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Ship Stats

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The document discusses ship rules and stats for the Imperial faction in Nova fleet battles, including special abilities and upgrades for different ship classes.

Nova Cannons can target ships between 30-150cm and place a template. Ships touching the center take D6 hits and those touching the template take 1 hit. If no ships are hit a blast marker is placed.

Some ships like the Apocalypse and Emperor have special abilities like increased range or leadership bonuses. Transports have reduced speed and leadership.

Imperial

Faction Rules All Nova cannons in a fleet are fired before any other weapons. The firing player chooses a target ship and guesses the range to it, between 30 and 150cm. The nova cannon template is then placed so its outer edge is at the range guessed. Any ship touching the center hole takes D6 hits, and any ship touching the template takes 1 hit (ignoring armor and shields). If no ships are hit, place a blast marker under the center of the template. Nova Cannons may not be fired after using All Ahead Full , Burn Retros , or Come To New Heading . Ship Rules Battleships may not use Come to New Heading . Apocalypse: If given the Lock On order, it may increase the range of its Lances to 60 for that turn only, but suffer an immediate Thrusters critical hit after firing. Emperor: Adds +1 to its Leadership. May carry Shark Assault boats for +5 pts. Oberon: Adds +1 to its Leadership. May carry Shark Assault boats for +5 pts. Mars: Its batteries may have an automatic left column shift on the gunery table each firing phase for +15 pts. Overlord: May upgrade its turret array from 2 to 3 for +10 pts. Dominator: May downgrade its batteries to Range 45, Power 6 for -5 pts. Tyrant: May upgrade both its 30cm range batteries to 45cm range for +10 pts, total. May replace its prow torpedoes with a nova cannon for +10 pts. Lunar: May replace prow torpedoes with a nova cannon for +20 pts. Endeavor, Endurance, and Defiant: Add +1 to die roll when defending against boarding actions. Dauntless: Add +D6cm when using All Ahead Full . May replace prow lances with Power 6 Torpedo salvo at no cost. Cobra: May replace batteries for an additional +1 Leadership. Transport: All Ahead Full only adds +3d6 to speed. Subtracts -1 to Leadership. May only be used in scenarios. Stats Cost 365 365 345 335 270 245 235 230 230 220 220 190 185 180 180 130 120 120 110 40 35 35 30 Spec Weapons Hits Speed Turns Shields Armour Turrets Prow 12 15 45 4 6+ Front/5+ 4 Nova Cannon 12 20 45 4 6+ Front/5+ 4 Torpedoes 12 15 45 4 5+ 5 Battery 12 15 45 4 5+ 5 Battery 8 20 45 2 6+ Front/5+ 2 Nova Cannon 8 20 45 2 6+ Front/5+ 2 Torpedoes 8 20 45 2 6+ Front/5+ 2 Torpedoes 10 20 45 3 5+ 3 10 20 45 3 5+ 3 10 20 45 3 5+ 3 8 20 45 2 6+ Front/5+ 3 Torpedoes 8 20 45 2 6+ Front/5+ 2 Nova Cannon 8 20 45 2 6+ Front/5+ 2 Torpedoes 8 20 45 2 6+ Front/5+ 2 Torpedoes 8 20 45 2 6+ Front/5+ 2 Torpedoes 6 20 90 1 5+ 2 Lance (Dorsal Arc) 6 20 90 1 5+ 2 Battery (Dorsal Arc), Torpedoes 6 20 90 1 5+ 2 Battery (Dorsal Arc), Torpedoes 6 25 90 1 5+ 1 Lance 1 25 90 1 5+ 2 Lance 1 25 90 1 5+ 2 1 25 90 1 5+ 1 Torpedoes 1 30 90 1 4+ 1 Torpedoes 1 15 45 1 5+ 1

Class Apocalypse Retribution Emperor Oberon Mars Armageddon Overlord Exorcist Vengance Avenger Dictator Dominator Tyrant Lunar Gothic Defiant Endeavour Endurance Dauntless Firestorm Sword Falchion Cobra Transport

Type Battleship Battleship Battleship Battleship Battlecruiser Battlecruiser Battlecruiser Grand Cruiser Grand Cruiser Grand Cruiser Cruiser Cruiser Cruiser Cruiser Cruiser Light Cruiser Light Cruiser Light Cruiser Light Cruiser Escort Escort Escort Escort Escort

Range/Power 30-150/1 30/9 60/5 45/5 30-150/1 30/6 30/6

30/6 30-150/1 30/6 30/6 30/6 30/2 30/2, 30/2 30/2, 30/2 30/3 30/1 30/1 30/2

Port/Starboard Lance Battery Battery, Launch Bays Battery, Lance, Launch Bays Battery, Launch Bays Battery, Lance Battery Battery, Launch Bays Battery, Lance Battery Battery, Launch Bays Battery Battery x2 Battery, Lance Lance Launch Bays Battery Lance Battery

Range/Power 30/6 60/12 60/6, F&AB:30 B:20/4 60/6, 60/2, F:30 B:20/2 45/6, F:30 B:20/2 45/6, 45/2 60/8 45/8, F:30 B:20/2 60/10, 45/2 30/16 30/6, F:30, B20/2 30/12 45/4, 30/6 30/6, 30/2 30/4 F:30/1 30/6 30/2 30/4

Dorsal Battery Lance Battery Battery Lance Lance Lance

Range/Power 60/6 60/3 60/5 45/5 60/2 60/2 60/2

Battery Battery Battery Battery Battery

30/2 30/4 30/3 30/1 15/2

Fleet List You may include 1 Admiral in your fleet assigned to a ship, and must do so if your fleet is worth over 750pts. An Admiral gets 1 Re-roll, and you may purchase extras for the point cost shown. Battleships: 1 per 3 Cruisers or Battlecruisers 0-1 Fleet Command Battlecruisers: 1 per 2 Cruisers (any type) 50 Fleet Admiral (Ld 8) Cruisers: 0-12 100 Admiral (Ld 9) Escorts: Any number 150 Solar Admiral (Ld 10) Ordinance: Launch Bays carry Fury Fighters and Starhawk Bombers, and ships with torpedoes fire ordinary torpedoes. 25 One extra Re-roll 75 Two extra Re-rolls 150 Three extra Re-rolls

Space Marine
Faction Rules Space Marine ships use the following table when rolling for leadership: D6 Roll Leadership 1 or 2 8 3 or 4 9 5 or 6 10 Space Marine ships add +2 to the D6 roll when fighting in a boarding action and +1 when making Hit and Run attacks. Enemy Hit and Run attacks against a Space Marine ship subtract -1 from their die rolls. In Planetary Assault scenarios, Space Marine Striker ships (Strike Cruisers) and Battle Barges earn 2 Assault points for every turn spent landing troops or bombarding the planet. Additionally, once a Battle Barge is in position to exterminate the planet, the player needs to roll a 3+ to do so instead of a 4+. Bombardment Cannons function the same way as weapons batteries, except they always hit on a 4+ (even against ordinance) and inflict critical hits on a 4+ instead of a 6. Space Marines use Thunderhawk Gunships as attack craft, and they combine the abilities of assault boats and fighters with a speed of 20cm. Whenever a Thunderhawk Gunship counter removes enemy ordinance or is intercepted by enemy fighters, roll 1D6. On a 4+, the Thunderhawk counter remains in play. Each counter may only use this ability once per ordinance phase. When a Thunderhawk Gunship counter moves into contact with an enemy ship's base, it is treated like an assault boat (with the +1 Space Marine bonus for Hit and Run attacks), and is removed from play afterwards. Space Marine ships may fire boarding torpedoes instead of ordinary torpedoes. Space Marine fleets may include Imperial Escorts for an additional +5 points each. Ship Rules Battleships may not use Come to New Heading . Stats Weapons Cost Class Type Hits Speed Turns Shields Armour Turrets Prow Range/Power Port/Starboard Range/Power Dorsal Range/Power 425 Battlebarge Battleship 12 20 45 3 6+ 3 Torpedoes, Launch Bay 30/6, TDH:20/3 Battery 45/12 Bombardment 30/8 145 Striker Cruiser 6 25 90 1 6+ 2 Launch Bay, Bombardment (Dorsal Arc) TDH:20/2, 30/3 Batteries 30/4 50 Nova Escort 1 35 90 1 5+ 1 Batteries, Lance 30/2, 30/1 45 Gladius Escort 1 30 90 1 5+ 2 Batteries 30/4 40 Hunter Escort 1 35 90 1 5+ 1 Torpedoes 30/2 Batteries 30/1 Fleet List You may include up to one Fleet Master in your fleet, and must do so if your fleet is worth over 750 pts. That ship may also be given a Terminator boarding party for +50 pts. Once per game, they may be used in a Teleport attack. This may be made in addition to a normal teleport attack this turn, and the Terminators roll 2 dice for Hit and Run attacks and apply both results (including the normal +1 bonus for being Space Marines). Battleships: 0-3 Commander Cruisers: 0-10 50 Fleet Master (Ld 10) Escorts: Any Number _+25 One Re-roll Ordinance: Launch bays carry Thunderhawk Gunships and ships with torpedoes may fire normal and/or boarding torpedoes. _+50 Two Re-rolls _+75 Three Re-rolls

Chaos
Faction Rules Chaos Ships add +1 to their die roll on boarding actions. Part of the Planet Killer's Prow Armament is the Armageddon Gun and may not be fired if the ship has been crippled or on Burn Retros , All Ahead Full, or Brace for Impact. It may only be fired directly ahead of the ship in a straight line. To fire, place the Nova Cannon Template in contact with the ship's base and move it directly ahead 90cm. Any ship touched by the template's hole in the center suffers D6 automatic hits, and any ship touched by any other part of the template suffers 1 hit, ignoring armor in both cases. Hits take down shield as normal. Once fired, controlling player must use the Reload Ordinace order before it can fire again. On a double 6 roll, the Planet Killer suffers a critical hit and the Armageddon gun may not be fired for the rest of the game. On any other double, the Armageddon gun may be fired once more during the game. Because the Planet Killer also has torpedoes, you may need to use Reload Ordinance for both weapon systems. In such case, only make one Command check but apply the result to both weapons. Any Chaos Capital ship may be designated as having a Chaos Space Marine crew for +35 points. Such a vessel has +1 Leadership, add +2 to its roll when making boarding actions, +1 to its roll when making Hit and Run attacks, and during a Planetary Assault mission scores 2 Assault Points for every turn spent landing troops. Enemy Hit and Run attacks against such a ship subtract -1 from their die roll. Any ship with a Chaos Space Marine crew may be equipped with Thunderhawk Gunships, but may not launch any other form of attack craft. For an additional +10 pts, Battleships and/or Grand Cruisers with Chaos Space Marine crews may make Terminator Teleport Attacks. When making Hit and Run Teleport attacks, roll two dice and choose which value to use. Additionally, any ship with a Chaos Space Marine crew may have one Mark of Chaos with the following effects. All Chaos Space Marine ships in a fleet that have a mark must have the same one. Name Cost Effect Mark of Nurgle _+35 This ship has 1 extra Hit and may not be boarded. Mark of Slaanesh _+25 Enemy ships within 15cm suffer -2 Leadership Value. Mark of Tzeentch _+25 This ship has one extra re-roll. Mark of Khorne _+20 This ship doubles its value in boarding actions. Any Chaos capital ship may be designated as a Daemonship for the following additional points: (Battleship: +50, Grand Cruiser: +30, Heavy Cruiser: +25, Cruiser: +20). A Daemonship may not be commanded by a Warmaster or Chaos Lord, even if it is the largest ship in the fleet. A Daemonship may not have a Chaos Space Marine crew, but it may have a Mark of Chaos (as shown above) with the same rules as a Chaos Space Marine ship. Daemonships do not score any points for landing troops during planetary assault. Daemonships may be kept off table at the start of a game while the rest of the fleet is deployes as normal. In the End Phase of any Chaos turn, the controlling player selects a friendly or enemy Capital ship and positions the Daemonship within 20cm of the chosen vessel facing any direction. Then, roll 4D6 and a Scatter dice and move the Daemonship that many centimeters in the rolled direction. If a "Hit" is rolled on the Scatter dice, the the Daemonship arrives on target. The arriving Daemonship is unaffected by celestial phenomena and does not trigger attack by ordinance markers it lands on. If it would appear in contact with an enemy vessel, reposition it by up to 1cm so that it is out of contact. While in this form, this ship may not move or do anything to affect enemy ships, may not be harmed, and cannot trigger mines or be affected by anything on the table. Durning this time, any vessel within 15cm of the Daemonship attempting a special order is at -1 Leadership (if the Daemon ship has a Mark of Slaanesh the penalties are cumulative). At the end of any subsequent Chaos End phase, the ship's controller may (but is not required to) roll a D6: on a roll of 2+, the ship becomes solid and from then on fights like a normal ship. A Daemonship may disengage at the end of any Chaos Movement phase without having to make a dice roll. It is simply removed from the table and may re-enter play on any following Chaos turn as written above. If it was damaged when it disengaged it may be repaired when it returns by rolling 1D6: 1-3: No Change, 4-5: +1 hull point, 6: +2 hull points. Add +1 to the roll if it is a battleship and an additional +1 for each full turn the Daemonship spent off the table after disengaging. At the end of the game a Daemonship which disengaged (even just once) will count as having disengaged for Victory Point purposes, unless of course it is destroyed or crippled. Ship Rules Battleships may not use Come to New Heading special orders. Despoiler: May replace its prow lances with Strength 8, Speed 30 torpedoes for +10 pts. Retaliator: Moves +5D6cm on All Ahead Full orders. Repulsive: May improve range of Dorsal lances to 45cm for +10 pts. Murder: May reduce battery power to 4 and add Power 2, Range 45cm lances to Port/Starboard. Slaughter: Moves +5D6cm on All Ahead Full orders. Idolator: Does not suffer a column shift for firing over 30cm. Stats Cost 505 400 300 290 275 230 210 200 190 190 180 170 165 45 40 Weapons Hits Speed Turns Shields Armour Turrets Prow 14 20 45 4 5+ 5 Battery, Torpedoes (Dorsal Arc) 12 20 45 4 5+ 4 Lance 12 25 45 4 5+ 4 Torpedoes 8 25 45 2 5+ 3 Battery (Dorsal Arc) 10 20 45 3 5+ 3 10 20 45 2 5+ 3 Torpedoes 10 20 45 3 5+ 3 8 25 45 2 5+ 2 Lance 8 25 45 2 5+ 3 Battery (Dorsal Arc) 8 25 45 2 5+ 3 Battery (Dorsal Arc) 8 25 45 2 5+ 2 Battery 8 25 45 2 5+ 2 Lance 8 30 45 2 5+ 2 Battery (Dorsal Arc) 1 30 90 1 5+ 2 Lance 1 30 90 1 5+ 1 Torpedoes

Class Planet Killer Despoiler Desolator Styx Retaliator Repulsive Executer Hades Acheron Devastation Carnage Murder Slaughter Idolator Infidel

Type Battleship Battleship Battleship Heavy Cruiser Grand Cruiser Grand Cruiser Grand Cruiser Heavy Cruiser Heavy Cruiser Cruiser Cruiser Cruiser Cruiser Escort Escort

Range/Power 60/12, 30/9 30/4 30/9 60/6 30/6 60/2 45/6 30/6 60/6 60/2 30/6 30/1 30/2

Port/Starboard Battery Battery, Launch Bay Lance Launch Bay Battery, Lance, Launch Bay Battery Lance x2 Battery Lance Lance, Launch Bay Battery x2 Battery Battery, Lance

Range/Power 60/6 60/6, F&A:30, B:20/4 60/4 F A B/3 30/6, 45/2, F A B/2 45/14 30/4, 45/2 45/10 60/2 60/2, F A B/2 45/6, 60/4 45/10 30/8, 30/2

Dorsal Lance Lance Battery Lance Lance Lance Lance

Range/Power 60/6 60/3 60/6 60/2 30/3 60/2 45/2

Battery 45/2 Battery 30/2

30 Iconoclast

Escort

30

90

4+

Battery 30/3

Fleet List You may include 1 Chaos Warmaster in your fleet for the cost shown. They begin with 1 Re-roll and may have one more for +25pts. A ship with a Warmaster may also be given a Chaos Mark, even if it does not have a Chaos Space Marine crew. You may have Abaddon the Despoiler as your Warmaster in fleets worth over 1000 pts. His leadership is always 10 and provides the fleet 1 Re-roll per turn. A ship captained by Abaddon doubles its value for boarding actions and gains a +1 Boarding modifier. Hit & Run raids against this ship subract 1 from their die roll, and Hit & Run teleport attacks made by this ship add 1 to their die roll. If another ship or squadron in the fleet uses Abaddon's Re-roll for a leadership check and fails the second time, Abaddon will direct at least half the firepower and lance strength of the ship he is commanding against that ship during the Chaos shooting phase as though the failing ship were an enemy vessel. That ship gains a +1 Leadership value for the rest of the game; this bonus is only given once. If the failing ship is not within legal range and/or fire arc of Abaddon's ship, that ship receives no bonus and may not use Abaddon's re-rolls for the rest of the game. If the failed ship is Abaddon's ship, that ship takes 1 Damage point and gains no bonus. Any ship, apart from that of the Warmaster, may be captained by a Chaos Lord for the cost shown. That ship or its squadron may have 1 Re-roll for +25pts and may be given a Chaos Mark. Commanders: Planet Killer: 0-1 Planet Killer 195 Abaddon (Ld 10) Battleships: 1 per 3 Cruisers or Heavy Cruisers 100 Chaos Warmaster (Ld +2) Grand Cruisers: 1 per 3 Cruisers or Heavy Cruisers 25 Chaos Lord (Ld +2) Heavy Cruisers: 1 per 2 Cruisers Cruisers: 0-12 Escorts: Any Number Ordinance: Launch Bays carry Swiftdeath Fighters, Doomfire Bombers, and Dreadclaw Assault Boats, and ships with torpedoes may fire ordinary and boarding torpedoes.

Ork
Faction Rules All Ork ships subtract -1 from their Leadership values. When using All Ahead Full , Ork ships only move an extra 2D6cm instead of 4d6cm. Orks get +1 to die rolls on boarding actions. Ork Gunz and Torpedoes use a given die roll to determine their power. Ork squadrons may not combine torpedoes into larger salvoes. Heavy Gunz roll to hit like ordinary batteries, but do not count gunnery modifiers for range. Additionally, each hit scored causes two hits instead of one. Ork attack craft are called Fighta-Bommerz and perform the roles of both intercepters and bombers with a speed of 25cm. When attacking a ship, each squadron rolls a D3 instead of a D6 to determine the number of attacks. Certain ships may be upgraded to carry Torpedo-Bommerz, which work like regular Fighta-Bommerz except they roll 2D3 to determine the number of attacks they make on a ship. Ship Rules Battleships may not use Come to New Heading. Bombardment Cannons follow the same rules as those of Space Marines. Hulk: A Hulk's leadership is always 6, it may not use Come to New Heading or Burn Retros , and it never runs out of ordinance when rolling doubles on Reload Ordinance . Hulks move exactly 10cm in a straight line for movement, and may only turn 45 in the second movement phase. If within the gravity well of a planet or moon at the end of movement, it can make a single 45 turn towards the planet or moon. A Hulk's speed is not affected by blast markers or damage. A Hulk creates its own gravity well extending 5cm from the edges of its base, and thus ships, Roks, etc can take up a stationary orbit around the Hulk. Objects orbiting the Hulk are moved along with it until such time as they break orbit. Having a Warlord on board does not double its boarding value. Also, the Warlord's upgrades are modified as follows: Looted Torpedoes and Maniac Gunners can affect only one battery or torpedo salvo per turn. This must be declared before the roll is made. Extra Powerfields costs +50 pts instead of +25. Mad Meks enables the hulk to ignore the effects of a critical hit on a D6 roll of 6. Hulks are not crippled by damage, and when reduced to 0 hits must roll on the Castrophic Damage table with the following new results: Drifting and Blazing Hulk results are unchanged. On a Plasma Drive Overload, the Hulk breaks up into a D3 x 5cm astroid field but does not inflict damage on nearby ships. On a Warp Bubble Implosion, replace the Hulk with a warp rift; any ships caught in the rift are affected Immediately. Finally, when rolling for critical hit effects, use the following table with 1D6. Hulks may not repair damage from critical hits during the game: 1-2: High Energy Systems: Each Critical hit will reduce one of the following characteristics by one point (roll for characteristic): 1-2: Turret Value, 3-4: Shield Value, 4-5: Lance Strength 3-4: Weapons Clusters: Each Critical hit will reduce one of the following (attacker's choice) by two points: The firepower of a battery or the strength of a torpedo battery facing the direction of the attacker, or the strength of either launch bay. 5-6: Thruster Assemblies: Whenever the Hulk attempts to turn, it must roll higher than the number of Thruster critical hits it has suffered on 1D6. Roks: Roks move exactly 10cm in a straight line and may not use Burn Retros or Come to New Heading . On All Ahead Full Roks move an extra 2D6 cm in any direction. If this causes them to move 10cm or more in a new direction, this new bearing becomes the new direction of travel. Roks which are crippled or moving through blast markers do not reduce their speed. Roks in a gravity well may make free turns or place themselves in a stationary or low orbit as normal. When suffering critical hits, a Rok suffers +1 point of damage instead of using the table. When reduced to 0 damage, replace the Rok with 4 blast markers instead of rolling for Catastrophic Damage. Roks may be squadroned with other Roks, but not with any other vessels. Gorbag's Revenge: May be equipped with boarding torpedoes for +5 pts (Speed 20, Strength D6+2) and/or Torpedo Bommerz for +30 pts. When rolling for Leadership values, Gorbag's Revenge can swap Leadership ratings with a Kill Kroozer or Terror ship. Slamblasta: May be equipped with Torpedo Bommerz for +30 pts. When rolling for Leadership values, Slamblasta can swap Leadership ratings with a Kill Kroozer or Terror ship. Dethdeala: May be equipped with Torpedo Bommerz for +30 pts. When rolling for Leadership values, Dethdeala may swap Leadership ratings with a Kill Kroozer or Terror ship. When using All Ahead Full may roll 4D6. Kroolboy: May be equipped with Torpedo Bommerz for +30 pts. When rolling for Leadership values, Kroolboy can swap Leadership ratings with a Kill Kroozer or Terror ship. When using All Ahead Full may roll 4D6. Hammer: May be equipped with boarding torpedoes for +5 pts (Speed 20, Strength D6+2) and/or Torpedo Bommerz for +30 pts. May upgrade its turrets from 2 to 3 for +10 pts. When rolling for Leadership values, Hammer can swap Leadership ratings with a Kill Kroozer or Terror ship. May fire Bombardment Cannon or 5 Torpedoes (Range 30, Power D6+2), but Torpedoes may only be loaded with the Reload Ordinance order. Kill Kroozer & Terror: May replace prow Heavy Gunz with a Torpedo Launcha (Speed 30, Strength D6+2). If fitted with Torpedo Launcha, may carry boarding torpedoes (Speed 20, Strength D6+2) for +5 pts. These ships have Armor 6+ on the front, 5+ on the sides, and 4+ on the rear. Brute Ram: Rolls 4D6 to damage an opposing ship when it rams. Stats Cost 600 310 295 275 270 245 185 155 80 45 40 35 25 Weapons Hits Speed Turns Shields Armour Turrets Prow 40 10 45 3 4+ 6 Gunz, Heavy Gunz, Torpedoes 12 20 45 2 5+/6+ Front 3 Gunz, Torpedoes 12 20 45 2 5+/6+ Front 3 Gunz, Lance 12 20 45 2 5+/6+ Front 3 Gunz, Bombardment 12 20 45 2 5+/6+ Front 3 Gunz, Heavy Gunz 10 20 45 2 5+/6+ Front 2 Gunz, Bombardment 10 20 45 1 Special 1 Gunz, Heavy Gunz 10 20 45 1 Special 1 Gunz, Heavy Gunz 8 10 0 1 5+ 1 Gunz, Heavy Gunz, Torpedoes 1 20 45 1 4+/6+ Front 1 Gunz 1 20 45 1 4+/6+ Front 1 Heavy Gunz 1 20 45 1 4+/6+ Front 1 Gunz, Torpedoes 1 25 90 1 4+/6+ Front 1

Class Hulk Gorbag's Revenge Slamblasta Deathdeala Kroolboy Hammer Terror Kill Kroozer Rok Onslaught Savage Ravager Brute Ram

Type Defense Battleship Battleship Battleship Battleship Cruiser Cruiser Cruiser Defense Escort Escort Escort Escort

Range/Power 45/2D6+6, 15/8, 30/2D6 45/D6+6, 30/D6+2 45/D6+6, 45/2 45/D6+6, 30/6 45/D6+6, 15/6 45/D6+6, 30/6 45/D6+2, 15/6 45/D6+2, 15/6 45/D6+6, 15/4, 30/D6 30/D6+1 15/4 30/2, 30/D6

Port/Starboard Gunz, Torpedoes, Launch Bays Gunz, Heavy Gunz, Launch Bays Gunz, Heavy Gunz Gunz, Heavy Gunz Gunz, Heavy Gunz Gunz, Heavy Gunz Gunz, Launch Bays Gunz, Heavy Gunz

Range/Power 45/2D6+6, 30/2D6, F-B:25, A:30/D6+2 30/D6+2, 15/6, F-B:25, A:30/2 30/D6+6, 15/6 30/D6+4, 15/6 30/D6+2, 15/6 30/D6+2, 15/6 30/D6, F-B:25, A:30/2 30/D6, 15/4

Dorsal Lance (Full Arc) Launch Bays Launch Bays Launch Bays Launch Bays Launch Bays

Range/Power 60/4 F-B:25, A:30/D3+1 F-B:25, A:30/D3+1 F-B:25, A:30/D3+1 F-B:25, A:30/D3+1 F-B:25, A:30/D3+1

Gunz

30/2

Fleet List You may include one or more Warlords in a fleet each assigned to a ship, and must do so if the fleet is worth over 500 pts. That ship doubles its boarding value and may include one of the following upgrades for the point value shown. Warlords begin with one Re-roll and may purchase up to two more. Ork Hulks: One per 1500 pts in a fleet. Commander Battleships: Up to one of each class. 40 Ork Warlord Cruisers: 0-6 20 One Extra Re-roll Escorts: Any Number 40 Two Extra Re-rolls Roks: Any Number Warlord Upgrades Effect Ordinance: Launchbays can carry Fighta-Bommerz and/or Storma assault boats, and ships with torpedoes fire _+35 Maniac Gunners The ship may re-roll the dice for the firepower of its gunz when it fires. _+25 Mad Meks The ship may re-roll the dice for damage control. ordinary torpedoes unless an upgrade allows otherwise. _+25 Extra Power Fields The ship has +1 shield value.

_+20 Looted Torpedoes _+15 Mega-armoured Boarding Parties

The ship may re-roll the dice for the strength of torpedo salvoes when it fires. The ship has +1 modifier on boarding.

Eldar
Faction Rules All Eldar ships add +1 to their Leadership score. Eldar may not use All Ahead Full, Burn Retros, or Come to New Heading , and may not ram. Eldar ships move both in their movement phase and in the ordinance phase of their own turn. Before moving, it may turn to face any direction and remains facing that direction after movement. An Eldar ship's speed depends on the direction of the Sunward table edge. The first is used if the Sunward table edge is in the ship's front arc, the second if it's in the left or right, and the third if it's in the rear. If the Sunward table edge lies between two fire arcs, the player chooses which to use. Eldar ships have no minimum move distance and may not make additional turns as they move. An Eldar ship in a Gravity Well may make a free turn at the end of its move. Eldar ships use Holofields as shields, which cause one additional column shift to the right against attacks that use the gunnery table. Against any other form of attack, roll to hit as normal, but the Eldar player may then make a saving throw for each hit: 1: Hit! Score a hit on the Eldar ship. 2-6: Missed! Place a Blast marker in contact with the ship. Holofields do not negate hits from blast markers, exploding ships, or celestial phenomena. Any hit on an Eldar ship causes critical damage on a D6 roll of 4+. Roll 2D6 and refer to the following table instead of the standard table: 2D6 Extra Damage + Result 2 0 Infinity Circuit Damaged: Leadership -1 until damage is repaired. 3 0 Keel Armament Damaged: Keel armament may not fire until damage is repaired. 4 0 Prow Armament Damaged: Prow armament may not fire until damage is repaired. 5 0 Mast Lines Severed: Ship may only turn up to 90 before movement until damage is repaired. 6 0 Mainsail Severed: Each speed is reduced by -5 until damage is repaired 7 1 Superstructure Damaged: Until damage is repaired, roll 1D6 every time the ship turns over 45. On a 1, the ship suffers 1 point of damage. 8 0 Mainsail Shredded: Ship cannot move in ordinace phase until damage is repaired. 9 1 Infinity Circuit Smashed: Leadership -3, and this damage may not be repaired. 10 0 Holofield Generators Destroyed: Ship no longer has Holofields, and this damage may not be repaired. 11 D3 Hull Breach 12 D6 Bulkhead Collapse. Pulsar lances fire exactly like lances and hit on a 4+, except if a pulsar lance hits you may keep rolling to hit until you miss or the lance scores a total of 3 hits. Eldar weapon batteries count all targets as 'closing'. Defensive turrets only hit Eldar torpedoes on a roll of 6. Eldar players may reroll the dice for any torpedoes that miss on the first attempt. Defensive turrets only hit Eldar Bombers on a roll of 6. You may re-roll the dice once per attack when determining how many attacks an Eagle bomber makes. When an Eldar fighter removes another ordinance marker by contacting it, roll 1D6; on a roll of 4+, do not remove the Eldar fighter. Stats Cost 380 250 210 140 130 75 65 40 40 Weapons Turns Shields Armour Turrets Prow Spec Holo 4+ 0 Pulsar Lances (Front/Left), (Front/Right) Spec Holo 4+ 0 Pulsar Lance Spec Holo 4+ 0 Battery Spec Holo 4+ 0 Pulsar Lance Spec Holo 4+ 0 Battery Spec Holo 4+ 0 Battery, Pulsar Lance Spec Holo 4+ 0 Battery Spec Holo 4+ 0 Battery Spec Holo 4+ 0 Pulsar Lance

Class Voidstalker Eclipse Shadow Aurora Solaris Hellebore Aconite Nightshade Hemlock

Type Hits Battleship 10 Cruiser 6 Cruiser 6 Light Cruiser 4 Light Cruiser 4 Escort 1 Escort 1 Escort 1 Escort 1

Speed 10,20,25 10,20,25 10,20,25 15,20,30 15,20,30 10,20,30 10,20,30 15,20,30 15,20,30

Range/Power 45/2, 45/2 30/2 30/12 30/2 30/8 30/1, 30/1 30/5 30/1 30/1

Keel (Front Arc) Battery (Dorsal Arc), Launch Bay Launch Bay Torpedoes Torpedoes Torpedoes Torpedoes

Range/Power 45/8, F:30, B:20/4 F:30, B:20/4 30/4 30/4 30/2 30/2

Fleet List You may include 1 Pirate Prince in your fleet assigned to a ship, improving its Leadership by +2 Commander Battleships: 1 per 1000 pts in a fleet. 100 Pirate Prince (Ld +2) Cruisers: 0-12 25 1 Extra Re-roll Escorts: Any Number 50 2 Extra Re-rolls Ordinance: Launch bays carry Darkstar Fighters and Eagle Bombers, and ships with torpedoes fire Eldar torpedoes. 100 3 Extra Re-rolls

Dark Eldar
Faction Rules Dark Eldar ships do not need to pass a Command check in order to use Come to New Heading and have no minimum movement before turning. Dark Eldar ships may not use Burn Retros. All Dark Eldar add +1 to their Leadership score. Dark Eldar receive a +1 modifier for the first round of any boarding action and a -1 modifier in any subsequent rounds. Additionally, Dark Eldar receive a +1 on Hit & Run attacks but may forgo rolling on the Hit & Run Critical Hit table in return for +10 Victory points. This applies only to Slavebringer assault boats. Dark Eldar ships use Shadowfields as shields, which cause one additional column shift to the right against attacks that use the gunnery table. Against any other form of attack, roll to hit as normal, but the Dark Eldar player may then make a saving throw for each hit: 1: Hit! Score a hit on the Eldar ship. 2-6: Missed! Place a Blast marker in contact with the ship. Shadowfields do not negate hits from blast markers, exploding ships, or celestial phenomena. A Dark Eldar ship equipped with Mimic engines may make one normal move immediately after deployment, but before either side has taken a turn. After this move, if the ship is more than 30cm from any enemy ships, it may not be targeted by enemy ships at all during the first turn of the game, until it itself has attacked another vessel. Mimic engines have no effect against Tyranid or Necron fleets. When a Dark Eldar ship suffers a critical hit, roll 2D6 and refer to the following table: 2D6 Extra Damage +Result 2 0 Weapon Systems Damaged: None of the ship's weapons may fire until the damage is repaired. 3 0 Prow Armament Damaged: The ships main prow armament (except its weapons batteries) may not fire until the damage is repaired. Manoeuvering Systems Damaged: The ship must pass a Command check in order to use Come to New Heading until the damage is repaired. 4 0 5 0 Weapons Batteries Damaged: The ship's weapons batteries may not fire until the damage is repaired. 6 0 Turning Fins Damaged: The ship may only turn up to 45 until the damage is repaired. 7 0 Engines Damaged: The ship's speed is reduced by 10cm until the damage is repaired. 8 1 Superstructure Damaged: Roll 1D6 every time the ship attempts to use a special order; on a score of 1 the ship suffers 1 additional damage point. This damage may not be repaired. 9 0 Commanders Slain: Reduce the ship's leadership by 1. This damage may not be repaired. 10 0 Shadowfield Generator Destroyed: The ship's shadowfields no longer work. This damage may not be repaired. 11 D3 Hull Breach 12 D6 Bulkhead Collapse The Impaler Assault Module is launched and moves the same way as an assault boat. If attacked by fighters, it survives on a D6 roll of 4+, which it can only do once per ordinance phase. Turrets require a 6 to hit. When the Impaler successfully moves into contact with an enemy ship, it makes a Hit & Run attack. Roll 1D6 as normal: on a 1 the Impaler is removed from play, on a 2-6 it causes a critical hit. Roll 2D6 and look up the score on the critical hits table. If the Impaler is removed from play the Dark Eldar vessel must reload ordinance before firing it again. At the beginning of the Dark Eldar player's turn, he/she must remove any Impalers from the table, and may attempt to reload ordinance that turn to relaunch. The Dark Eldar player may not have more Impalers in play than the number of Impaler armed vessels in the fleet. Fighters have a speed of 30cm and after removing ordinance remain in play on a D6 roll of 4+. Bombers have a speed of 20cm and are hit by turrets only on a roll of 6. Assault boats have a speed of 30cm and are hit by turrets only on a roll of 6. Dark Eldar Batteries count all targets as 'closing'. Phantom Lances work the same as Pulsar, except when firing roll 1D6 for each point of strength: 1-2: No Hits, 4: 1 Hit, 5-6: 2 Hits. Dark Eldar ships armed with Torpedoes may fire Leech Torpedoes at no extra cost. These must be loaded with a specific Reload Ordinance roll, but the ship may start the game loaded with them. Leech Torpedoes cause no damage but inflict a single, automatic critical hit that reduces the target's speed by -10cm and prevents it from using All Ahead Full . The effect is not cumulative, but all Leech hits must be repaired before the movement penalty is removed. Standard Torpedoes work as normal. Ship Rules Torture: May be fitted with one of the following for the points shown: Weapon Point Cost Prow Torpedoes (30/4) _+20 Prow Phantom Lance (30/2) _+20 Prow Impaler Assault Module (30/Spec) _+20 Port/Starboard Launch Bays (F&AB: 30, B:20/4) _+40 Torture Cruisers may also be fitted with Mimic Engines for +40 pts. Corsair: May be fitted with one of the following for free: Prow Batteries (30/3) Prow Phantom Lance (30/1) Prow Torpedoes (30/2) Prow Impaler Assault Module (30/Spec) Corsair Escorts may also be fitted with Mimic Engines for +20 pts. Stats Cost Class Type 210 Torture Cruiser 50 Corsair Escort Fleet List Weapons Armour Turrets Prow Range/Power 5+ 0 Battery 30/12 4+ 0 Battery 30/2

Hits 6 1

Speed Turns Shields 35 90 Shadow 40 90 Shadow

Keel

Range/Power

You may include 1 Dread Archon in your fleet assigned to a ship, and must do so if the fleet is worth over 750 pts. Re-rolls may be purchased for the values shown. Cruisers: 0-12 Commander Escorts: At least 3 per cruiser in a fleet. 100 Dread Archon (Ld +2) Ordinance: Launch Bays carry Raptor Fighters, Razorwing Bombers, and Slavebringer Assault Boats, and ships with torpedoes fire both Eldar torpedoes and Leech torpedoes. 25 One Re-roll 50 Two Re-rolls 100 Three Re-rolls

y not be repaired.

Necron
Faction Rules A ship upgraded with a Sepulchre (+50 pts) automatically gains a Leadership value of 10. The Sepulchre may be used once per turn to attack one enemy ship within 20cm. That ship must make a Command check. If it fails, the ship's Leadership is permanently reduced by 1 and may not use any special orders until after the end of their next turn. Any ordinance within 20cm of the Sepulchre (except for non-boarding torpedoes) are then destroyed on a 4+. The Sepulchre may only be used in this manner when the ship is not on any special orders. Only one ship in a fleet (must be a battleship) may be upgraded with a Sepulchre. Lightning Arcs work like standard weapon batteries, except they don't suffer the normal column shift to the right when attacking vessesl with Shadow or Holofields, and they may be divided across multiple fire arcs as the player wishes amongst any number of targets. Star Pulse Generators attack all non-Necron ships and ordinance within 20cm by rolling 1D6 to hit each target. They are unaffected by Holo and Shadowfields, and may not be used while the ship is under special orders or crippled. Gauss Particle Whips work like lances, except any rolls to hit of 6 ignore shields, Holofields, and Shadowfields. Portals are used to make Hit and Run teleport attacks against ships within 10cm whose shields are down. These attacks may be used against ships with more remaining hits than the attacker. Necron escorts may not use Portals to attack anything with more than 6 hits remaining. Critical Hits on a Necron ship use the following table instead of the standard: 2D6 Roll Extra Damage Result 2 0 Power Flow Disrupted: May not fire Lightning Arc or Particle Whip in Port arc until damage is repaired. 3 0 Power Flow Disrupted: May not fire Lightning Arc or Particle Whip in Starboard arc until damage is repaired. 4 0 Power Flow Disrupted: May not fire Lightning Arc until damage is repaired. 5 0 Power Flow Disrupted: May not fire Lightning Arc or Particle Whip until damage is repaired. 6 0 Drive Damaged: May not change facing until repaired. Permanently reduce ship's Leadership by -1 7 0 Drive Damaged: Reduce movement by -5cm until repaired. Permanently reduce the ship's Leadership by -1 Inertialess Drive Damaged: May not use All Ahead Full until repaired. Permanently reduce the ship's Leadership by -1 8 0 9 0 Sepulchre Damaged: May not use Sepulchre until repaired. Permanently reduce the ship's Leadership by -2. If Sepulchre is not present, roll again instead. 10 0 Command Core Damaged: Permanently reduce the ship's Leadership by -3. 11 D3 Power Surge: Permanently reduce the ship's Leadership by -2. 12 D6 Ruptured Power Core: Permanently reduce the ship's Leadership by -2. Necron ships are immune to Damage, Leadership, and Movement modifiers from solar flares, radiation, gas clouds, and blast markers. Necron ships may make saves against any hit scored on them, as noted in the Shields column. A Necron ship on Brace for Impact orders has this save modified to 2+ but its armor is reduced to 4+. Necron Critical repairs are made on a 4 or more. Permanent reductions to leadership may not be repaired. When using All Ahead Full, the Necron ship gains D6 x 10cm additional movement and can make a turn for every 20cm it travels. At the end of its Movement phase any Necron ship may disengage automatically. At the end of the game, including any normal Victory points, count up the Necron losses with the following modifiers: Any disengaged capital ship with no damage counts as 10% destroyed. Any disengaged capital ship with any damage counts as 25% destroyed. Any disengaged capital ship that is crippled counts as 50% destroyed. Any captial ship that is destroyed but not left a drifting hulk counts as 200% destroyed. Any captial ship that is destroyed and left as a drifting hulk counts as 300% destroyed. During a campaign, Necron ships must spend double the normal amount of repair points to repair and buy new ships. Stats Cost Class 500 Cairn 276 Scythe 155 Shroud 50 Jackal 40 Dirge Weapons All Around Range/Power Star Pulse, Portal 20/1 Per Enemy, 10/3 Star Pulse 20/1 Per Enemy Portal 10/1_

Type Hits Speed Turns Shields Armour Battleship 12 20 45 (4+ Save) 6+ Cruiser 8 30 45 (5+ Save) 6+ Light Cruiser 4 30 45 (5+ Save) 6+ Escort 1 40 90 (6+ Save) 6+ Escort 1 50 90 (6+ Save) 6+

Turrets 4 3 1 1 1

Left/Right Lightning Arc

Range/Power 30/8

Left/Front/Right Gauss Whip, Portal Gauss Whip, Portal Lightning Arc Lightning Arc (Front) Lightning Arc (Front)

Range/Power 45/4, 10/2 45/4, 10/2 30/10 30/4 30/3

Fleet List Necron fleets have no Fleet Commander, and leadership is determined normally (except for a ship carrying a Sepulchre). A Necron Fleet begins the game with 1 re-roll that any ship may use, and may purchase extra re-rolls at the cost shown. Battleships: One per Scythe class cruiser in a fleet. 50 Sepulchre (Ld 10) Cruisers: 0-6 Scythe class cruisers, and 0-3 Shroud class light cruisers. 25 One Extra Reroll Escorts: Up to 12 of each class. 75 Two Extra Rerolls Ordinance: Necron fleets have none.

Tau
Faction Rules Tau Gravitic launchers fire Tau missiles, which function like torpedoes except that during each ordinance phase they must move between 20-40cm and may turn up to 45 at the start of their movement. At the start of each ordinance phase after the first, roll 1D6 for each point of missle strength: the salvo is reduced by 1 for every 6 rolled. Tau attack craft consist of Barracuda fighters (speed 25) and Manta bombers (speed 20). If a Manta is intercepted by enemy fighters, roll a D6: on a roll of 4+ the manta is not removed. Tau ships, except for Strongholds, Bastions, and Warspheres, have a prow armor of 6+ while their prow is intact. Any Tau ship, except for Strongholds, Bastions, and Warspheres, within 10cm of a ship with tracking systems (Messenger class) may re-roll misses when using turrets, and ignores the column shift when firing batteries at ranges above 30cm. This ability may be used even if a ship is braced for impact. Tau ships may not conduct teleport Hit and Run attacks. Cutting beams fire in the same manner as lance shots by rolling 1D6, except they have extra lance shots based on the number of blast markers the vessel picks up (see below). Ship Rules Stronghold and Bastion: Each of these classes always have a Leadership value equal to their remainding hits, from their starting value to a minimum of 5. A Bridge Smashed critical hit effect causes an extra point of damage but no other effect. Neither class may use Come to New Heading orders. The Bastion's launch bays may launch attack craft and torpedoes, but not both on the same turn. If either class of vessel moves over a blast marker, the blast marker is removed and kept to the side and has no effect on the movement of the ship. During the shooting phase, each blast marker picked up in this manner allows the ship's cutting beam to make one extra shot, up to a maximum of 8. At the end of turn, all blast markers set aside in this manner are discarded. Both of these ship classes are unaffected by celestial phenomena. If either ship class is crippled, it will attempt to disengage every turn and run for the nearest point on the board edge if they fail a command check. Explorer: May reduce its launch bay capacity from 4 to 2 squadrons for a prow Gravitic Launcher (20-40/8) for free. Hero: May replace its Ion Cannons for Port/Starboard Batteries (45/4, Front/Left, Front/Right arcs). Warsphere: Does not need a command check to use All Ahead Full and has boarding strength of 20. During the movement phase a Warsphere moves exactly 10cm in a straight line. It may not use Burn Retros or Come to New Heading special orders. When using All Ahead Full , a Warsphere moves an extra 2d6cm in any direction and the end of its movement; if this causes it to move 10cm or more in a different direction than the one it is traveling in, this becomes its new direction of travel. Warspheres that are crippled or moving through blast markers do not reduce their speed. Warspheres in a gravity well may make free turns and/or place themselves in a stationary or low orbit as normal. Critical hits always inflict +1 point of damage but cause no other effect. When reduced to 0 hits a Warsphere is replaced by 4 blast markers and does not cause a Catastrophic damage effect. Merchant: May replace its gravitic hooks for Port/Starboard Lance (30/1). May also increase its hits from 4 to 6 for +15 pts. Messenger: Can function independently outside a squadron. Is equipped with a tracking system. Dhows: A ship with gravitic hooks may bring Dhows instead of Orcas, but not both. Dhows are then formed in a squadron but can deploy separately and perform different orders. Their Leadership is the same as their parent ship +1. You may not have more Dhows than gravitic hooks in your fleet. Orca: You may not have more Orcas than gravitic hooks in your fleet. Stats Cost 350 255 230 180 145 105 50 45 45 25 Weapons Type Hits Speed Turns Shields Armour Turrets Prow Battleship 10 15 45 4 5+/6+ Front 4 Battery, Cutting Beam Cruiser 8 20 45 2 5+/6+ Front 2 Battery, Cutting Beam Battleship 12 15 45 1 5+/4+ Rear 5 Battery Cruiser 8 20 45 2 5+ 3 Battery, Gravitic Launcher Defense 10 10 Spec 2 5+ 3 Battery (Full Arc) Cruiser 4 15 45 1 5+ 2 Battery (Dorsal Arc) Escort 1 25 90 1 5+ 2 Battery (Dorsal Arc) Escort 1 20 45 1 5+ 2 Battery (Dorsal Arc), Gravitic Launcher Escort 1 20 180 2 5+ 1 Escort 1 20 90 1 5+ 1 Battery (Dorsal Arc), Lance

Class Stronghold Bastion Explorer Hero Warsphere Merchant Messenger Defender Dhows Orca

Range/Power 45/14, 15/Spec 45/8, 15/Spec 45/6 45/4, 20-40/6 30/12 45/2 30/1 30/3, 20-40/2 30/2, 30/1

Port/Starboard Battery, Lance Battery, Lance Gravitic Hook, Launch Bay Lance (Dorsal Arc), Launch Bays

Range/Power 30/12, 60/3 30/6, 60/2 1 Orca, F B/4 30/2, F B/1

Dorsal Torpedoes, Launch Bays (Full Arc) Torpedoes, Launch Bays (Full Arc) Gravitic Hook

Range/Power 30/6, F&Ab: 30, B:20/3 30/2, F&AB:30, B:20/2 1 Orca

Batteries (Dorsal Arc), Gravitic Hook 45/2, 1 Orca

Battery

30/3

Fleet List You may have one fleet commander assigned to a ship in your fleet, and must do so if the fleet is greater than 750 pts. Each of the two commanders listed below has one Re-roll, and may purchase up to two more for the value given. Battleships: Any number of Explorer class, and at least one if the fleet is worth more than 750pts. A Tau fleet can include up to one Stronghold or Bastion for every three Hero, Merchant, Commander 50 Kor'el (Ld 8) or Explorer class vessels in the fleet. Warspheres: Up to 1 per 1500 pts. 80 Kor'O (Ld 9) Cruisers: Any number. _+25 One extra Re-roll Escorts: Up to 1 Messenger per 500 pts, any number of Defenders, and no more Orcas and Dhows than gravitic hooks in the fleet. _+75 Two extra Re-rolls Ordinance: Launch bays carry Barracuda Fighters and Manta Bombers, and Stronghold and Bastion class vessels may also launch Lamprey Assault boats. Ships with gravitic launchers fire Tau missles, and ships with torpedoes fire ordinary torpedoes.

Tyranid
Faction Rules All Tyranid vessels follow an Instinctive Behavior chart to determine their course of action for each turn. During the movement phase use the flow chart below to determine what action/order will be made. If a special order is required, the effect occurs automatically without a command check. If the ship meets this condition Do this: Burn Retros and turn away. 1) Normal movement will take ship into celestial phenomena? 2) Nearest enemy is in front arc and <15cm away? (Ignore this Move into contact and initiate boarding action if possible condition if ship is armed with bio-plasma) 3) Nearest enemy is in front arc and >90cm away? All Ahead Full 4) Nearest enemy is within rear arc? (This condition applies Come to New Heading only to escort ships) 5) Enemy in front arc and within rance/fire arc of operational Lock-On bio-weapons? 6) Ordinance needs reloading? Reload Ordinance 7) None of the above conditions apply? If there is a planet on the table, the ship/squadron must end its movement closer to it if possible. Otherwise move at half speed straight ahead. Only Tyranid battleships (Hive Ships) have a Leadership value, which is purchased at a fixed value (8) from the fleet list. During the movement phase, each Hive Ship can make a command check to change or ignore the Instinctive Behavior for themselves or another ship/squadron within 45cm. If the test is successful the Tyranid player has control of the ship/squadron and may place special orders if desired without requiring a second command check. A Hive Ship may keep testing in this manner for as many legal ships as desired until a command check fails, but a failed command check by a hive ship does not prevent another hive ship from using this ability. Each hive ship can make at least one attempt to override Instinctive behavior. Tyranid Ordinance is not subject to Instinctive Behavior and moves just like normal ordinance. During either players' turn, Tyranid ships/squadrons can go onto Brace For Impact by testing against the leadership of the nearest Hive Ship within 45cm; if no ships are within range use a default Leadership 7 for the test. As normal this order is only removed at the end of the Tyranids' next turn, and ships on Brace For Impact orders which are acting instinctively obey the movement restrictions listed but do not change their special orders. All Tyranid ships make Leadership checks to navigate celestial phenomena on a default leadership of 10. Tyranid ships always target the nearest enemy ship when firing unless another enemy ship within range has a Vanguard escort ship within 15cm of it. Ordinance markers are always ignored and may not be fired on by Tyranid ships with standard weapons. Tyranids always double their boarding value, and roll 2D6 and use the higher result in boarding actions. Tyranids ignore blast marker effects when boarding enemy vessels. Hit and Run attacks against Tyranid ships roll 2D6 and take the lower result. The Tyranid player adds +1 to the result when making Hit and Run attacks, and may make Hit and Run teleport attacks just like other ships in the End phase. During the End phase, any enemy ship that has been boarded by Tyranids must make a Leadership test. If the test fails, nothing happens. If the test succeeds, roll 1D6: on a 1-3 the ship suffers the catastrophic damage effect of a Plasma Drive Overload, and on a 4-6 the ship instead suffers the effect of a Warp Drive Implosion. Bio-plasma works exactly like lance shots, except that it ignores armor and shields. Feeder Tentacles attack when the Tyranid ship moves into contact with an enemy ship. Roll a D6: on a 1-3 the ship makes this many Hit and Run attacks on the target; on a 4-6, the attack inflicts 1 point of damage and causes 1 Hit and Run attack. That damage may cause critical damage as normal. The Tyranid ship can continue moving after making the Feeder Tentacle attack and launch ordinance later in the turn, but may only attack one ship per turn. Feeder Tentacles are unaffected by special orders and may no longer attack if the ship becomes crippled. Massive Claws attack when the Tyranid ship moves into contact with an enemy ship. Roll 2D6: each roll of a 4+ inflicts one hit on the target, ignoring shields but not holofields. If the claws hit only once or not at all, the Tyranid ship can continue moving after making the attack and launch ordinance later in the turn, but may only attack one ship per turn. If both attacks hit then the Tyranid vessel latches on to its target until either ship is destroyed. Neither vessel may move if the target is the same type or smaller, and a larger class vessel may only move at half rate. Both ships may fire weapons at half power and special weapons like nova cannons may not fire. Either ship may conduct boarding actions as normal. In every End phase roll to attack again, and if any two attacks hit in this manner the target takes an additional hit. Massive Claw attacks can cause critical hits as normal. Massive Claws are unaffected by special orders and may no longer attack if the ship becomes crippled. Pyro-acidic Batteries work just like standard weapon batteries, except that critical hits made with them also inflict the Fire Critical effect as well. Instead of turrets and shields, Tyranid ships use spore clouds to absorb incoming attacks. Spore clouds work exactly like shields, except they are still in effect when the ship becomes crippled. If an enemy ship gets into base contact with a Tyranid vessel, place a blast marker in contact with the two ships' bases before any other effects are calculated; if that enemy ship is unshielded, it instead automatically recieves one hite, with the normal chance of critical damage. If attacked by ordinance, a Tyranid ship's spore clouds will fire upon the ordinance just like turrets, except each blast marker in contact with the ship will reduce one spore cloud to hitting on a 6+ instead of a 4+. Additionally, spores can target both torpedoes and attack craft in the same turn. Tyranid spore clouds will not intercept Tyranid ordinance. Tyranid ships have no restrictions on the number of ordinance (Fighters, Assault Boats, and Boarding Torpedoes) they can launch during a game and never run out of ordinance. However, a Tyranid vessel cannot fire ordinance if crippled.

When a Tyranid ship becomes crippled, it suffers the following effects instead of the standard effects: its speed is reduced by -5cm, its Bio-Plasma and Pyro-acid Batteries fire at half strength, its Feeder Tentacles and Massive Claws may not be used, and it may not launch ordinance. When a Tyranid ship suffers critical damage, refer to the following table for the critical effect instead of the standard table. 2D6 Roll Extra Damage Effect 2 0 Spores may not be used until repaired 3 0 Starboard armament may not be used until repaired 4 0 Port armament may not be used until repaired 5 0 Prow armament may not be used until repaired 6 1 Thorax weapon may not be used until repaired 7 0 The ship continues to take one damage point in the End phase (after repair attempts) until damage is repaired 8 1 The ship may not turn until damage is repaired 9 0 Instinctive Orders may not be overridden until damage is repaired 10 0 Spores may not be used again, and this damage may not be repaired 11 D3 Severe Wound 12 D6 Massive Haemorrhage: Make a bio-plasma attack with Strength 1 against any other target within 2D6cm Holofields do not protect against this damage. Tyranid ships also use their own catastrophic damage table when the event occurs: 2D6 Roll Extra Blast Markers Effect _2-7 1 The wreck moves 4D6cm forward in each of its subsequent movement phases. Place a blast marker in contact with its base after each movement. _8-9 1 The wreck moves 4D6cm forward in each of its subsequent movement phases. Place a blast marker in contact with its base and roll on the Catastrophic Damage table again after each movement. _10-11 Half Damage Remove the ship from play and leave a number of blast markers equal to half its starting number of hits. Make a pyro-acid attack against every target within 3D6cm with a firepower equal to the ship's starting damage. 12 Starting Damage Remove the ship from play and leave a number of blast markers equal to its starting number of hits. Make a pyro-acid attack against every target within 3D6cm with a firepower equal to half the ship's starting damage. Shields and Holofields do not protect against the detonation. Tyranid Escorts always come in squadrons of 1-12 vessels, while all other types may not deploy in squadrons. Ship Rules All Tyranid vessels must be equipped with weapons prior to engagement for the point cost listed. Hive Ships: May not use Come to New Heading . Must be equipped with one prow weapon from the following: _+30 Pyro-acid battery (45/8) _+15 Feeder Tentacles & Massive Claws (Contact/Spec) _+20 Bio-plasma Spines (15/4, Dorsal Arc) Must be equipped with one thorax weapon from the following: _+30 Pyro-acid battery (45/8, Front Arc) _+20 Bio-plasma Spines (15/4, Dorsal Arc) _+20 Launch Bay (F:20, AB:15/2, All Around) May be equipped with up to three port/starboard weapons from the following: _+15 Pyro-acid battery (30/4, Front Arc) _+20 Bio-plasma Spines (15/2, Dorsal Arc) _+20 Launch Bay (F:20, AB:15/1) Razorfiend: Must be equipped with one prow weapon from the following: _+25 Pyro-acid battery (30/8, Dorsal Arc) _+10 Feeder Tentacles (Contact/Spec) _+5 Massive Claws (Contact/Spec) _+10 Torpedoes (15/4) May be equipped with one thorax weapon from the following: _+10 Feeder Tentacles (Contact/Spec, Front) _+5 Massive Claws (Contact/Spec, Front)

_+10 Torpedoes (15/4, Front) May be equipped with up to two port/starboard weapons from the following: _+15 Pyro-acid battery (30/4) _+20 Bio-plasma Spines (15/2) Kraken: Has no spore cysts but is considered to always be on Brace For Impact orders, making a 4+ save against each hit sustained, including those caused by moving through blast markers. It may use other special orders as normal Must be equipped with one of the following prow weapons: _+15 Pyro-acid battery (30/6) _+5 Massive Claws (Contact/Spec) _+10 Feeder Tentacles (Contact/Spec) _+15 Torpedoes (15/2) Vanguard: Must be equipped with one of the following prow weapons: _+5 Pyro-acid battery (30/2) _+5 Feeder Tentacles (Contact/Spec) Drone: When subject to Instinctive Behavior case 7 ("must move towards a planet"), a Drone may instead move towards the nearest hive ship. Must be equipped with one of the following prow weapons: _+10 Pyro-acid battery (30/4) _+5 Feeder Tentacles (Contact/Spec) _+5 Bio-plasma Spines (15/2) Stats Cost 200 80 25 20 10

Class Hive Ship Razorfiend Kraken Vangaurd Drone

Type Battleship Cruiser Escort Escort Escort

Hits Speed Turns Shields Armour Spores 10 15 45 5+ 4 6 20 45 5+ 2 1 25 90 6+ Spec 1 25 90 5+ 1 1 15 45 5+ 1

Fleet List A Tyranid Fleet has no fleet commander, but may still perchase Re-rolls. The Tyranid player may also purchase Hive Mind Imperatives, which work like Re-rolls except they may only be used on Leadership checks and cause it to be passed automatically. They must be used before dice are rolled. Only one Re-roll can be purchased per Hive Ship, and only one Hive Mind Imperative can be purchased per two Hive Ships. You may still purchase one if your fleet has only one Hive Ship. Hive ships have a default Leadership 8, but this may be increased to 9 for the point cost shown. Hive Ships: Any Number 30 Re-Roll Cruisers: 0-2 per Hive Ship 40 Hive Mind Imperative Escorts: 6-12 per Hive Ship _+40 Increase Hive Ship to Ld 9 Ordinance: Launch bays carry Ripper Fighters and Parasite Assault Boats, and ships with torpedoes fire only boarding torpedoes.

Planetary Defenses
Planetary defenses can only be used in specific scenarios, or as part of a defending player's fleet during Planetary Assault. Additionally, you can roll 2D6 and use the following table to determine the number of planetary defenses that can be deployed around the given planet, based on what the planet's type is. 2d6 Roll Planetary Type # of Defenses 2 Forge World D6+1 3 Hive World D6 _4-5 Civilised World D6-1 _6-7 Uninhabited D3-1 _8-9 Agri-World D6-2 _10-11 Mining World D6-2 12 Penal Colony D6 Except for Low Orbit Defenses (Air Bases, Defense Laser Silos, and Missle Silos), all planetary defenses are deployed by the controlling player within the gravity well around a planet or moon. Low Orbit Defenses are obviously only deployed on the low orbit table, and have front fire arcs that face away from the planet's surface. Low orbit defenses can never attack ships not on the low orbit table, and vice versa. Planetary Defenses may only attempt the Reload Ordinance special order, for which they have a standard Leadership 7. Ship Rules: Ramilies Star Fort: May be used by Imperial, Space Marine, and Chaos fleets, and during scenarios may have other orbital defenses deployed within 30cm of it. The star fort is composed of 4 quadrants, each of which can be treated as an independent orbital defense system with its own weapons, hits, shields, and turrets. When firing on the fort, determine which quadrant will be hit by tracing a straight line from the stem of the firing ship to the center of the fort. Ordinance hits will be resolved against the quadrant of the fort it moves from. Weapons that use templates can score a "full on" effect only against the quadrant most under the center hole of the marker when it hits. All damage and critical effects only affect the quadrant they are inflicted against unless specifically noted otherwise. Each quadrant is crippled individually when it is reduced to 6 damage points or less, and a quadrant with 0 damage is treated as an astroid field. Hit and Run attacks only affect the quadrant they are directed at, and the fort may only be boarded by a Space Hulk. Damage control is also resolved individually for each quadrant, and only when all 4 are reduced to 0 Damage Points is catastrophic damage rolled. Only basilica weapons are considered to have an unlimited supply of torpedoes and never run out. Each quadrant has its own front fire arc. The Star Fort's Leadership is rolled at the beginning of each game like that of a ship, and fleet commanders may be placed on board. All four quadrants use this Leadership value, but they each may operate under different orders. The basilica, though not an independent component, is considered to be under the effects of any orders given to any quadrant. Only one command check is given for each order, regardless of how many quadrants are receiving it. A Ramilies also begins with a single Re-roll which may be used for such orders. A Ramilies may use Reload Ordinance, Lock On , and Brace for Impact orders. In the End Phase D6 blast markers are removed from the whole of the Ramilies fort, not just per quadrant. Friendly ships in contact with the Ramilies model can halt their movement as if they were in a gravity well, and may use Burn Retros without making a command check. While in contact with the fort a ship gains an extra 4D6 when rolling for damage control and is considered to be in close formation with it. A ship that is "docked" in this manner can also restock ordinance if it has run out by successfully using Reload Ordinance for two consecutive turns, being reloaded on the third, while remaning docked. The Star Fort also uses its own critical damage table for each quadrant instead of the standard table: 2D6 Roll Extra Damage Effect _2-3 0 The quadrant's lance armament may not fire until repaired. 4 0 The quadrant's batteries fire at half strength until repaired. 5 0 The quadrant may not fire ordinance until repaired. 6 1 The quadrant's turrets and shields are at half strength until repaired. 7 0 Fire: if this is not repaired in the end phase it causes 1 extra damage. 8 D3 Hull Breach 9 0 The fort's Leadership value is reduced by -2 and may not be repaired. 10 0 The quadrant's shields are reduced to 0 and may not be repaired. 11 D3 All quadrants take D3 damage and basilica weapons are lost and may not be repaired. 12 D6 All quadrants take D6 damage; roll another critical damage result on the quadrant struck. When all four quadrants are reduced to 0 Damage Points roll 1D6 and refer to the following Catasrophic Damage table: Die Roll Extra Blast Markers Effect _1-2 0 All lines of fire are blocked across the wrecked fort; treat any movement through it as though moving through and astroid field. 3 0 Remove the fort and replace it with a 15cm diameter astroid field. _4-5 2D6 Resolve 8 lance shots at every ship within 4D6cm. All ordinance within that area is removed. All other ships, defenses, and ordinance markers on the table suffer the effects of a solar flare.

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