Battlefleet Gothic - Merchantmen.pdf

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198752016 UNPDF
MERCHANTMEN
Experimental Rules for Forge World’s new models,
by WARWICK KINRADE
IMPERIAL SUPER HEAVY TROOP TRANSPORTS . . pts/special
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Cruiser/2
15cm
45°
1
5+
1
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Dorsal weapons battery
15cm
2
Right/Left/Front
Every Imperial fleet is supported by hundreds
of secondary vessels, mostly chartered or
commandeered merchant vessels used to
transport supplies between embattled systems.
The most common of these ships are the
Imperial transports, but across the Imperium
there are a vast array of different space faring
vessels, any of which can be pressed into
service at need.
Super heavy transports are used to support
large fleet actions, such as planetary assaults.
Each is capable of carrying tens of thousands of
men and thousands of vehicles. They are also
used by Adeptus Mechanicus Titan Legions for
moving their huge war machines or enough
munitions to supply an entire army. Such a
concentration of vulnerable forces needs
protecting, and most fleet commanders assign
dedicated escort vessels to a squadron of Super
heavy transports, and position them at the
centre of the fleet’s formation for maximum
protection. The loss of one of these vessels
during a planetary assault can have huge
long–term effects on the ground campaign.
As well as their military role Super heavy
transports are also used as bulk ore or grain
carriers, and damaged vessels have been
converted into supply bases, hospital vessels
and forward repair facilities for fleets operating
in isolated or primitive systems.
Notes: Super heavy Transports do not have
the powerful drives fitted to warships. When
using All Ahead Full orders only add
+3D6cm to their speed. They also reduce
their randomly rolled leadership by one, so
they have a leadership between 5 and 8.
Super heavy Transports have ‘special’ for
their point’s value as they are only used as
objectives in missions.
Using Super Heavy Transports
You can use Super heavy transports as straight
replacements for standard transports. You can
use them in Convoy scenarios, in which case a
single Super heavy transport counts as two
standard transports. For every Super heavy
transport taken, the defender may choose up
to 100 points of ships to protect it. For the
purpose of victory conditions each Super heavy
transport that exits the board edge is worth
two standard transports.
In planetary assault scenarios a Super heavy
transport counts as two standard transports, so
the attacker may take one for every 500 points
of his fleet. He may mix standard transports
and Super heavy transports freely.
A Super heavy transport delivers 4 assault
points per turn that it remains within 30cm of
the edge of the planet. Whilst deploying troops
it may not do anything else.
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IMPERIAL SUPER HEAVY FUEL TRANSPORTS . . . .pts/special
Every Imperial Guard army requires vast
amounts of supplies, not least amongst them
fuel. Every tank, armoured carrier, aircraft and
vehicle needs it to operate. Fuel supplies will
often need to be shipped to an army, and a
secure, constant supply is always a high
priority for any ground commander. This
supply is often carried on one huge tanker. A
Super heavy fuel transport can carry enough
fuel to support an entire campaign. As such
defending them is vital.
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Cruiser/2
15cm
45°
1
5+
1
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Dorsal wepaons battery
15cm
2
Right/Left/Front
Notes: Super heavy transports do not have the
powerful drives that are fitted to warships.
When using All Ahead Full orders only add
+3D6cm to their speed. They also reduce
their randomly rolled Leadership by 1, so they
have a leadership between 5 and 8. Super
heavy transports have ‘special’ for their points
value as they are only used as objectives in
missions.
Fuel transports carry highly flammable
cargoes. When hit they are likely to explode
spectacularly. When rolling on the Critical
Hits table add +2 to the dice roll. The
maximum result is still a 12.
When rolling on the Catastrophic Damage
table also add +2 to the dice roll. The
maximum result is still a 12.
ELDAR TRANSPORTS . . . . . . . . . . . . . . . . . . . . . . .pts/special
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Escort/1
10/10/15
Special
Holofields
4+
0
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Prow weapons battery
30cm
1
Front
Just like Imperial forces Eldar fleets need the
support of transports. Unlike Imperial forces
these transport are fast, stealthy and hard to
the catch. Because they are harder to catch and
considering that Eldar cargoes are likely to
contain more valuable items than Imperial
food supplies, the victory conditions of the
Convoy Run scenario are changed when the
Eldar are defending the convoy.
Transport Exiting Result
75% or more
Eldar Convoy win
66%-74%
Eldar Convoy marginal win
50%-65%
Attacker’s marginal win
up to 49%
Attacker’s win
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