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CHAOS DAEMON SHIP. . . . . . . . . . . . . . . . . . . .

300 pts

TYPE/HITS
Battleship/12

SPEED
25cm

TURNS
45

SHIELDS
3

ARMOUR
5

TURRETS
4

UP TO Two PROW ARMAMENTS ARMAMENT


Weapons Battery Torpedoes Launch Bay

RANGE/SPEED
60cm 30cm Swiftdeaths: 30cm Doomfires: 20cm Dreadclaws: 30cm -

FIREPOWER
8 5 4 squadrons

FIRE ARC
Left/front/right Front -

POINTS
20 20 40

Ramming Prow

20

MAY HAVE ANY OF THE FOLLOWING PSYCHIC ATTACKS ARMAMENT


Warp Lash Psychic Scream Warp Tear

RANGE/SPEED
120cm Hits all enemies within 30cm 15cm

FIREPOWER
2D6 Special Special

FIRE ARC
360 360 Front

POINTS
50 50 50

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


Left Weapons Battery Right Weapons Battery Launch Bay

RANGE/SPEED
60cm 60cm Swiftdeaths: 30cm Doomfires: 20cm Dreadclaws: 30cm

FIREPOWER
6 6 4 squadrons

FIRE ARC
Left Right -

POINTS
20 20 40

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.

NURGLE SHIP. . . . . . . . . . . . . . . . . . . . 300 pts

TYPE/HITS
Battleship/12

SPEED
15cm

TURNS
45

SHIELDS
2

ARMOUR
5

TURRETS
6

Two PROW ARMAMENTS ARMAMENT


Weapons Battery Ramming Prow

RANGE/SPEED
30cm -

FIREPOWER
4 -

FIRE ARC
Left/front/right -

POINTS
0 0

MAY HAVE ANY OF THE FOLLOWING PSYCHIC ATTACKS ARMAMENT


Curse of Decay Psychic Scream

RANGE/SPEED
20cm Hits all enemies within 30cm

FIREPOWER
3D6 Special

FIRE ARC
360 360

POINTS
60 50

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


Left Weapons Battery Right Weapons Battery Right Lance Battery Left Lance Battery Launch Bay

RANGE/SPEED
60cm 60cm 60cm 60cm Swiftdeaths: 30cm Doomfires: 20cm Dreadclaws: 30cm

FIREPOWER
6 6 3 3 4 squadrons

FIRE ARC
Left Right Right Left -

POINTS
20 20 20 20 40

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

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

TYPE/HITS
Battleship/12

SPEED
25cm

TURNS
45

SHIELDS
1

ARMOUR
5

TURRETS
2

Two PROW ARMAMENTS ARMAMENT


Torpedoes Ramming Prow

RANGE/SPEED
30cm -

FIREPOWER
10 -

FIRE ARC
Front -

POINTS
0 0

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


Right Lance Battery Left Lance Battery Launch Bay

RANGE/SPEED
60cm 60cm Swiftdeaths: 30cm Doomfires: 20cm Dreadclaws: 30cm

FIREPOWER
3 3 4 squadrons

FIRE ARC
Right Left -

POINTS
20 20 40

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

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

TYPE/HITS
Battleship/12

SPEED
25cm

TURNS
45

SHIELDS
4

ARMOUR
5

TURRETS
4

Two PROW ARMAMENTS ARMAMENT


Weapons Battery Torpedoes

RANGE/SPEED
30cm 40cm

FIREPOWER
4 5

FIRE ARC
Left/front/right Front

POINTS
0 0

MAY HAVE ANY OF THE FOLLOWING PSYCHIC ATTACKS ARMAMENT


Puppeteer Psychic Scream

RANGE/SPEED
15cm Hits all enemies within 30cm

FIREPOWER
Special Special

FIRE ARC
360 360

POINTS
60 50

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


Left Weapons Battery Right Weapons Battery Right Lance Battery Left Lance Battery Launch Bay

RANGE/SPEED
60cm 60cm 60cm 60cm Swiftdeaths: 30cm Doomfires: 20cm Dreadclaws: 30cm

FIREPOWER
6 6 3 3 4 squadrons

FIRE ARC
Left Right Right Left -

POINTS
20 20 20 20 40

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

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

TYPE/HITS
Battleship/12

SPEED
25cm

TURNS
90

SHIELDS
4

ARMOUR
5

TURRETS
4

Two PROW ARMAMENTS ARMAMENT


Weapons Battery Torpedoes

RANGE/SPEED
30cm 30cm

FIREPOWER
4 5

FIRE ARC
Left/front/right Front

POINTS
0 0

MAY HAVE ANY OF THE FOLLOWING PSYCHIC ATTACKS ARMAMENT


Frenzy Psychic Scream Symphony of Pain

RANGE/SPEED
25cm Hits all enemies within 30cm 30cm

FIREPOWER
Special Special Special

FIRE ARC
360 360 360

POINTS
80 50 50

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


Left Weapons Battery Right Weapons Battery Right Lance Battery Left Lance Battery Launch Bay

RANGE/SPEED
60cm 60cm 60cm 60cm Swiftdeaths: 30cm Doomfires: 20cm Dreadclaws: 30cm

FIREPOWER
6 6 3 3 4 squadrons

FIRE ARC
Left Right Right Left -

POINTS
20 20 20 20 40

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

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

TYPE/HITS Cruiser/8

SPEED 25cm

TURNS 45

SHIELDS 2

ARMOUR 5

TURRETS 2

PROW ARMAMENTS ARMAMENT


Weapons Battery

RANGE/SPEED
30cm

FIREPOWER
4

FIRE ARC
Left/front/right

POINTS
0

BROADSIDE WEAPONS ARMAMENT


Left Weapons Battery Right Weapons Battery

RANGE/SPEED
60cm 60cm

FIREPOWER
6 6

FIRE ARC
Left Right

POINTS
20 20

Notes: The plague ship may exchange its broadside weapon batteries for launch bays with plagueridden 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).

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 board in 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 enemy vessel. 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 Nurgle ship comes into base contact with another ship (friend or foe), that ship becomes infected on a D6 roll of 6. Tzeentch Ship: Tzeentch is the chaos god of change. Many of his greater daemons can move their 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 always looking 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 ships leadership becomes 5, the following turn it immediately becomes crippled (reduce its hits) if it wasnt already. Corroded ships lose 1 armour on all facings every game turn (to a minimum of 2) on a 3+ (roll each turn).

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