butlerian jihad ships acta updated

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This is the fleet list for the prequel trilogy by Brian Herbert and Kevin J Anderson, featuring Omnius’s fleet list and the human League of Nobles fleet list, or in other words, the B.G. (Before Guild) era. New Weapon: Pulse Scrambler or Scrambler 1. This is essentially an EMP type weapon devised against the Thinking Machines (Omnius’s forces). In game terms, a successful use of this weapon renders robotic Skirmish level and above vessels Crippled, and automatically destroys robotic Patrol level craft. It only affects Omnius’s vessels, Emplacements, and Troops. Omnius ships, Emplacements, and Troops have a chance to avoid the effect. Roll 1D6 dice to determine this. Refer to the following table: 1-3 Unaffected 4-6 Crippled/Patrol Level craft destroyed / Two Emplacements and/or two Troops Destroyed Omnius: Omnius was the supreme artificial intelligence that ruled over the humans and against whom the Butlerian Jihad was initiated. As a result of the humans’ victory in this conflict, advanced technology was rejected and shunned to a huge degree, especially robotics and computers, and human potential was focused on to compensate. Note: Omnius’s ships will frequently use the special order, Give Me Ramming Speed!. They have no Crew score, so they do not have to make a Crew Quality check to do this. Omnius space vessels that attempt to ram will frequently be stuffed with explosives, and as a result the Attack Dice used during the ram will not be equal to half the opposing ship’s Damage Points, but ALL their Damage Points to both ships! Omnius Initiative: +3

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Dune for A Call to Arms!

TRANSCRIPT

This is the fleet list for the prequel trilogy by Brian Herbert and Kevin J

Anderson, featuring Omnius’s fleet list and the human League of Nobles fleet

list, or in other words, the B.G. (Before Guild) era.

New Weapon: Pulse Scrambler or Scrambler

1. This is essentially an EMP type weapon devised against the Thinking

Machines (Omnius’s forces). In game terms, a successful use of this weapon

renders robotic Skirmish level and above vessels Crippled, and automatically

destroys robotic Patrol level craft. It only affects Omnius’s vessels,

Emplacements, and Troops. Omnius ships, Emplacements, and Troops have

a chance to avoid the effect. Roll 1D6 dice to determine this. Refer to the

following table:

1-3 Unaffected

4-6 Crippled/Patrol Level craft destroyed /

Two Emplacements and/or two Troops

Destroyed

Omnius:

Omnius was the supreme artificial intelligence that ruled over the humans

and against whom the Butlerian Jihad was initiated. As a result of the

humans’ victory in this conflict, advanced technology was rejected and

shunned to a huge degree, especially robotics and computers, and human

potential was focused on to compensate.

Note: Omnius’s ships will frequently use the special order, Give Me

Ramming Speed!. They have no Crew score, so they do not have to make a

Crew Quality check to do this. Omnius space vessels that attempt to ram will

frequently be stuffed with explosives, and as a result the Attack Dice used

during the ram will not be equal to half the opposing ship’s Damage Points,

but ALL their Damage Points to both ships!

Omnius Initiative: +3

Omnius Fleet List:

Robotic Cruiser Battle

Speed 9 Damage 30/2 Craft 3 Robotic Fighter Flights, 2 Robotic

Scout Flights

Turn 1/45 Crew -

Hull 9 Troops 9 In Service Unknown

Special Rules Advanced Anti-Fighter 6, Flight Computer, Interceptors 6,

FTL Engine*, Shuttles 3, Atmospheric

Weapon Range Arc AD Special

Guided

Explosive

Projectiles

15 F 7 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

19 F 14 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

15 S 7 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

15 P 7 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

15 A 7 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

19 S 14 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

19 P 14 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

19 A 14 Precise, Super

AP, Accurate,

Quad Damage

*This works more or less the same as the Jump Engine from the 2nd Edition

rulebook, but it cannot be used as a weapon, however.

Robotic Fighter Patrol (Wing of Four

Flights)

Speed 15 Damage - Craft -

Turn SM Crew - Dogfight +4

Hull 5 Troops None In Service Unknown

Special Rules Atmospheric, Dodge 4+, FTL Engine*, Flight Computer,

Fighter

Weapon Range Arc AD Special

Guided

Explosive

Projectiles

4 T 2 Precise, Super

AP, Accurate,

Quad Damage

*This works more or less the same as the Jump Engine from the 2nd Edition

rulebook, but it cannot be used as a weapon, however.

Robotic Scout Patrol (Wing of Four Flights)

Speed 16 Damage - Craft -

Turn SM Crew - Dogfight +1

Hull 5 Troops None In Service Unknown

Special Rules Atmospheric, Dodge 5+, FTL Engine*, Flight Computer,

Fighter, Scout

Weapon Range Arc AD Special

Guided

Explosive

Projectiles

3 T 1 Precise, Super

AP, Accurate,

Quad Damage

*This works more or less the same as the Jump Engine from the 2nd Edition

rulebook, but it cannot be used as a weapon, however.

Update Ship Skirmish

Speed 14 Damage 12/5 Craft -

Turn 2/45 Crew -

Hull 4 Troops - In Service Unknown

Special Rules Advanced Anti-Fighter 3, Flight Computer, Interceptors 3,

FTL Engine*, Atmospheric, Dodge 1+

Weapon Range Arc AD Special

Guided

Explosive

Projectiles

10 F 3 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

10 A 3 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

10 S 3 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

10 P 3 Precise, Super

AP, Accurate,

Quad Damage

*This works more or less the same as the Jump Engine from the 2nd Edition

rulebook, but it cannot be used as a weapon, however.

Omnius Defense Satellite

Damage 12/3 Craft -

Crew -

Hull 4 Troops -

Special Rules Advanced Anti-Fighter 2, Interceptors 2, Immobile

Weapon Range Arc AD Special

Guided

Explosive

Projectiles

16 T 3 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

20 T 6 Precise, Super

AP, Accurate,

Quad Damage

Robotic Battleship War

Speed 8 Damage 50/3 Craft 6 Robotic Fighter Flights, 3 Robotic

Scout Flights

Turn 1/45 Crew -

Hull 10 Troops 11 In Service Unknown

Special Rules Advanced Anti-Fighter 8, Flight Computer, Interceptors 8,

FTL Engine*, Shuttles 5, Atmospheric

Weapon Range Arc AD Special

Guided

Explosive

Projectiles

16 F 9 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

20 F 18 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

16 A 9 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

16 P 9 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

16 S 9 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

20 A 18 Precise, Super

AP, Accurate,

Torpedoes Quad Damage

Ultrasound

Aerial

Torpedoes

20 P 18 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

20 S 18 Precise, Super

AP, Accurate,

Quad Damage

*This works more or less the same as the Jump Engine from the 2nd Edition

rulebook, but it cannot be used as a weapon, however.

Cymek Pyramid Ship Skirmish

Speed 13 Damage 20/5 Craft -

Turn 2/45 Crew -

Hull 6 Troops 1 In Service Unknown

Special Rules Advanced Anti-Fighter 4, Flight Computer, Interceptors 4,

FTL Engine*, Atmospheric, Command +5

Weapon Range Arc AD Special

Guided

Explosive

Projectiles

12 F 5 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

14 F 10 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

12 S 5 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

12 P 5 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

12 A 5 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

14 A 10 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound 14 S 10 Precise, Super

Aerial

Torpedoes

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

14 P 10 Precise, Super

AP, Accurate,

Quad Damage

*This works more or less the same as the Jump Engine from the 2nd Edition

rulebook, but it cannot be used as a weapon, however.

Note: Cymek ships are immune to Pulse Scramblers.

Robotic Warship Raid

Speed 10 Damage 25/2 Craft 1 Robotic Fighter Flight, 1 Robotic

Scout Flight

Turn 2/45 Crew -

Hull 8 Troops 7 In Service Unknown

Special Rules Advanced Anti-Fighter 5, Flight Computer, Interceptors 5,

FTL Engine*, Shuttles 2, Atmospheric

Weapon Range Arc AD Special

Guided

Explosive

Projectiles

14 F 6 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

18 F 12 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

14 A 6 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

14 S 6 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

14 P 6 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

18 S 12 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

18 P 12 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

18 A 12 Precise, Super

AP, Accurate,

Quad Damage

*This works more or less the same as the Jump Engine from the 2nd Edition

rulebook, but it cannot be used as a weapon, however.

Cymek (Starship Form) Patrol

Speed 12 Damage 18/5 Craft -

Turn 2/45 Crew -

Hull 5 Troops - In Service Unknown

Special Rules Advanced Anti-Fighter 1, Flight Computer, Interceptors 1,

FTL Engine*, Atmospheric, Command +4

Weapon Range Arc AD Special

Guided

Explosive

Projectiles

11 F 4 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

13 F 6 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

11 A 4 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

11 S 4 Precise, Super

AP, Accurate,

Quad Damage

Guided

Explosive

Projectiles

11 P 4 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

Torpedoes

13 A 6 Precise, Super

AP, Accurate,

Quad Damage

Ultrasound

Aerial

13 S 6 Precise, Super

AP, Accurate,

Torpedoes Quad Damage

Ultrasound

Aerial

Torpedoes

13 P 6 Precise, Super

AP, Accurate,

Quad Damage

*This works more or less the same as the Jump Engine from the 2nd Edition

rulebook, but it cannot be used as a weapon, however.

Note: Cymek ships are immune to Pulse Scramblers.

League of Nobles:

The League of Nobles was an alliance of free humans that opposed Omnius.

League of Nobles Initiative: +2

League Fleet List:

Kindjal Fighter Patrol (Wing of Four

Flights)

Speed 14 Damage - Craft -

Turn SM Crew - Dogfight 3+

Hull 6 Troops None In Service Unknown

Special Rules Atmospheric, Holtzman Shield 5/3, Dodge 3+, Holtzman

Engine, Scout, Fighter

Weapon Range Arc AD Special

Projectile

Cannons

3 T 3 AP, Double

Damage

Explosive

Projectiles

8 T 5 Triple

Damage,

Super AP

Scrambler

Projectiles

8 T 0 Pulse

Scrambler

League Bomber Patrol (Wing of Four Flights)

Speed 13 Damage - Craft -

Turn SM Crew - Dogfight -

Hull 7 Troops None In Service Unknown

Special Rules Atmospheric, Holtzman Shield 6/4, Dodge 2+, Holtzman

Engine, Fighter

Weapon Range Arc AD Special

Atomic Bombs 9 T 7 Quad Damage,

Super AP

Scrambler

Projectiles

9 T 0 Pulse

Scrambler

League Patrol Craft Patrol

Speed 12 Damage 9/2 Craft -

Turn 2/45 Crew 8/2 Dogfight -

Hull 8 Troops 1 In Service Unknown

Special Rules Atmospheric, Holtzman Shield 8/5, Holtzman Engine, Dodge

1+

Weapon Range Arc AD Special

Lasgun 12 T 5 Mini-Beam,

Triple Damage

Rocket 10 T 4 AP

Scrambler

Projectiles

10 T 0 Pulse

Scrambler

Ballista Battleship War

Speed 7 Damage 150/30 Craft 5 Kindjal Fighter

Flights, 1 Cannonball Shuttle Flight, 1 Cargo Shuttle Flight, 1 League Bomber

Flight, 10 League Patrol Craft, 1 Command Shuttle Flight, 1 League Scout Ship

Flight

Turn 1/45 Crew 75/16

Hull 8 Troops 8 In Service Unknown

Special Rules Anti-Fighter 5, Lumbering, Holtzman Engine, Holtzman

Shield 25/15, Shuttles 4, Atmospheric, Command +2

Weapon Range Arc AD Special

Heavy Lasgun

Array

19 F 8 Beam, Triple

Damage

Torpedo 15 F 6 Super AP,

Triple Damage

Pulse-Atomics 15 F 20 Super AP,

Quad Damage,

Slow-Loading,

Pulse

Scrambler

Heavy Lasgun

Array

19 S 8 Beam, Triple

Damage

Heavy Lasgun

Array

19 A 8 Beam, Triple

Damage

Heavy Lasgun

Array

19 P 8 Beam, Triple

Damage

Torpedo 15 S 6 Super AP,

Triple Damage

Torpedo 15 A 6 Super AP,

Triple

Damage,

Torpedo 15 P 6 Super AP,

Triple Damage

League Cruiser Battle

Speed 8 Damage 29/5 Craft 3 Kindjal Fighter Flights

Turn 1/45 Crew 33/5

Hull 7 Troops 6 In Service Unknown

Special Rules Holtzman Shield 21/12, Anti-Fighter 4, Holtzman Engine,

Shuttles 3, Atmospheric

Weapon Range Arc AD Special

Lasgun Array 18 F 7 Beam, Double

Damage

Rocket 12 F 5 AP

Missile 14 F 6 Super AP

Projectile

Cannon

10 F 4 AP, Double

Damage

Pulse-Atomics 14 F 19 Super AP,

Quad Damage,

Slow-Loading,

Pulse

Scrambler

Lasgun Array 18 P 7 Beam, Double

Damage

Lasgun Array 18 A 7 Beam, Double

Damage

Lasgun Array 18 S 7 Beam, Double

Damage

Rocket 12 S 5 AP

Rocket 12 A 5 AP

Rocket 12 P 5 AP

Projectile

Cannon

10 S 4 AP, Double

Damage

Projectile

Cannon

10 A 4 AP, Double

Damage

Projectile

Cannon

10 P 4 AP, Double

Damage

Javelin Destroyer Raid

Speed 9 Damage 27/5 Craft 2 Kindjal Fighter Flights

Turn 2/45 Crew 31/5

Hull 6 Troops 5 In Service Unknown

Special Rules Holtzman Shield 19/10, Anti-Fighter 3, Holtzman Engine,

Atmospheric, Shuttles 2

Weapon Range Arc AD Special

Lasgun Array 17 F 6 Beam, Double

Damage

Rocket 11 F 4 AP

Missile 13 F 5 Super AP

Projectile

Cannon

9 F 3 AP, Double

Damage

Pulse-Atomics 13 F 18 Super AP,

Quad Damage,

Slow-Loading,

Pulse

Scrambler

Lasgun Array 17 S 6 Beam, Double

Damage

Lasgun Array 17 A 6 Beam, Double

Damage

Lasgun Array 17 P 6 Beam, Double

Damage

Rocket 11 P 4 AP

Rocket 11 S 4 AP

Rocket 11 A 4 AP

Projectile

Cannon

9 S 3 AP, Double

Damage

Projectile

Cannon

9 A 3 AP, Double

Damage

Projectile

Cannon

9 P 3 AP, Double

Damage

Blockade Runner/Escort Ship Skirmish

Speed 11 Damage 19/4 Craft 1 Kindjal Fighter

Flight

Turn 2/45 Crew 25/4

Hull 5 Troops 4 In Service Unknown

Special Rules Atmospheric, Holtzman Shield 12/5, Anti-Fighter 2, Holtzman

Engine

Weapon Range Arc AD Special

Lasgun Array 16 F 5 Beam, Double

Damage

Rocket 10 F 3 AP

Missile 12 F 4 Super AP

Projectile

Cannon

8 F 2 AP, Double

Damage

Pulse-Atomics 12 F 17 Super AP,

Quad Damage,

Slow-Loading,

Pulse

Scrambler

Lasgun Array 16 S 5 Beam, Double

Damage

Lasgun Array 16 A 5 Beam, Double

Damage

Lasgun Array 16 P 5 Beam, Double

Damage

Rocket 10 S 3 AP

Rocket 10 P 3 AP

Rocket 10 A 3 AP

Projectile

Cannon

8 S 2 AP, Double

Damage

Projectile

Cannon

8 A 2 AP, Double

Damage

Projectile

Cannon

8 P 2 AP, Double

Damage

League Orbital Defense Platform Battle

Damage 600/300/150 Craft 8 Kindjal Fighter

Flights

Hull 5 Troops 35

Special Rules Anti-Fighter 8, Holtzman Shield 50/15, Carrier 2, Command

+3, Immobile, Space Station, Targets 5

Weapon Range AD Special

Heavy Lasgun

Array

24 12 Beam, Triple

Damage

Torpedo 18 10 Super AP,

Triple Damage

Pulse-Atomics 18 22 Super AP,

Quad Damage,

Slow-Loading,

Pulse

Scrambler

League Pulse Scrambler Satellite

Damage 12/3 Craft -

Crew -

Hull 4 Troops -

Special Rules Immobile, Holtzman Shield 10/5

Weapon Range Arc AD Special

Pulse

Scrambler

30 T 0 Pulse

Scrambler

Transmitter*

*This generates a field which extends for 30 hexes in each direction. Any Ominus

vessel which enters the field is automatically attacked by the Pulse Scrambler effect.

Cymek ships, of course, are unaffected.

Cannonball Shuttle Patrol (Wing of Two Flights)

Speed 14 Damage - Craft -

Turn SM Crew - Dogfight -

Hull 6 Troops 1 In Service Unknown

Special Rules Atmospheric, Holtzman Shield 5/3, Dodge 3+, Holtzman Engine

Weapon Range Arc AD Special

Projectile

Cannons

2 T 2 AP, Double

Damage

Cargo Shuttle Patrol (Wing of Two Flights)

Speed 13 Damage - Craft -

Turn SM Crew - Dogfight -

Hull 7 Troops None In Service Unknown

Special Rules Atmospheric, Holtzman Shield 6/4, Dodge 2+, Holtzman

Engine

Weapon Range Arc AD Special

Lasgun 5 T 2 Mini-Beam

Rocket 4 T 1 AP

Command Shuttle Patrol (Wing of Two Flights)

Speed 15 Damage - Craft -

Turn SM Crew - Dogfight -

Hull 5 Troops None In Service Unknown

Special Rules Atmospheric, Holtzman Shield 4/2, Dodge 4+, Holtzman

Engine, Command +1

Weapon Range Arc AD Special

Projectile

Cannons

2 T 2 AP, Double

Damage

League Scout Ship Patrol (Wing of Four

Flights)

Speed 15 Damage - Craft -

Turn SM Crew - Dogfight 1+

Hull 5 Troops None In Service Unknown

Special Rules Atmospheric, Holtzman Shield 4/2, Dodge 4+, Holtzman

Engine, Scout, Fighter

Weapon Range Arc AD Special

Projectile

Cannons

2 T 2 AP, Double

Damage