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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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