Battlefleet Gothic Magazine #06 [extracts].pdf

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NEW THREAT ALERT
Experimental rules for Forge World’s new alien ship,
by ANDY CHAMBERS
DEMIURG ‘STRONGHOLD’ COMMERCE VESSEL . . . .350 pts
Once a supremely rare sight, the gigantic
stately commerce vessels of the Demiurg have
been seen with increasing regularity in the
Ultima Segmentum over recent centuries. Fleet
strategists have postulated a link between the
ships and the expansion of the Tau Empire on
the Eastern Fringe, citing three confirmed
sightings of Tau/Demiurg or Kroot/Demiurg
fleets in the region of the Damocles Gulf.
Others have suggested that the nomadic
movement of the mysterious Demiurg
demonstrates only an opportunistic desire to
capitalise on the disruption caused by the
Tyranid hivefleets.
The type classified as ‘Stronghold’ class is fairly
typical of Demiurg vessels, being very large,
technologically advanced and extremely well
powered. Strongholds appear to act as
factory/processor vessels and bases for a fleet of
intersytem asteroid mining pods, haulage flyers
and prospector probes (it is theorized that
many of these are automated). Typically, lone
strongholds have been encountered in the flare
or mercurial zones of uninhabited star sytems,
hanging motionless and prow-on to the star
with a cloud of small craft busily hustling to
and fro to exploit local resources.
In most cases these ships withdraw their craft
and disenage if challenged but in some
instances have inexplicably turned on their
attackers with surprising ferocity. It is worthy of
note that every known encounter between
Demiurg and Ork vessels has resulted in
combat, and that renegade elements have often
hired Demiurg vessels to fight as mercenaries
in interplanetary and intersystem power
struggles. As warships, Demiurg vessels are
slow but well defended, boasting considerable
firepower at close ranges and the capacity for
launching mining craft reconfigured as attack
craft and torpedoes.
A notable trait of the Stronghold class is its
employment of an array of electromagnetic
fields around its prow to scoop up interstellar
hydrogen. This is accelerated to the rear of the
ship to provide motive power in a ram-jet effect
but the complex shielding it requires evidently
produces numerous other benefits. This
process is little understood by the Adeptus
Mechancius and they would dearly like to
secure an intact Stronghold for investigation
but thus far the opportunity has eluded them.
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TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Battleship/10
15cm
45°
4
5+/6+prow
4
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Port weapons battery
30cm
12
Left
Stb’d weapons battery
30cm
12
Right
Port lance battery
60cm
3
Left
Stb’d lance battery
60cm
3
Right
Prow weapons battery
45cm
14
Front
Prow cutting beam
15cm
Special
Front
Dorsal Torpedo silos
30cm
6
All round
Dorsal Launch bays
Fighters 30cm
3 squadrons
All round
Bombers 20cm
Assault Boats 30cm
Special Orders
Demiurg ‘Stronghold’ class vessels cannot employ Come to New Heading orders.
Special Rules
crippled. Crippled Demiurg ships will attempt
to disengage every turn and run for the nearest
point on the nearest table edge if they fail.
However if the Demiurg ship is part of a fleet
fighting against Orks it will only disengage if
first reduced to 1 or 2 Damage points
remaining.
Celestial phenomena
Demiurg Stronghold class ships are totally
unaffected by solar flares, gas and dust clouds
and radiation bursts.
Deployment and Scenarios
Any fleet, except Orks, Tyranids and Necrons
can use Demiurg Stronghold class vessels. They
are purchased as cruisers but do not contribute
to the number of ships required to gain access
to battleships, grand cruisers, etc. Demiurg
ships can never carry Fleet Commanders, use
Fleet Commander re-rolls or be placed in
squadrons with non-Demiurg vessels. A
Stronghold class vessel is worth 350 Victory
points normally but in a pure Demiurg fleet or
one fighting against Orks it is worth 400 Victory
points instead to reflect its extra
determination.
Leadership
Demiurg Stronghold class ships are heavily
automated and count their Ld value as being
equal to their remaining number of hits, so
starting at 10. Once a Demiurg has been
crippled by suffering 5 hits its Ld value will not
drop any further than 5. Bridge smashed
critical hits will not inflict additional
Leadership loss on a Demiurg ship, but instead
cause an extra point of damage (and possible
attendant Ld loss) on the vessel.
Blast Markers
The curious shielding arrangement of the
Stronghold dissipates the effects of ionised
gases and repels larger obstacles in its path. As
a result, any Blast marker which a Stronghold
moves over is removed immediately – this
includes any in base contact with the
stronghold at the beginning of its turn. Blast
markers have no effect on the movement of the
Demiurg ship. Keep markers ‘hoovered up’ like
this to one side so they can be used to fire a
cutting beam from the prow in the shooting
phase. Note that Blast markers moved over
must be removed, the Demiurg player can’t
choose to remove some markers and leave
others in place.
Cutting beam
The cutting beam is a short ranged but
devastating ionisation beam the Stronghold
usually employs for gouging out recalcitrant
moonlets. Each Blast marker picked up by the
Stronghold in the movement phase gives the
beam the equivalent of one lance shot.
Mercenaries
Unless the fleet is entirely composed of
Demiurg ships, they are considered to be
mercenaries and will not continue to fight if
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MERCHANTMEN
Experimental Rules for Forge World’s new models,
by WARWICK KINRADE
IMPERIAL SUPER HEAVY TROOP TRANSPORTS . . pts/special
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Cruiser/2
15cm
45°
1
5+
1
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Dorsal weapons battery
15cm
2
Right/Left/Front
Every Imperial fleet is supported by hundreds
of secondary vessels, mostly chartered or
commandeered merchant vessels used to
transport supplies between embattled systems.
The most common of these ships are the
Imperial transports, but across the Imperium
there are a vast array of different space faring
vessels, any of which can be pressed into
service at need.
Super heavy transports are used to support
large fleet actions, such as planetary assaults.
Each is capable of carrying tens of thousands of
men and thousands of vehicles. They are also
used by Adeptus Mechanicus Titan Legions for
moving their huge war machines or enough
munitions to supply an entire army. Such a
concentration of vulnerable forces needs
protecting, and most fleet commanders assign
dedicated escort vessels to a squadron of Super
heavy transports, and position them at the
centre of the fleet’s formation for maximum
protection. The loss of one of these vessels
during a planetary assault can have huge
long–term effects on the ground campaign.
As well as their military role Super heavy
transports are also used as bulk ore or grain
carriers, and damaged vessels have been
converted into supply bases, hospital vessels
and forward repair facilities for fleets operating
in isolated or primitive systems.
Notes: Super heavy Transports do not have
the powerful drives fitted to warships. When
using All Ahead Full orders only add
+3D6cm to their speed. They also reduce
their randomly rolled leadership by one, so
they have a leadership between 5 and 8.
Super heavy Transports have ‘special’ for
their point’s value as they are only used as
objectives in missions.
Using Super Heavy Transports
You can use Super heavy transports as straight
replacements for standard transports. You can
use them in Convoy scenarios, in which case a
single Super heavy transport counts as two
standard transports. For every Super heavy
transport taken, the defender may choose up
to 100 points of ships to protect it. For the
purpose of victory conditions each Super heavy
transport that exits the board edge is worth
two standard transports.
In planetary assault scenarios a Super heavy
transport counts as two standard transports, so
the attacker may take one for every 500 points
of his fleet. He may mix standard transports
and Super heavy transports freely.
A Super heavy transport delivers 4 assault
points per turn that it remains within 30cm of
the edge of the planet. Whilst deploying troops
it may not do anything else.
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IMPERIAL SUPER HEAVY FUEL TRANSPORTS . . . .pts/special
Every Imperial Guard army requires vast
amounts of supplies, not least amongst them
fuel. Every tank, armoured carrier, aircraft and
vehicle needs it to operate. Fuel supplies will
often need to be shipped to an army, and a
secure, constant supply is always a high
priority for any ground commander. This
supply is often carried on one huge tanker. A
Super heavy fuel transport can carry enough
fuel to support an entire campaign. As such
defending them is vital.
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Cruiser/2
15cm
45°
1
5+
1
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Dorsal wepaons battery
15cm
2
Right/Left/Front
Notes: Super heavy transports do not have the
powerful drives that are fitted to warships.
When using All Ahead Full orders only add
+3D6cm to their speed. They also reduce
their randomly rolled Leadership by 1, so they
have a leadership between 5 and 8. Super
heavy transports have ‘special’ for their points
value as they are only used as objectives in
missions.
Fuel transports carry highly flammable
cargoes. When hit they are likely to explode
spectacularly. When rolling on the Critical
Hits table add +2 to the dice roll. The
maximum result is still a 12.
When rolling on the Catastrophic Damage
table also add +2 to the dice roll. The
maximum result is still a 12.
ELDAR TRANSPORTS . . . . . . . . . . . . . . . . . . . . . . .pts/special
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Escort/1
10/10/15
Special
Holofields
4+
0
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Prow weapons battery
30cm
1
Front
Just like Imperial forces Eldar fleets need the
support of transports. Unlike Imperial forces
these transport are fast, stealthy and hard to
the catch. Because they are harder to catch and
considering that Eldar cargoes are likely to
contain more valuable items than Imperial
food supplies, the victory conditions of the
Convoy Run scenario are changed when the
Eldar are defending the convoy.
Transport Exiting Result
75% or more
Eldar Convoy win
66%-74%
Eldar Convoy marginal win
50%-65%
Attacker’s marginal win
up to 49%
Attacker’s win
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