7.) All arcs were based on the GHIJKL rather than ABCDEF as I felt the HJ and IK arcs resembled the BFG arcs better than C and D arcs respectively. Though you will end either being too sharp or too narrow I think.

8.) All of my ships had launch tubes... but if the seeker flights are set according to the torpedo rating of the ship, only carriers really need the tubes.

Other than that, I think I might synthesize part of your ideas with mine. I am curious what made you decide on some of the things you did. Especially in giving all Imperial ships Fire Control and the Ignores Shields of the Lances. How did the vessels "feel" in play? Did they feel like their BFG counterpart? Or did they feel... 'off'?

Re: BFG/40k Imperial fleet

Alex Knight wrote:

Interesting conversion. I had a few differences from the way you did things when I converted mine. I think I might go back and revise it.

1.) I had lances as piercing +1, rather than ignores shields and were RoF 2 rather than 1. (Reason being, there are two "guns" on most Imperial Lance Turrets.)

2.) Weapon Batteries had their strength divided by 4 (or 8) to determine the DMG rating per gun and four guns (or eight) per broadside. (Again, this was just to match the look of the IMP ships.)

Ah.  I noticed that Starmada shields operated almost analogously to BFG Armor, and since lances ignore armor saves in BFG, it seemed reasonable to make give the Ignores Shields.  As for the double-turrets, I never bought/built the minis, just read the rules and played them a bit with some proxies.  Since the art in the books is kinda small, I had not noticed the doubling.

3.) I had my Nova Cannon as 30/1/5+/2/1, Minimum Range, Area Effect, Variable DMG. That way it more closely resembled the original.

That would be a reasonable interpretation, yeah.  I matched its range to the minimum and the long (the whole '3d6 scatter beyond 60cm' thing), rather than the maximum.  I also went with Ignores Shields over Variable Damage since it ignored armor and was already variable enough in its effect for my tastes (ie, with some lucky to-hit rolls, could decimate a group of ships, but with poor rolls, totally ineffective).

4.) I used the default strikers and seekers rather than customizing mine. (That's acuz I was lazy and standard shipbuilder doesn't do different fighters...)

5.) I used faceted shields to represent the variable armor on the Imperial ships, and went with a lower armor since the weapons now had to roll to hit. (4/3/3/3/3/3 instead of 5/4/4/4/4/4.)

6.) All guns had a worse ACC rating. (5+ rather than 4+)

7.) All arcs were based on the GHIJKL rather than ABCDEF as I felt the HJ and IK arcs resembled the BFG arcs better than C and D arcs respectively. Though you will end either being too sharp or too narrow I think.

The strikers were just something I wanted to experiment with.  I considered Faceted, but decided that Shields 5 and Armor Plating was sufficient (and less complex).  I had noticed in games where I played fleets with mainly 5+ accuracy against fleets with mainly 4+ accuracy to be frustrating, so I decided to try 4+ and quite liked it.  Plus, there was room enough for all the batteries on 4+.  Perhaps because I had put them in fewer arcs; while it is possible to get a 90-degree arc by overlapping, say, C and H, I don't think you can get a 90-degree arc right out to the side.

8.) All of my ships had launch tubes... but if the seeker flights are set according to the torpedo rating of the ship, only carriers really need the tubes.

Other than that, I think I might synthesize part of your ideas with mine. I am curious what made you decide on some of the things you did. Especially in giving all Imperial ships Fire Control and the Ignores Shields of the Lances. How did the vessels "feel" in play? Did they feel like their BFG counterpart? Or did they feel... 'off'?

Honestly, I think I screwed up the torpedoes, but haven't found a better fix yet.  Basically, the Launch limits are high enough for each ship to launch all of its torps in the first end phase...  and then the torpedoes go wherever they please.  I'm kind of considering turning torpedoes into a G-arc slow-firing piercing no-range-mods weapon (maybe with ammo), but haven't done it yet.

And the Imperial Fire Control may have been a mistake as well...  it's not supported by the source material (though Chaos does one better with the Long-n carronade batteries), and I think I may have just added it to fill up space in the initial version of the fleet.  Or to give the Imperials a shot against the Eldar.  I'll probably remove it in the next version.

Likewise with Chaos' Fire-Linking.  Initially it was an excuse to experiment with Fire-Linked under the guise of the "high risk, high reward" philosophy Chaos runs on.  However, I'm not sure that I like using it, and it's not supported by source.

However, I can't really say if they felt like their BFG versions.  I didn't play a whole lot, and it was a couple of years ago...  so I don't know.  It was a fun conversion project, though.  I've kind of considered doing some of the other fleets (Tyranids and Necron, mainly; Orks and Tau don't particularly appeal to me), but both 'nids and Necrons have some funky rules that would be troublesome to convert.

Re: BFG/40k Imperial fleet

Nomad wrote:

Ah.  I noticed that Starmada shields operated almost analogously to BFG Armor, and since lances ignore armor saves in BFG, it seemed reasonable to make give the Ignores Shields.  As for the double-turrets, I never bought/built the minis, just read the rules and played them a bit with some proxies.  Since the art in the books is kinda small, I had not noticed the doubling.

Well, not so much ignore armor saves, but Lances always hit on a 4+ regardless of the ship's armor value. That's why I went with piercing. While it makes them a *little* more effective against Eldar in Starmada instead of less, (since it would make their weaker 'shields' even weaker.) I felt it balanced out.

As for making them RoF 2, it was really just a conceit of the models and not necessarily a *fluff* thing. I'd probably leave it at 1/ACC/1/1 so that it functioned closer to the source material.


That would be a reasonable interpretation, yeah.  I matched its range to the minimum and the long (the whole '3d6 scatter beyond 60cm' thing), rather than the maximum.  I also went with Ignores Shields over Variable Damage since it ignored armor and was already variable enough in its effect for my tastes (ie, with some lucky to-hit rolls, could decimate a group of ships, but with poor rolls, totally ineffective).

That's right. Nova Cannons did ignore shields and dealt damage regardless of the armor value of the ship. Hrm. We need one more weapon trait slot. ::grins::

The strikers were just something I wanted to experiment with.  I considered Faceted, but decided that Shields 5 and Armor Plating was sufficient (and less complex).  I had noticed in games where I played fleets with mainly 5+ accuracy against fleets with mainly 4+ accuracy to be frustrating, so I decided to try 4+ and quite liked it.  Plus, there was room enough for all the batteries on 4+.  Perhaps because I had put them in fewer arcs; while it is possible to get a 90-degree arc by overlapping, say, C and H, I don't think you can get a 90-degree arc right out to the side.

I think I might consider the 4+ instead of the 5+. While it may be occasionally more effective than BFG batteries, you have about a .54 chance of that firepower converting to a die of damage against armour. Since the enemy's bearing doesn't matter in Starmada, I think that is a relatively decent approximation. And close too. Given that, I can see that ACC on the Batteries represents the Gunnery Chart from BFG and the IMP represents the attack versus Armor. Whereas the ACC on the Lance represents the fact that it always hits on a 4+ and Ignore Shields just means I ignore the original 'armor value'. Hrm.

Honestly, I think I screwed up the torpedoes, but haven't found a better fix yet.  Basically, the Launch limits are high enough for each ship to launch all of its torps in the first end phase...  and then the torpedoes go wherever they please.  I'm kind of considering turning torpedoes into a G-arc slow-firing piercing no-range-mods weapon (maybe with ammo), but haven't done it yet.

I mostly like the idea of weapon system based torpedos. I'd probably make them range 18 (Which is 90 cm, three turns of distance...), slow firing, double range mods (I'll explain in a moment) and fire-linked. Probably go with 1/4+/1/1. Reasoning for the double range mods instead of no range mods: Within 30 cm, torpedos are a guarantee hit. Once you fire it, your opponent has no chance to maneuver to avoid it. At the second band, they have a chance to maneuver around it, but it's not *that* easy if fired correctly. At the third band, your opponent has had a chance to avoid them, shoot them and intercept them with fighters. We've usually found that once fired, if the torps haven't hit in two turns, they aren't going to, but there's always that off chance. Thus double range modifiers: 2+ at close range, representing that turrets could still shoot them down. 4+ at medium range, representing maneuver and turrets. 6+ at long range. Representing that off chance they can't manuever out of the way. Additionally, they are fire-linked as torps have to be fired in a complete salvo, rather than individually. This allows you to have variable strength torpedos by adding and subtracting arcs and number of weapons.

Also, while I don't have the Rules Annex or Dreadnoughts, I wonder if the flotilla rules will fix escorts...

Type: TYRANT-class IMPERIAL CRUISER (226)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[2VWX] 2:[2VWX] 3:[2VW] 4:[VWX] 5:[VWX] 6:[VWX]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Weapon Batteries 45 cm, 3/6/9, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK]
Battery X: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Special Equipment:
Anti-Fighter Batteries (2); Marines (8); Teleporters

Type: DOMINATOR-class IMPERIAL CRUISER (254)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[3VW] 2:[3V] 3:[3V] 4:[3V] 5:[3V] 6:[3V]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Nova Cannon, 6/12/18, 1/5+/2/3
Minimum Range; Ignores Shields; Area Effect
[G]
Special Equipment:
Anti-Fighter Batteries (2); Marines (8); Teleporters

Type: GOTHIC-class IMPERIAL CRUISER (228)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[VW] 2:[VW] 3:[VW] 4:[VW] 5:[VW] 6:[V]
Battery V: Lances 30 cm, 2/4/6, 1/4+/1/1
Ignores Shields; No Range Mods
[HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK]
Battery W: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Special Equipment:
Anti-Fighter Batteries (2); Marines (8); Teleporters

Type: DICTATOR-class IMPERIAL CRUISER (471)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[2VW] 2:[2VW] 3:[2V] 4:[VW] 5:[VW] 6:[VW]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Special Equipment:
Anti-Fighter Batteries (3); Marines (8); Teleporters; Carrier (200); Launch Tubes

This was my synthesis of your ideas and a few of mine. I finished all the Imperial ships from the Big Blue Book, but only posted these. Thoughts?

Re: BFG/40k Imperial fleet

Alex Knight wrote:

That's why I went with piercing. While it makes them a *little* more effective against Eldar in Starmada instead of less, (since it would make their weaker 'shields' even weaker.) I felt it balanced out.

Yeah, haven't found a really good way to simulate the holo-fields...  I went with Countermeasures and Point-Defense, but those don't quite do justice to the '1 in 6 chance to hit with lances and ordinance.'  Which might be for the better.

Nova Cannons did ignore shields and dealt damage regardless of the armor value of the ship. Hrm. We need one more weapon trait slot. ::grins::

That's something I've been wondering about recently; is the three-trait limit a balance consideration or a sanity consideration, like the old three-battery limit?

I think I might consider the 4+ instead of the 5+. While it may be occasionally more effective than BFG batteries, you have about a .54 chance of that firepower converting to a die of damage against armour. Since the enemy's bearing doesn't matter in Starmada, I think that is a relatively decent approximation. And close too. Given that, I can see that ACC on the Batteries represents the Gunnery Chart from BFG and the IMP represents the attack versus Armor. Whereas the ACC on the Lance represents the fact that it always hits on a 4+ and Ignore Shields just means I ignore the original 'armor value'. Hrm.

That was about my line of thinking, yeah.

I mostly like the idea of weapon system based torpedos. I'd probably make them range 18 (Which is 90 cm, three turns of distance...), slow firing, double range mods (I'll explain in a moment) and fire-linked. Probably go with 1/4+/1/1. Reasoning for the double range mods instead of no range mods: Within 30 cm, torpedos are a guarantee hit. Once you fire it, your opponent has no chance to maneuver to avoid it. At the second band, they have a chance to maneuver around it, but it's not *that* easy if fired correctly. At the third band, your opponent has had a chance to avoid them, shoot them and intercept them with fighters. We've usually found that once fired, if the torps haven't hit in two turns, they aren't going to, but there's always that off chance. Thus double range modifiers: 2+ at close range, representing that turrets could still shoot them down. 4+ at medium range, representing maneuver and turrets. 6+ at long range. Representing that off chance they can't manuever out of the way. Additionally, they are fire-linked as torps have to be fired in a complete salvo, rather than individually. This allows you to have variable strength torpedos by adding and subtracting arcs and number of weapons.

Ooh...  the double-range-mods is an excellent idea.  The only thing I don't agree with is the Fire-Linked; FL doesn't mean you have to fire all of the weapons in the battery, just that all of those you choose to fire use a single attack roll to hit.  About the only way to make it so that you have to fire all of the torps in one salvo would be to have one high-RoF weapon for the entire torpedo battery.

Also, while I don't have the Rules Annex or Dreadnoughts, I wonder if the flotilla rules will fix escorts...

I initially tried the escorts as flotillas, but wasn't able to fit enough firepower or armor on to them for them to match their BFG counterparts.  There just isn't enough space in a .5-hull ship to fit multiple batteries in wide arcs and shields 4.  Or even just shields 4, for that matter, since the Shield Factor on a hull that small precludes anything but shields 1 (IIRC).

Type: TYRANT-class IMPERIAL CRUISER (226)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[2VWX] 2:[2VWX] 3:[2VW] 4:[VWX] 5:[VWX] 6:[VWX]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Weapon Batteries 45 cm, 3/6/9, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK]
Battery X: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Special Equipment:
Anti-Fighter Batteries (2); Marines (8); Teleporters

Type: DOMINATOR-class IMPERIAL CRUISER (254)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[3VW] 2:[3V] 3:[3V] 4:[3V] 5:[3V] 6:[3V]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Nova Cannon, 6/12/18, 1/5+/2/3
Minimum Range; Ignores Shields; Area Effect
[G]
Special Equipment:
Anti-Fighter Batteries (2); Marines (8); Teleporters

Type: GOTHIC-class IMPERIAL CRUISER (228)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[VW] 2:[VW] 3:[VW] 4:[VW] 5:[VW] 6:[V]
Battery V: Lances 30 cm, 2/4/6, 1/4+/1/1
Ignores Shields; No Range Mods
[HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK]
Battery W: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Special Equipment:
Anti-Fighter Batteries (2); Marines (8); Teleporters

Type: DICTATOR-class IMPERIAL CRUISER (471)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[2VW] 2:[2VW] 3:[2V] 4:[VW] 5:[VW] 6:[VW]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Special Equipment:
Anti-Fighter Batteries (3); Marines (8); Teleporters; Carrier (200); Launch Tubes

This was my synthesis of your ideas and a few of mine. I finished all the Imperial ships from the Big Blue Book, but only posted these. Thoughts?

Those are pretty nice...  I converted Turrets to AFBs at a 1:4 ratio, since a turret in BFG can shoot down an entire squadron, while it takes many AFBs in Starmada to have the same effect.  However, freeing up the space from AFBs would allow for wider arcs...  Also, I did the math and Faceted (5,4,4,4,4,4) takes up the same amount of space as Shields 5 and yields the same increase of DRAT, so they're basically interchangeable; while Faceted does a better simulation of Imperial armor (though it doesn't quite do justice to the 90-degree 6+ prow), Shields 5 for the same price provide superior protection and less book-keeping.  Probably a personal preference thing.  I do like your version of the Dominator; I ran out of space for the batteries, so I only ended up with 9 on each side rather than 12.  Also, marines: the folks I play with rarely board, so piling a bunch of defensive marines on to things is usually pretty superfluous in our games.  I might have to try somewhere in the '4-6 marines, 2 teleporters' range, to make them offensively useful.  However, the teleporters are faithful to the source; hit-and-runs were something I kind of glossed over, since they're not something my group usually does.

Re: BFG/40k Imperial fleet

Nomad wrote:

Yeah, haven't found a really good way to simulate the holo-fields...  I went with Countermeasures and Point-Defense, but those don't quite do justice to the '1 in 6 chance to hit with lances and ordinance.'  Which might be for the better.

Yeah, not sure how to handle that. I considered that maybe, as off as it sounds, Armored Hull might fit, but then that would affect weapon battery fire. Leave it to the Eldar to be screwy...

That's something I've been wondering about recently; is the three-trait limit a balance consideration or a sanity consideration, like the old three-battery limit?

That's a very good question. If anyone knows the answer to that? ::looks at the designer:: Another two options, one that also breaks the existing rules and one that doesn't: RoF 3, with a DMG of 2 to keep it rules legal. RoF 6 if we don't mind tweaking the rules. It's not *quite* as randome 1-6, but it works.

Ooh...  the double-range-mods is an excellent idea.  The only thing I don't agree with is the Fire-Linked; FL doesn't mean you have to fire all of the weapons in the battery, just that all of those you choose to fire use a single attack roll to hit.  About the only way to make it so that you have to fire all of the torps in one salvo would be to have one high-RoF weapon for the entire torpedo battery.

Right, I was looking at ease of design. I can make one system a torpedo, and just give multiple instances of it to the same ship. I do agree that 'kinda' breaks the original feel. However, I'm not so sure on high RoF either. High RoF, there's a greater chance of at least one torpedo hitting, where Fire-Linked is an all or nothing. I lean towards the all-or-nothing approach myself a the IMP will dictate what actually hits.

I initially tried the escorts as flotillas, but wasn't able to fit enough firepower or armor on to them for them to match their BFG counterparts.  There just isn't enough space in a .5-hull ship to fit multiple batteries in wide arcs and shields 4.  Or even just shields 4, for that matter, since the Shield Factor on a hull that small precludes anything but shields 1 (IIRC).

Right. The best I could pull off is bringing the Cobra down to a 2 hull. It uses shields rather than Faceted shields since it's smaller and there is no armored prow on the Cobra.

Type: COBRA-class IMPERIAL DESTROYER (34)
Hull: 2 1
Engines: 6 3
Shields: 3 2
Weapons: 1:[VW] 2: [VW] 3:[VW] 4:[W] 5:[W] 6:[W]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[GHIJK]
Battery W: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G]
Special Equipment:
Anti-Fighter Batteries (1); Marines (2); Teleporters (1)

Those are pretty nice...  I converted Turrets to AFBs at a 1:4 ratio, since a turret in BFG can shoot down an entire squadron, while it takes many AFBs in Starmada to have the same effect.  However, freeing up the space from AFBs would allow for wider arcs...

One possible solution to that is to make fighter *squadrons* of one ship. Thus it could be more faithful to the source material. It *might* also solve the size issue with the Mars-class. (It tends to need a higher tech level if hull size is not boosted.)

Also, I did the math and Faceted (5,4,4,4,4,4) takes up the same amount of space as Shields 5 and yields the same increase of DRAT, so they're basically interchangeable; while Faceted does a better simulation of Imperial armor (though it doesn't quite do justice to the 90-degree 6+ prow), Shields 5 for the same price provide superior protection and less book-keeping.  Probably a personal preference thing.

I agree on the personal preference. I'll probably use Shields for ships that don't have the armored prow and Facet those that do.

I do like your version of the Dominator; I ran out of space for the batteries, so I only ended up with 9 on each side rather than 12.  Also, marines: the folks I play with rarely board, so piling a bunch of defensive marines on to things is usually pretty superfluous in our games.  I might have to try somewhere in the '4-6 marines, 2 teleporters' range, to make them offensively useful.  However, the teleporters are faithful to the source; hit-and-runs were something I kind of glossed over, since they're not something my group usually does.

Yeah, I only put the large number of marines in to simulate the source. The issue is that more Teleporters would be needed to make them interesting as the do not have the same function as they do in BFG. Haven't quite found something that does yet.

Re: BFG/40k Imperial fleet

Alex Knight wrote:

Yeah, not sure how to handle that. I considered that maybe, as off as it sounds, Armored Hull might fit, but then that would affect weapon battery fire. Leave it to the Eldar to be screwy...

Yeah...  there really isn't a good way to simulate the holofields.

Another two options, one that also breaks the existing rules and one that doesn't: RoF 3, with a DMG of 2 to keep it rules legal. RoF 6 if we don't mind tweaking the rules. It's not *quite* as randome 1-6, but it works.

It does give the same damage ranges...  I get the feeling that RoF 3, damage 2 would work OK, though RoF 6 might come closer to the 'automatically inflicts one hit' on anything within the radius.

Right, I was looking at ease of design. I can make one system a torpedo, and just give multiple instances of it to the same ship. I do agree that 'kinda' breaks the original feel. However, I'm not so sure on high RoF either. High RoF, there's a greater chance of at least one torpedo hitting, where Fire-Linked is an all or nothing. I lean towards the all-or-nothing approach myself a the IMP will dictate what actually hits.

Upon re-reading the ordinance rules, that seems a legit conversion, since they actually just roll against armor.
That's a pretty nice job on the Cobra, and quite a bit less expensive than mine, since it's not using carrier capacity.

One possible solution to that is to make fighter *squadrons* of one ship. Thus it could be more faithful to the source material. It *might* also solve the size issue with the Mars-class. (It tends to need a higher tech level if hull size is not boosted.)

The same idea hit me a couple days ago while re-reading the ordinance rules.  It would free up a lot of space, allow for carrying extra squadrons beyond the launch limits, or both.  One could also use the Interceptor and Bomber traits to reduce the sizes on the fighters, too, since BFG bombers can't attack fighters and BFG fighters can't attack ships.

I agree on the personal preference. I'll probably use Shields for ships that don't have the armored prow and Facet those that do.

I probably would've done the same, but the Shipyard requires that each fleet use the same shields technology, so I would've needed two separate spreadsheets.  Or I could hack in a 'faceted override' on the Template, maybe...

Yeah, I only put the large number of marines in to simulate the source. The issue is that more Teleporters would be needed to make them interesting as the do not have the same function as they do in BFG. Haven't quite found something that does yet.

Hmmm...  I wonder if it would be balanced to allow the sacrifice of marines to deal non-hull damage.  So you teleport a marine squad to an enemy ship, and if it isn't canceled by an enemy marine squad on the same ship (ie, the ship has no marines), you can sacrifice them to cause a 'no hull damage' damage roll (the sacrifice being so that they don't later count towards hull reduction).  Maybe more than 1 NHD hit, since crits in BFG are pretty damaging.

Re: BFG/40k Imperial fleet

Nomad wrote:

It does give the same damage ranges...  I get the feeling that RoF 3, damage 2 would work OK, though RoF 6 might come closer to the 'automatically inflicts one hit' on anything within the radius.

I think for now, I'll revise my ships with the RoF 3, DMG 2 version of the weapon.

Upon re-reading the ordinance rules, that seems a legit conversion, since they actually just roll against armor.
That's a pretty nice job on the Cobra, and quite a bit less expensive than mine, since it's not using carrier capacity.

I'll have to re-read the rules, but it may end up even cheaper as I'll be dropping the teleporter and *perhaps* the Marines. Or at least dropping the Marines to 1. I *am* considering upping the Tech level to make the ship fit on a Hull 1 sized Hull.

The same idea hit me a couple days ago while re-reading the ordinance rules.  It would free up a lot of space, allow for carrying extra squadrons beyond the launch limits, or both.  One could also use the Interceptor and Bomber traits to reduce the sizes on the fighters, too, since BFG bombers can't attack fighters and BFG fighters can't attack ships.

A thought would be to try and get the two to be the same size (easier said than done...) and allow the ability to arm loadout on launch. It would be a deviation from standard Starmada rules, but hey, as long as all BFG fleets can do it, it is internally balanced, I think. And then just pick them ahead of game for cross-over play.

I probably would've done the same, but the Shipyard requires that each fleet use the same shields technology, so I would've needed two separate spreadsheets.  Or I could hack in a 'faceted override' on the Template, maybe...

Ahhh... I use MyShipBuilder, usually.

Hmmm...  I wonder if it would be balanced to allow the sacrifice of marines to deal non-hull damage.  So you teleport a marine squad to an enemy ship, and if it isn't canceled by an enemy marine squad on the same ship (ie, the ship has no marines), you can sacrifice them to cause a 'no hull damage' damage roll (the sacrifice being so that they don't later count towards hull reduction).  Maybe more than 1 NHD hit, since crits in BFG are pretty damaging.

Crits in BFG are pretty damaging, but in most cases they are also repairable. Damage in Starmada is only repaired if using the Damage Control option.
As an aside, if using more than three weapon systems, possibly a fourth (where necessary) system could be added: Teleport Attack RNG 3/ RoF 1/ Acc 4+/ IMP 1/ DMG 1, No Hull Damage, Carronade, (Continuing Damage or Ignores Shields - I lean towards the latter.)

Cobra Revision Assuming Escorts can Teleport:
COBRA-class IMPERIAL DESTROYER (34)
Hull: 2 1
Engines: 6 3
Shields: 3 2
Weapons: 1:XY 2:XY 3:XY 4:YZ 5:YZ 6:YZ
X: "Weapon Batteries 30 cm"  2/4/6, 1/4+/1/1
[GHIJK]
Y: "Torpedoes"  6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G][G]
Z: "Teleporters"  1/2/-, 1/4+/1/1
Carronade; No Hull Damage; Ignores Shields
[GHIJKL]
Special Equipment:
Anti-Fighter Batteries (1)

Assuming no Teleport, One Hull Point:
COBRA-class IMPERIAL DESTROYER (22)
Hull: 1
Engines: [TL 2] 6
Shields: [TL 2] 3
Weapons: [TL 1] 1:X2Y 2:X2Y 3:X2Y 4:X2Y 5:X2Y 6:X2Y
X: "Weapon Batteries 30 cm"  2/4/6, 1/4+/1/1
[GHIJK]
Y: "Torpedoes"  6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G][G]
Special Equipment: [TL 2]
Anti-Fighter Batteries (1)

---

And since I am revising - Here are the previously posted ships with the "Teleport Attack" weapon rather than the Marines and Teleporter:

Type: TYRANT-class IMPERIAL CRUISER (224)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[2VWX] 2:[2VWX] 3:[2VWY] 4:[VWX] 5:[VWX] 6:[VWX]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Weapon Batteries 45 cm, 3/6/9, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK]
Battery X: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Battery Y: Teleport Attack, 1/2/3, 1/4+/1/1
Carronade; No Hull Damage; Ignores Shields
[GHIJKL]
Special Equipment:
Anti-Fighter Batteries (2)

Type: DOMINATOR-class IMPERIAL CRUISER (258)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[3VW] 2:[3VX] 3:[3V] 4:[3V] 5:[3V] 6:[3V]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK] [IK]
Battery W: Nova Cannon, 6/12/18, 3/5+/1/2
Minimum Range; Area Effect; Ignores Shields
[G]
Battery X: Teleport Attack, 1/2/3, 1/4+/1/1
Carronade; No Hull Damage; Ignores Shields
[GHIJKL]
Special Equipment:
Anti-Fighter Batteries (2)

Type: GOTHIC-class IMPERIAL CRUISER (226)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: [TL0] 1:[VW] 2:[VW] 3:[VW] 4:[VW] 5:[VW] 6:[VX]
Battery V: Lances 30 cm, 2/4/6, 1/4+/1/1
Ignores Shields; No Range Mods
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ]
Battery W: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Battery X: Teleport Attack, 1/2/3, 1/4+/1/1
Carronade; No Hull Damage; Ignores Shields
[GHIJKL]
Special Equipment:
Anti-Fighter Batteries (2)

Type: DICTATOR-class IMPERIAL CRUISER (463)
Hull: 8 7 6 5 4 3 2 1
Engines: 4 4 3 3 2 2 1 1
Faceted: 25 22 19 16 13 10 7 4
Facets: (5,4,4,4,4,4)
Weapons: 1:[2VW] 2:[2VW] 3:[2VX] 4:[VW] 5:[VW] 6:[VW]
Battery V: Weapon Batteries 30 cm, 2/4/6, 1/4+/1/1
[HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ] [HJ]
Battery W: Torpedoes, 6/12/18, 1/4+/1/1
Fire-Linked; Doubled Range Mods; Slow-Firing
[G] [G] [G] [G] [G] [G]
Battery X: Teleport Attack, 1/2/3, 1/4+/1/1
Carronade; No Hull Damage; Ignores Shields
[GHIJKL]                
Special Equipment:
Anti-Fighter Batteries (3); Carrier (200); Launch Tubes

Re: BFG/40k Imperial fleet

I decided to do a quick revision this evening after finding a potential opponent: 
Modified the Nova Cannon to 3/4+/1/2, but had to make it TL1 to make it fit in Mars and Dominator hulls (Apocalypse had no problems). 
I think I'm not going to try to drop the hull sizes on escorts down to 1; it was something I never quite agreed with BFG on to start with.  I did make enough space in the Swords and Firestorms to drop them to hull 3, though, by reducing the number of AFBs to 2/turret from 4/turret to balance the change in fighter flight size to 1 (dropping marines and conventional teleporters also helped).  Also added a lot more fighter flights to all of the carriers.  I have not added Launch Tubes, though; my thought on that is that while BFG ships could only launch every other turn due to Reload Ordinance, Starmada ships can launch every turn, so a roughly 1/2 launch rate is acceptable (not entirely happy with battleships being able to launch the same as heavy/battlecruisers, but oh well). 
Still haven't upgraded to HJ/IK from C and D; most of the ships probably have room for it, but not all, and I'm just introducing the game to my opponent, so adding the expanded arcs may be confusing (I know they're still not instinctive to me, so teaching them would be more difficult).
Have also still kept Imperial Armor Plating and Chaos Fire Control; while they're not as justified as the Eldar Point Defense and Countermeasures, they're kind of fun and help differentiate the Imperials and Chaos.
Went with a slightly different set of traits on the Teleporters; No Hull Damage, Continuous Damage, Ignores Shields, and "Carronade & No Range Mods"; Shipyard has a column just for double-ranged traits, which allows up to five traits to be used on a single weapon, as long as two of them are range-based.  I also went with Double Range Mods, Piercing +1, Slow-Firing on the torpedoes, and have been penciling in Fire-Linked after the fact, since it's only x1 and therefore doesn't change any of the math.

Re: BFG/40k Imperial fleet

Attached is the 3.5th revision of the Imperial fleet, in .7z.zip shipyard form (as copying and pasting is slooow).  I did a 4th revision, but was unsatisfied, so I combined elements of 3 and 4 to get 3.5.  I don't remember all the changes, but this is the version I'm happiest with; I haven't changed anything in it in some time.  Eldar and Chaos to follow.