battlefleet harria

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  • 7/28/2019 Battlefleet Harria

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    ONE PROW ARMAMENT

    UP TO ONE DORSAL WEAPON

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

    TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS

    Battleship/10 10cm 45 2 4 3

    ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTS

    Weapons Battery 60cm 6 Left/front/right 20

    Lance Battery 60cm 6 Left/front/right 20

    Nova Cannon 30-150cm Special Front 30

    Torpedoes 30cm 9 Front 20

    Launch Bay Furies: 30cm

    Starhawks: 20cm

    2 squadrons - 20

    Ramming Prow - - - 20

    Sensor Spines - - - 20

    ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTS

    Weapons Battery 60cm 6 Left/front/right 20

    Lance Battery 60cm 6 Left/front/right 20

    Bombardment

    Cannon

    30cm 8 Left/front/right 20

    ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTS

    Left WeaponsBattery

    60cm 6 Left 20

    Right Weapons

    Battery

    60cm 6 Right 20

    Left Lance Battery 30cm 6 Left 20

    Right Lance Battery 30cm 6 Right 20

    Launch Bay Furies: 30cm

    Starhawks: 20cm

    2 squadrons - 20

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

    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.

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    UP TO TWO PROW ARMAMENTS

    UP TO ONE DORSAL WEAPON

    HAS THE FOLLOWING

    TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS

    Battleship/13 22cm 45 4 6 4

    ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTS

    Torpedoes 30cm 6 Front 0

    Launch Bay Thunderhawk: 20cm 3 squadrons - 0

    Sensor Spines - - - 0

    ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTS

    Weapons Battery 45cm 12 Left/front/right 0

    Bombardment

    Cannon

    30cm 8 Left/front/right 0

    ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTS

    Left Weapons

    Battery

    45cm 12 Left 0

    Right Weapons

    Battery

    45cm 12 Right 0

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

    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.

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    UP TO TWO PROW ARMAMENTS

    HAS THE FOLLOWING

    TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS

    Cruiser/7 27cm 90 2 6 3

    ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTS

    Torpedoes 30cm 4 Front 0

    Launch Bay Thunderhawk: 20cm 2 squadrons - 0

    Bombardment

    Cannon

    30cm 3 Front/left/right 0

    ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTS

    Left Weapons

    Battery

    45cm 5 Left 0

    Right Weapons

    Battery

    45cm 5 Right 0

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

    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.

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    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 theseships 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 Omnissiahs 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 SegmentumTempestus. While the Adeptus Mechanicus have not been forthcoming regarding the veracity

    of this information; records exist of the Omnissiahs 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 AheadFull special orders.

    Repulsor Shielding: Ignore all negative effects of having a blast marker or gasclouds 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 defenceturrets 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 of50% 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 beforeall 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.

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    Advanced Shielding. . . . . . . . . . 20 pts

    Shields are an essential part of any combat worthy ship in the 41stMillenium. 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. Custom-

    class 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 Appendicesfor 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 otherweapons but may not be used in circumstances that would prevent the use of nova cannon.

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    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.