butlerian jihad ships acta updated
DESCRIPTION
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