Battlefleet Harria

March 26, 2018 | Author: Harry Watkins | Category: Ships, Warfare, Military Equipment, Naval Warfare, Military Technology
Share Embed Donate


Short Description

Some additional ship entries for Imperial Ships in Battlefleet Gothic....

Description

IMPERIAL CUSTOM-CLASS BATTLESHIP . . . . . . . . 150 pts

TYPE/HITS

SPEED

TURNS

SHIELDS

ARMOUR

TURRETS

Battleship/10

10cm

45°

2

4

3

ONE PROW ARMAMENT ARMAMENT

RANGE/SPEED

FIREPOWER

FIRE ARC

POINTS

Weapons Battery Lance Battery Nova Cannon Torpedoes Launch Bay

60cm 60cm 30-150cm 30cm Furies: 30cm Starhawks: 20cm -

6 6 Special 9 2 squadrons

Left/front/right Left/front/right Front Front -

20 20 30 20 20

-

-

20 20

Ramming Prow Sensor Spines

UP TO ONE DORSAL WEAPON ARMAMENT

RANGE/SPEED

FIREPOWER

FIRE ARC

POINTS

Weapons Battery Lance Battery Bombardment Cannon

60cm 60cm 30cm

6 6 8

Left/front/right Left/front/right Left/front/right

20 20 20

UP TO TWO BROADSIDE WEAPONS ON EACH SIDE (MUST BE SYMETRICAL) ARMAMENT

RANGE/SPEED

FIREPOWER

FIRE ARC

POINTS

Left Weapons Battery Right Weapons Battery Left Lance Battery Right Lance Battery Launch Bay

60cm

6

Left

20

60cm

6

Right

20

30cm 30cm Furies: 30cm Starhawks: 20cm

6 6 2 squadrons

Left Right -

20 20 20

Notes: Ramming Prow: A ship with a ramming prow rolls an additional dice when attempting to damage the enemy ship. You also roll one less dice when calculating damage from the ram against your own ship. Sensor Spines: All ships in your fleet gain +1 leadership. This effect terminates on a 2+ if the ship successfully rams another ship. Enhanced Shields: Broadside weapons may be replaced with additional shield generators for +5 points each. Each of these grants an additional shield to the ship. Additional Upgrades: This ship has access to any additional upgrades from the Advanced Armoury.

GREY KNIGHT BATTLEBARGE. . . . . . . . . . . . 500 pts

TYPE/HITS

SPEED

TURNS

SHIELDS

ARMOUR

TURRETS

Battleship/13

22cm

45°

4

6

4

UP TO TWO PROW ARMAMENTS ARMAMENT

RANGE/SPEED

FIREPOWER

FIRE ARC

POINTS

Torpedoes Launch Bay Sensor Spines

30cm Thunderhawk: 20cm -

6 3 squadrons -

Front -

0 0 0

UP TO ONE DORSAL WEAPON ARMAMENT

RANGE/SPEED

FIREPOWER

FIRE ARC

POINTS

Weapons Battery Bombardment Cannon

45cm 30cm

12 8

Left/front/right Left/front/right

0 0

HAS THE FOLLOWING ARMAMENT

RANGE/SPEED

FIREPOWER

FIRE ARC

POINTS

Left Weapons Battery Right Weapons Battery

45cm

12

Left

0

45cm

12

Right

0

Notes: Sensor Spines: All ships in your fleet gain +1 leadership (not cumulative). This effect terminates on a 2+ if the ship successfully rams another ship. Grey Knights Ship: This ship has the following bonuses: Space Marine bonuses; may move a minimum of 10cm; any Daemon, Possessed or Eldar ships that are in base contact with this ship immediately suffer D3 fire damage results and this ship adds +1 to any hit-and-run attacks.

GREY KNIGHT STRIKE CRUISER. . . . . . . . . . . . 200 pts

TYPE/HITS

SPEED

TURNS

SHIELDS

ARMOUR

TURRETS

Cruiser/7

27cm

90°

2

6

3

UP TO TWO PROW ARMAMENTS ARMAMENT

RANGE/SPEED

FIREPOWER

FIRE ARC

POINTS

Torpedoes Launch Bay Bombardment Cannon

30cm Thunderhawk: 20cm 30cm

4 2 squadrons 3

Front Front/left/right

0 0 0

HAS THE FOLLOWING ARMAMENT

RANGE/SPEED

FIREPOWER

FIRE ARC

POINTS

Left Weapons Battery Right Weapons Battery

45cm

5

Left

0

45cm

5

Right

0

Notes: Grey Knights Ship: This ship has the following bonuses: Space Marine bonuses; may move a minimum of 10cm; any Daemon, Possessed or Eldar ships that are in base contact with this ship immediately suffer D3 fire damage results and this ship adds +1 to any hit-and-run attacks.

ADVANCED ARMOURY Adeptus Mechanicus Ship. . . . . . . . . . 50 pts Over many millennia, a large number of starships of various sizes, fitting no specific classification, have been seen bearingthe insignia of the Adeptus Mechanicus. Many of these ships are incredibly ancient vessels, possibly recovered space hulks, re-commissioned so as to examine their characteristics under normal operation. A notable few of these are the unimaginably vast, almost mythical Ark Mechanicus vessels, said to endlessly ply the stellar maine in the Quest for Knowledge. Led by a Venerated Archmagos Explorator, they will follow up any lead that may result in discovering a working Standard Template Construct, the revered holy grail of the Cult Mechanicus. These vessels are rarely encountered by others as they perform their missions in the service of those who give life to these behemoths of the stars. One such vessel is the Omnissiah’s Victory, said to predate even the Great Crusade. While this cannot be proven, it is known to have taken part in the Noloptis Crusade as far back as M33. Some have suggested that aspects of its design were lent to both the Retribution battleship as well as the Victory battleship most commonly encountered in Segmentum Tempestus. While the Adeptus Mechanicus have not been forthcoming regarding the veracity of this information; records exist of the Omnissiah’s Victory spending a considerable amount of time in the vicinity of Bakka and its surrounding forge worlds. All Adeptus Mechanicus ships add 1 to their turret values, also they may each take one of the following Mechanicus Gifts:  Emergency Energy Reserves: When crippled, the ship only reduces turrets, shielding and weapons by 25% rather than 50%. The vessel still counts as crippled in every other respect.  Advanced Engines: The ship gains +5cm speed, as well as +1D6 when on All Ahead Full special orders.  Repulsor Shielding: Ignore all negative effects of having a blast marker or gas clouds in contact with the ship's base as it applies to leadership, movement and repairing critical damage. This effect goes away if the ship suffers “Shields Collapsed” critical damage.  Fleet Defence Turrets: Up to two turrets on the ship are exchanged for fleet defence turrets capable of protecting itself or any one other vessel within 15cm each ordnance phase, adding +2 to the turret strength of the ship it is defending (this does not alter bomber attack rolls when used to defend another vessel). These otherwise work exactly as normal turrets do in all other respects.  Gyro-stabilized Targeting Matrix: Ship weapons are reduced to 75% instead of 50% when on All Ahead Full, Come To New Heading or Burn Retros special orders. Nova Cannon still cannot fire.  Augmented Weapon Relays: Weapon batteries shift left on the gunnery table before all other modifiers are applied. Lance hits count as double on rolls of a 6. Additional Turrets. . . . . . . . . . . . . 20 pts Turret systems are vital when it comes to repelling enemy bombers and ordnance. When purchased, the ship adds one to its turret value. Capitol ships may take up to three. Non-capitol ships may only take one.

Advanced Shielding. . . . . . . . . . 20 pts Shields are an essential part of any combat worthy ship in the 41st Millenium. Without shields to deflect attacks into the warp, ships would be stripped apart by attacks incredibly quickly. Any ship eligible to purchase this upgrade increases their shield value by 1. Customclass ships my purchase this upgrade up to three times. Any other capitol ship may purchase it only once. Enhanced Thrusters. . . . . . . . . . . . 20 pts Thrusters are the mainstay of mobility in Imperial warships. Every time this upgrade is purchased, the speed of the ship is increased by 2cm. May be purchased up to five times by Custom-Class Battleships or once by any other capitol ship. Experimental Ship. . . . . . . . . . . . . . . . . . 20 pts There are many unusual weapons in the galaxy and many more wishing to improve what they have. An experimental ship may select one of the following improvements: 1 All weapons (except ordnance) increase maximum range by +15cm. 2 The ship gains +1 Shield. 3 All turrets re-roll misses when defending against ordnance. 4 The ship can turn an additional +45 degrees. 5 All friendly vessels within 15cm gain an additional +1leadership when the enemy is on special orders (max 10). 6 Dorsal or prow lances ignore shields on a roll of 6. Reinforced Armour Plating. . . . . . . . . . 20 pts Even with shields ships cannot hope to withstand attack without suitable physical defences. Purchasing this upgrade increases a ships armour value by 1. Though this may be purchased multiple times but may not take the value above 6. Specialist Torpedoes. . . . . . . . . . . . . . . . . 20 pts per type See the Battlefleet Gothic Appendices for rules and details. Short burn torpedoes, barrage bombs, seeking torpedoes and guided torpedoes may be taken in addition to your ordinary torpedoes. Delcare which type you wish to load before rolling to reload ordnance. If it runs out, you may still use the other type(s) that remain. Only one melta torpedo and/or one vortex torpedo may be fired by each ship with these upgrades per battle but will still suffer the effects of having them on board, even after firing it. Sturdy Chassis. . . . . . . . . . . . . . . . . . . . . 20 pts Countless variations of ships have created all kinds of constructs of varying strength. Ships with this upgrade increase their Hits by one up to 14. This upgrade may be purchased multiple times. Tractor Beam. . . . . . . . . . . . . . . . . . . 50 pts Ancient technology is all but lost to the galaxy. The few specimens that remain are revered above the original value but as they can no longer be made or replicated, this is understandable. A ship equipped with a tractor beam may fire their tractor beam in addition to any other weapons but may not be used in circumstances that would prevent the use of nova cannon.

Once a ship within 15cm has been selected, roll a D6. On a 4+ you may immediately move it 2D6 cm in any direction. If the 2D6 roll is sufficient to move the ship into base contact with your ship, you may place them together and commence a boarding action. The facing of the ship may not be changed and it may not be moved through solid objects. Resolve a ram or collision instead.

View more...

Comments

Copyright ©2017 KUPDF Inc.
SUPPORT KUPDF