Here are some rules for a captured, refitted pirate cruiser. I 've used them in the campaign we're playing locally. (I've got two raider fleets in the game)
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The Arcadia is a ship cobbled together using stolen and salvaged parts of the prey of Captain Johan Vallo. The crew is a motley mix of Orks, Eldar and humans, all searching for loot and archaeotech. The engine crew is primarily Ork, the deck crew Eldar, the gunners human and the boarding crew chaos-touched psychopaths. This allows a strange variety of weapons. The Impakt Gunz can only be fired once every other turn. (Both one turn, nothing the next, or alternate: one each turn)The dorsal lances operate the same way an Eldar pulsar lance does. The torpedoes fire regular Ork torpedoes, but can be refitted to carry special types (to include Eldar torps), depending on what sort of ships have been looted.
Type/Hits | Speed | Turns | Shields | Armour | Turrets | ||
Cruiser/8 | 25cm | 45º | 2 | 6+ Front/5+ Side/4+ Aft | 2 | ||
Armament: | Range/Speed | Firepower/Strength | Fire Arc | ||||
Port Impakt Gunz | 45cm | D6+2 | Left | ||||
Starboard Impakt Gunz | 45cm | D6+2 | Right | ||||
Dorsal Pulas Lance | 30cm | 2 | Left/Right/Front | ||||
Torpedoes | 30cm | D6+2 | Front |
Options: Can load boarding torpedoes for +5
points Special Rules: Due to its construction, the Arcadia must move 15cm before it can turn. However, the Ork engineers allow a +2 Leadership when trying to All-Ahead Full, even though the quasi-imperial engines can only produce 3D6 extra movement. |
For the conversion, I used the Imperial cruiser body from the set, added two Epic 40 Vindicator guns to the sides (along with the tracks) where the weapons bays are. I then added pieces of superstructure from some micro-navy miniatures. All of the jolly rogers were produced on the computer, and glued on with Superglue. I will have a picture developed soon.