daemonic ships

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 UP TO Two PROW ARMAMENTS MAY HAVE ANY OF THE FOLLOWING PSYCHIC ATTACKS UP TO ONE BROADSIDE WEAPON ON EACH SIDE (MUST BE SYMETRICAL) TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS Battleship/12 25cm 45° 3 5 4 ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTS Weapons Battery 60cm 8 Left/front/right 20 Torpedoes 30cm 5 Front 20 Launch Bay Swiftdeaths: 30cm Doomfires: 20cm Dreadclaws: 30cm 4 squadrons - 40 Ramming Prow - - - 20 ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTS Warp Lash 120cm 2D6 360° 50 Psychic Scream Hits all enemies within 30cm Special 360° 50 Warp Tear 15cm Special Front 50 ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTS Left Weapons Battery 60cm 6 Left 20 Right Weapons Battery 60cm 6 Right 20 Launch Bay Swiftdeaths: 30cm Doomfires: 20cm Dreadclaws: 30cm 4 squadrons - 40 CHAOS DAEMON SHIP. . . . . . . . . . . . . . . . . . . . 300 pts Notes: Ramming Prow: A ship with a ramming prow rolls an additional dice when attempting to damage the enemy ship. You also roll one less dice when calculating damage from the ram against your own ship. Daemon Ship: This ship follows the rules for Daemon ships discussed later.

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Page 1: Daemonic Ships

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UP TO Two PROW ARMAMENTS

MAY HAVE ANY OF THE FOLLOWING PSYCHIC ATTACKS

UP TO ONE BROADSIDE WEAPON ON EACH SIDE (MUST BE SYMETRICAL)

TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETSBattleship/12 25cm 45° 3 5 4

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSWeapons Battery 60cm 8 Left/front/right 20

Torpedoes 30cm 5 Front 20Launch Bay Swiftdeaths: 30cm

Doomfires: 20cmDreadclaws: 30cm

4 squadrons - 40

Ramming Prow - - - 20

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSWarp Lash 120cm 2D6 360 ° 50

Psychic Scream Hits all enemies within30cm

Special 360 ° 50

Warp Tear 15cm Special Front 50

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSLeft Weapons

Battery60cm 6 Left 20

Right WeaponsBattery

60cm 6 Right 20

Launch Bay Swiftdeaths: 30cmDoomfires: 20cmDreadclaws: 30cm

4 squadrons - 40

CHAOS DAEMON SHIP. . . . . . . . . . . . . . . . . . . . 300 pts

Notes: Ramming Prow: A ship with a ramming prow rolls an additional dice when attempting todamage the enemy ship. You also roll one less dice when calculating damage from the ram againstyour own ship.

Daemon Ship: This ship follows the rules for Daemon ships discussed later.

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Two PROW ARMAMENTS

UP TO ONE BROADSIDE WEAPON ON EACH SIDE (MUST BE SYMETRICAL)

TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETSBattleship/12 25cm 45° 1 5 2

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSTorpedoes 30cm 10 Front 0

Ramming Prow - - - 0

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSRight Lance Battery 60cm 3 Right 20Left Lance Battery 60cm 3 Left 20

Launch Bay Swiftdeaths: 30cmDoomfires: 20cmDreadclaws: 30cm

4 squadrons - 40

KHORNATE BATTLESHIP. . . . . . . . . . . . . . . . . . . . 300 pts

Notes: Ramming Prow: A ship with a ramming prow rolls an additional dice when attempting to

damage the enemy ship. You also roll one less dice when calculating damage from the ram againstyour own ship.

Daemon Ship: This ship follows the rules for Daemon ships discussed later.

Khornate Ship: This ship follows the rules for ships possessed by Khorne.

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Two PROW ARMAMENTS

MAY HAVE ANY OF THE FOLLOWING PSYCHIC ATTACKS

UP TO ONE BROADSIDE WEAPON ON EACH SIDE (MUST BE SYMETRICAL)

TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETSBattleship/12 25cm 45° 4 5 4

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSWeapons Battery 30cm 4 Left/front/right 0

Torpedoes 40cm 5 Front 0

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSPuppeteer 15cm Special 360 ° 60

Psychic Scream Hits all enemies within30cm

Special 360 ° 50

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSLeft Weapons

Battery60cm 6 Left 20

Right WeaponsBattery

60cm 6 Right 20

Right Lance Battery 60cm 3 Right 20Left Lance Battery 60cm 3 Left 20

Launch Bay Swiftdeaths: 30cmDoomfires: 20cmDreadclaws: 30cm

4 squadrons - 40

TZEENTCH BATTLESHIP. . . . . . . . . . . . . . . . . . . . 300 pts

Notes: Ramming Prow: A ship with a ramming prow rolls an additional dice when attempting todamage the enemy ship. You also roll one less dice when calculating damage from the ram againstyour own ship.

Daemon Ship: This ship follows the rules for Daemon ships discussed later.Tzeentch Ship: This ship follows the rules for ships possessed by Tzeentch.

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Two PROW ARMAMENTS

MAY HAVE ANY OF THE FOLLOWING PSYCHIC ATTACKS

UP TO ONE BROADSIDE WEAPON ON EACH SIDE (MUST BE SYMETRICAL)

TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETSBattleship/12 25cm 90° 4 5 4

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSWeapons Battery 30cm 4 Left/front/right 0

Torpedoes 30cm 5 Front 0

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSFrenzy 25cm Special 360 ° 80

Psychic Scream Hits all enemies within30cm

Special 360 ° 50

Symphony of Pain 30cm Special 360 ° 50

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSLeft Weapons

Battery60cm 6 Left 20

Right WeaponsBattery

60cm 6 Right 20

Right Lance Battery 60cm 3 Right 20Left Lance Battery 60cm 3 Left 20

Launch Bay Swiftdeaths: 30cmDoomfires: 20cmDreadclaws: 30cm

4 squadrons - 40

SLAANESH BATTLESHIP. . . . . . . . . . . . . . . . . . . . 300 pts

Notes: Ramming Prow: A ship with a ramming prow rolls an additional dice when attempting todamage the enemy ship. You also roll one less dice when calculating damage from the ram againstyour own ship.

Daemon Ship: This ship follows the rules for Daemon ships discussed later.

Slaanesh Ship: This ship follows the rules for ships possessed by Slaanesh.

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PROW ARMAMENTS

BROADSIDE WEAPONS

TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETSCruiser/8 25cm 45° 2 5 2

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSWeapons Battery 30cm 4 Left/front/right 0

ARMAMENT RANGE/SPEED FIREPOWER FIRE ARC POINTSLeft Weapons

Battery60cm 6 Left 20

Right WeaponsBattery

60cm 6 Right 20

PLAUGE SHIP. . . . . . . . . . . . . . . . . . . . 145 pts

Notes: The plague ship may exchange its broadside weapon batteries for launch bays with plague-ridden dreadclaws for 30 points.

Daemon Ship: This ship follows the rules for Daemon ships discussed later.Nurgle Ship: This ship follows the rules for ships possessed by Nurgle.

Plaugeship: This ship is infected with the Nurgle plague (see details later).

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SPECIAL RULES & UPGRADES

Daemon Ship: Daemon ships are possessed partially or completely by daemons. It is not unknown for a single daemon to run an entire ship.

If a Daemon ship enters a warp portal or similar phenomenon, the controlling player of the ship may remove it from the battlefield and then place the ship anywhere on the boardin their following turn. Furthermore, Daemon ships never suffer leadership penalties.

Khornate Ship: The chaos god known as Khorne is a brutal instrument of destruction and those who follow in his path are sure to bring pain to anyone in their way.

Khornate ships must always move at full speed unless within 15cm of an enemyvessel. Also, Khornate ships roll two extra dice when conducting hit-and-run attacks.

Nurgle Ship: Nurgle is the chaos god of disease and decay. His ships are easily recognised

by their weeping sores and scabbed surface.If a Nurgle ship is ever at fewer hits than it began the game with, you may roll a D6 at

the beginning of your turn. On a 5 or more, the ship gains one hit. Furthermore, if a Nurgleship comes into base contact with another ship (friend or foe), that ship becomes ‘infected’ ona D6 roll of 6.

Tzeentch Ship: Tzeentch is the chaos god of change. Many of his greater daemons can movetheir ships with unnerving speed or persuade their foes to do as they please.

Tzeentch ships do not suffer Perils of the Warp when using psychic powers.

Slaanesh Ship: The prince of pleasure and arch-nemesis of the elder.Eldar holofields saves are reduced by 1 against attacks from a Slaanesh ship. Slaanesh

ships may reroll hit and run attacks.

Plague Ships: The great Nurgle plague is known throughout the galaxy. Many think of it as a story, or at least hope it is. The countless zombies that succumb to the plague are alwayslooking for new victims.

If a plague ship comes into base contact with another ship (friend or foe) it becomes‘infected’ on a 2+ (or 4+ if the ship is braced for impact) and ‘corroded’ on a separate 4+.Infected ships lose 1 leadership every game turn (to a minimum of 5). When the shipsleadership becomes 5, the following turn it immediately becomes crippled (reduce its hits) if it wasn’t already.Corroded ships lose 1 armour on all facings every game turn (to a minimum of 2) on a 3+(roll each turn).