battlefleet harria
TRANSCRIPT
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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.