dune ships acta updated
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This is the fleet list for the Imperium, Scattering, and Post-Scattering eras, or in
other words, the A.G. (After Guild) eras.
Note: Space combat rarely occurs in the Imperium era because of the ban on
atomics against humans, the power of the Guild (they have the only safe method of
FTL navigation, thanks to their Guild Navigators), the dangerous Lasgun/Holtzman Shield interaction, and the fact that projectile weapons are not very
effective against Holtzman Shields. This is why there are so few types of warships in
Dune in the A.G. eras.
Note 2: Heighliners are the only way to travel between star systems in the Imperium
period. The reason for this is because of the Guild Navigators, individuals who have
been mutated by the spice gas and granted limited prescient abilities. With these
powers, they can safely navigate foldspace and guide the massive Heighliners and
their passengers to their destinations. This monopoly on safe navigation is how the
Guild maintains its power in the Imperium. Since computers are virtually banned in
this period, including navigation computers, the other factions have no choice but tosubmit to the Guild.
However, at some point during or after the reign of Leto II, the God Emperor, Ixian
No-Ships were created with nav-computers capable of limited prescience, which
were used to flee the Imperium in an event known as the Scattering.
Rules:
Holtzman Engine: This is basically the form of FTL in Dune, the traveling without
moving. In essence, it is a form of teleportation. The vessel must be completely
immobile to use this. Folding space poses no danger to other ships, unlike B5 jump
points; therefore it cannot be used as a weapon. A ship that has exited Foldspace
may attack immediately, if it wishes to do so. Only Heighliners and No-Ships from
the Scattering and Post-Scattering eras have these.
Holtzman Shield: This works like a standard shield from the 2nd
edition rulebook,
with a couple of differences:
1. A vessel with an active Holtzman Shield cannot fire through it. It must drop
the Holtzman Shield to fire. A Shield cannot be dropped and raised in the
same turn.
2. If a Lasgun is used against a Holtzman Shield, sub-atomic fusion will occur,
resulting in a nuclear explosion. In game terms, either or both attacker and
defender will suffer twice the AD of the Lasgun in question! This is always
considered a Critical Hit! Roll 1D6 dice to determine who was damaged.
Refer to the following table:
1 Attacker was damaged
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2-5 Both were damaged
6 Defender was damaged
Types of ships in Dune:
Lighters: Lighters are the smallest type of ship in Dune. Essentially, they are
shuttlecraft.
Frigates: Frigates are the largest vessels that can land and take-off from
planets. They range from transporters of cargo and people (including
soldiers) to diplomatic vessels.
Cruisers: Cruisers are vessels that are simply too massive and enormous to
land and take-off from planets. They range from warships to commercial
transports.
Heighliners: These are simply massive transports that can carry hundreds of
lesser vessels, even vessels of capital ship scale.
No-Ships: No-Ships are spacecraft that possess a type of cloak that hides
them not only from sensors and the naked eye, but precognition as well. Treat this
as Stealth 9+. No-Ships cannot cloak and uncloak in a single turn. They can use
weapons and move while cloaked.
The Imperium:
The Imperium was the feudal human empire created after the final defeat of
Omnius (or so they thought). It was ruled by the Padishah Emperor of House
Corrino from Kaitan, with assistance from his vassals, the Houses of the Landsraad.
The Imperium depended upon an essential triangle, The Emperor, the Spacing
Guild and the Great Houses of the Landsraad. The Imperium continued unchanged
for many centuries until an upstart known as Paul Atreides from the shattered
House of the same name deposed the current Emperor and assumed the throne,
gaining mastery over the Known Universe. After Pauls son Leto II perished, the
Imperium as it had been effectively ended. It became known as the Old Imperium.
Imperium Initiative: +1
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Imperium Fleet List:
Guild Heighliner Armageddon
Speed 1 Damage 540/70 Craft 15 Guild Shuttle flights
Turn 1/45 Crew 700/70
Hull 7 Troops 78** In Service Unknown
Special Rules Lumbering, Huge Hangars 400*, Holtzman Shield 130/50,
Holtzman Engine
* Can carry 400 frigates or half that in cruisers.** Heighliners dont conduct boarding actions; these are only used for
defense against boarding actions.
Lighters:
Guild 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+
House Shuttle Patrol (Wing of Two Flights)
Speed 14 Damage - Craft -
Turn SM Crew - Dogfight -
Hull 6 Troops None In Service Unknown
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Special Rules Atmospheric, Holtzman Shield 5/3, Dodge 3+
House Lighter 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+
Weapon Range Arc AD Special
Lasgun 4 T 2 Mini-Beam
Rocket 2 T 1 AP
Frigates:
House Cargo Transport Skirmish
Speed 10 Damage 20/5 Craft 1 House Shuttle Flight
Turn 2/45 Crew 23/5
Hull 6 Troops 1 In Service Unknown
Special Rules Atmospheric, Holtzman Shield 11/6, Anti-Fighter 2
Weapon Range Arc AD Special
Lasgun Array 16 F 6 Beam, Double
Damage
Rocket 12 F 4 AP
Missile 14 F 5 Super AP,
Slow-Loading
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Projectile
Cannon
11 F 3 AP, Double
Damage
Lasgun Array 16 S 6 Beam, Double
Damage
Lasgun Array 16 P 6 Beam, Double
DamageLasgun Array 16 A 6 Beam, Double
Damage
Rocket 12 S 4 AP
Rocket 12 P 4 AP
Rocket 12 A 4 AP
Projectile
Cannon
11 A 3 AP, Double
Damage
Projectile
Cannon
11 S 3 AP, Double
Damage
Projectile
Cannon
11 P 3 AP, Double
Damage
House Personnel Transport Skirmish
Speed 11 Damage 19/4 Craft 1 House Shuttle Flight
Turn 2/45 Crew 25/4
Hull 5 Troops 4 In Service Unknown
Special Rules Atmospheric, Holtzman Shield 10/5, Anti-Fighter 2
Weapon Range Arc AD Special
Lasgun Array 14 F 5 Beam, Double
Damage
Rocket 11 F 3 AP
Missile 12 F 4 Super AP,
Slow-Loading
ProjectileCannon
10 F 2 AP, DoubleDamage
Lasgun Array 14 S 5 Beam, Double
Damage
Lasgun Array 14 A 5 Beam, Double
Damage
Lasgun Array 14 P 5 Beam, Double
Damage
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Rocket 11 S 3 AP
Rocket 11 A 3 AP
Rocket 11 P 3 AP
Projectile
Cannon
10 A 2 AP, Double
Damage
ProjectileCannon
10 P 2 AP, DoubleDamage
Projectile
Cannon
10 S 2 AP, Double
Damage
Cruisers:
House Monitor Battle
Speed 8 Damage 29/5 Craft 3 House Shuttle Flights or 1 House
Lighter Flight
Turn 1/45 Crew 33/5
Hull 7 Troops 6 In Service Unknown
Special Rules Holtzman Shield 21/12, Separation*, Anti-Fighter 4,
Lumbering
Weapon Range Arc AD Special
Lasgun Array 20 F 8 Beam, Double
Damage
Rocket 14 F 6 AP
Missile 18 F 7 Super AP,
Slow-LoadingProjectile
Cannon
13 F 5 AP, Double
Damage
Lasgun Array 20 S 8 Beam, Double
Damage
Lasgun Array 20 A 8 Beam, Double
Damage
Lasgun Array 20 P 8 Beam, Double
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Damage
Rocket 14 S 6 AP
Rocket 14 A 6 AP
Rocket 14 P 6 AP
Projectile
Cannon
13 S 5 AP, Double
DamageProjectile
Cannon
13 A 5 AP, Double
Damage
Projectile
Cannon
13 P 5 AP, Double
Damage
*A monitor can separate into ten frigates for planetary landing. If it does,
remove the monitor piece from the board and replace it with ten frigate
pieces.
House Galleon Raid
Speed 9 Damage 27/5 Craft 2 House Shuttle Flights or 1 HouseLighter Flight
Turn 2/45 Crew 31/5
Hull 6 Troops 5 In Service Unknown
Special Rules Holtzman Shield 19/10, Anti-Fighter 3
Weapon Range Arc AD Special
Lasgun Array 18 F 7 Beam, DoubleDamage
Rocket 13 F 5 AP
Missile 16 F 6 Super AP,
Slow-Loading
Projectile
Cannon
12 F 4 AP, Double
Damage
Lasgun Array 18 S 7 Beam, Double
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Damage
Lasgun Array 18 A 7 Beam, Double
Damage
Lasgun Array 18 P 7 Beam, Double
Damage
Rocket 13 S 5 APRocket 13 A 5 AP
Rocket 13 P 5 AP
Projectile
Cannon
12 S 4 AP, Double
Damage
Projectile
Cannon
12 P 4 AP, Double
Damage
Projectile
Cannon
12 A 4 AP, Double
Damage
No-Ships:
No-Ship Prototype Patrol
Speed 13 Damage - Craft -
Turn SM Crew - Dogfight -
Hull 7 Troops None In Service Unknown
Special Rules Atmospheric, Holtzman Shield 6/4, Dodge 3+
Weapon Range Arc AD Special
Lasgun 4 T 2 Mini-Beam
Multi-PhaseProjectiles 2 T 1 Precise
Ixian No-Ship (Scattering/Post-Scattering Eras)
War
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Speed 7 Damage 150/30 Craft 5 House Shuttle Flights or 2 House
Lighter Flights
Turn 1/45 Crew 75/16
Hull 8 Troops 7 In Service Unknown
Special Rules Anti-Fighter 5, Lumbering, Holtzman Engine, Atmospheric,
Command +2
Weapon Range Arc AD Special
Heavy LasgunArray 24 F 10 Beam, TripleDamage
Multi-Phase
Projectiles
18 F 8 Precise
Torpedo 20 F 9 Super AP,
Triple Damage
Obliterator 20 F 25 Precise, Super
AP, Quad
Damage,
Slow-Loading
Heavy Lasgun
Array
24 S 10 Beam, Triple
DamageHeavy Lasgun
Array
24 A 10 Beam, Triple
Damage
Heavy Lasgun
Array
24 P 10 Beam, Triple
Damage
Multi-Phase
Projectiles
18 S 8 Precise
Multi-Phase
Projectiles
18 A 8 Precise
Multi-Phase
Projectiles
18 P 8 Precise
Imperium Orbital Defense Platform Battle
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Damage 600/300/150 Craft 8 House Shuttle
Flights or 4 House Lighter Flights
Hull 5 Troops 35
Special Rules Anti-Fighter 8, Holtzman Shield 50/15, Command +1,
Immobile, Space Station, Targets 5
Weapon Range AD Special
Heavy Lasgun
Array
24 12 Beam, Triple
Damage
Torpedo 18 10 Super AP,
Triple
Damage, Slow-
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