c01 - Reference Sheet.pdf

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TURN SEQUENCE
LEADERSHIP VALUES
1. THE MOVEMENT PHASE
2. THE SHOOTING PHASE
3. THE ORDNANCE PHASE
4. THE END PHASE
D6 ROLL
LEADERSHIP
1
6
2-3
7
4-5
8
6
9
1. THE MOVEMENT PHASE
Ships must move between half their speed and their total speed. They may make one turn (45° or 90° as noted on their data sheet) during their
movement. A ship may go onto special orders by passing a Command check before its movement (see over).
• An escort can make one turn at any point during its movement.
• A cruiser can make one turn, but must move forward at least 10cm before
doing so.
• A battleship can make one turn, but must move forward at least 15cm
before doing so.
Blast Markers – page 25
If a ship moves through one or more Blast markers, its speed is reduced
by 5cm (note that capital ships do not count as having moved 5cm for the
purposes of turning).
2. THE SHOOTING PHASE
Weapons must shoot at the closest target within their fire arc, unless the ship passes a Leadership test to see if it can fire at another target
that is further away. If the target is further away than the weapon’s range then the shot automatically misses.
Weapons Batteries – page 20
Total up the firepower of the firing ship. Cross reference this with the tar-
get type and its orientation on the Gunnery table (see over). Apply any col-
umn shifts for range or intervening Blast markers. The result is the num-
ber of dice rolled to hit. Each dice that scores equal to or over the target’s
Armour value inflicts 1 point of damage.
Shields – page 25
Each time a ship is hit, place a Blast marker in contact with its base to
show its shields are being overloaded. If it has no shields left (ie, the Blast
markers in contact equal its Shields value) then each hit inflicts 1 damage
point but no Blast marker is placed.
Critical Hits – page 24
For every hit that inflicts damage (ie, not stopped by shields) roll a D6. On
a score of 6, roll 2D6 on the Critical Hit table (see over).
Catastrophic Damage – page 26
If a capital ship has 0 damage, roll 2D6 on the Catastrophic Damage table.
Lances – page 20
Roll a D6 per point of Strength of the lance battery. Lances always hit on
a roll of 4+, regardless of the target’s Armour value.
3. THE ORDNANCE PHASE
When a ship launches ordnance, place the appropriate marker/s on its base (in the direction of travel for torpedoes). Ordnance moves in both play-
ers’ ordnance phases. The player whose turn it is moves theirs first. Ordnance may be fired at by ships’ weapons and has an Armour value of 6.
Even lances need a 6 to hit. All ordnance attacks ignore a ship’s shields. Bombers and torpedoes can inflict critical hits just like shooting.
Defence Turrets – page 29
A ship hit by an Ordnance marker may roll a number of D6 equal to its cur-
rent Turrets value. Roll to hit against each torpedo marker or attack craft
wave. Each roll of 4+ scores a hit. Each hit against torpedoes reduces their
Strength by 1. Each hit against attack craft destroys one marker. Turrets
may fire at torpedoes or attack craft in a turn, but not both.
Torpedoes – page 28
Torpedoes travel in a straight line. If they touch a ship’s base, roll to hit for
each Strength point left in the salvo. Torpedoes that miss carry on moving.
Fighters – page 29
A fighter that moves on to an opposing Ordnance counter destroys it and
is removed itself. Fighters cannot attack ships.
Bombers – page 30
Bombers that are in contact with a ship’s base will attack it. Each surviv-
ing bomber marker makes a number of rolls to hit equal to D6 minus the
target’s Turrets value and is then removed.
Assault Boats – page 30
Each surviving assault boat marker makes one hit-and-run attack at the
target and is then removed.
Hit-and-run Attacks – page 35
For each hit-and-run attack made, roll a D6. On a roll of 1, the attack has no
effect. On a roll of 2 or more, look up the score on the Critical Hits table and
apply the damage immediately.
4. THE END PHASE
In the end phase there are a number of actions to resolve, such as repairs, teleport attacks and boarding actions.
Damage Control – page 31
Ships can attempt to repair critical damage in either player’s end phase.
For each point of damage the ship has remaining, roll a D6. If the ship has
Blast markers in contact, halve the number of dice rolled (rounding up). On
each score of a 6, one critical damage result may be repaired. Ships may
not attempt to repair lost damage points, even additional damage caused
by a critical hit.
Blast Markers – page 31
In the end phase of their turn, a player must remove D6 Blast markers.
Blast markers in contact with a ship’s base may not be removed.
Teleport Attacks – page 35
Escorts may not make teleport attacks. Teleport attacks have a range of
10cm and can’t be attempted by a ship on special orders. The target ship
must have no shields at the time of the attack. A ship can’t make a teleport
attack against a target with more current hits than itself and can only make
one teleport attack per turn. For each teleport attack, make one hit and run
attack on the target ship.
Boarding Actions – page 34
For full details of boarding actions refer to page 34 in the Battlefleet Gothic
rulebook.
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SPECIAL ORDERS
To go onto special orders, a ship must first pass a
Command check by rolling equal to or lower than its
Leadership on 2D6. If the check is failed, the fleet can
make no more Command checks for the rest of the turn.
LEADERSHIP MODIFIERS
-1
Blast markers in contact
RELOAD
ORDNANCE
BRACE FOR
IMPACT
+1
Enemy on special orders
ALL AHEAD
FULL
BURN
RETROS
COME TO
NEW HEADING
LOCK ON
Speed: Max +4D6cm
Turns: None
Weapons: Half effect
Speed: Zero to half
Turns: Up to one
Weapons: Half effect
Speed: Half to full
Turns: Up to two
Weapons: Half effect
Speed: Half to full
Turns: None
Weapons: Full effect
+ re-roll lances and
weapon battery misses
Speed: Half to full
Turns: Up to one
Weapons: Full effect,
ordnance reloaded
Special: May not roll
for ordnance again
after rolling a double
Speed: Half to full
Turns: Up to one
Weapons: Half effect,
Special: Use in
enemy turn, 4+ save
against hits. Lasts for
rest of own turn.
Navigational Orders
Combat Orders
Critical Hits Table
2D6 Extra Damage Result
Catastrophic Damage Table
2D6 Extra Blast Markers Result
2-6 1 Drifting Hulk. The wreck of the
ship moves 4D6cm forward in
each of its subsequent movement
phases. Place a Blast marker in
contact with its base after each
move.
7-8 1 Blazing Hulk. The wreck moves
4D6cm forward in each of its
subsequent movement phases.
Place a Blast marker in contact
with its base and roll on this table
again after its move.
9-11 1/2 Starting damage Plasma Drive overload. Remove
the ship from play. Each ship
within 3D6cm is hit by the
explosion with lance shots equal
to half the ship’s starting number
of hits.(Roll to hit as normal).
2 +0 Dorsal armament damaged. Ship’s dorsal
armament may not fire until it is repaired.
3 +0 Starboard armament damaged . May not
fire starboard armament until it is repaired.
4 +0 Port armament damaged. Ship’s port
armament may not fire until it is repaired.
5 +0 Prow armament damaged . Ship’s prow
armament may not fire until it is repaired.
6 +1 Engine room damaged. Ship may not
make any turns until damage is repaired.
7 +0 Fire! If the fire is not put out (repaired) it
causes 1 point of extra damage.
8 +1 Thrusters damaged . Reduce the ship’s
speed by -10cm until damage is repaired.
9 +0 Bridge smashed. Ship’s Leadership
reduced by -3. Damage cannot be repaired.
10 +0 Shields collapse. Ship’s shield strength is
reduced to zero. This may not be repaired.
11 +D3 Hull breach.
12 +D6 Bulkhead collapse .
Notes: If a critical hit is rolled that cannot be applied, apply the next
highest critical instead. If a ship suffers multiple critical hits to the same
location they must all be repaired before the location functions again.
12
Starting damage
Warpdrive implosion. Remove
the ship from play. All ships within
3D6cm of the imploding
wreck is struck by lance shots
equal to the wreck’s starting
damage capacity. (Roll to hit as
normal).
GUNNERY TABLE
CLOSING
GUNNERY MODIFIERS
CAPITAL SHIPS
ESCORTS
< Target within 15cm – shift one
column left
> Target more than 30cm away –
shift one column right
> Target behind intervening Blast
markers – shift one column right
MOVING AWAY
CAPITAL SHIPS
ESCORTS
ABEAM
CAPITAL SHIPS
ESCORTS
SPECIAL *
DEFENCES
ORDNANCE
1
1
1
1
0
0
2
2
1
1
1
0
3
3
2
2
1
1
4
4
3
2
1
1
5
5
4
3
2
1
TARGET ORIENTATION
Closing
F
I
R
E
P
O
W
E
R
6
5
4
3
2
1
7
6
5
4
2
1
8
7
6
4
3
2
9
8
6
5
3
2
10
9
7
5
4
2
11
10
8
6
4
2
12
11
8
6
4
2
13
12
9
7
5
3
Abeam
Abeam
14
13
10
7
5
3
15
14
11
8
5
3
16
14
11
8
6
3
17
15
12
9
6
3
18
16
13
9
6
4
19
17
13
10
7
4
20
18
14
10
7
4
Moving Away
Notes: To save space, both cruisers and battleships are referred to as capital ships on the Gunnery table.
*Defences (for example ground based defences & satellites) and ordnance targets are not affected by orientation.
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