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300 pts
TYPE/HITS
Battleship/12
SPEED
25cm
TURNS
45
SHIELDS
3
ARMOUR
5
TURRETS
4
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
RANGE/SPEED
120cm Hits all enemies within 30cm 15cm
FIREPOWER
2D6 Special Special
FIRE ARC
360 360 Front
POINTS
50 50 50
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.
TYPE/HITS
Battleship/12
SPEED
15cm
TURNS
45
SHIELDS
2
ARMOUR
5
TURRETS
6
RANGE/SPEED
30cm -
FIREPOWER
4 -
FIRE ARC
Left/front/right -
POINTS
0 0
RANGE/SPEED
20cm Hits all enemies within 30cm
FIREPOWER
3D6 Special
FIRE ARC
360 360
POINTS
60 50
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.
TYPE/HITS
Battleship/12
SPEED
25cm
TURNS
45
SHIELDS
1
ARMOUR
5
TURRETS
2
RANGE/SPEED
30cm -
FIREPOWER
10 -
FIRE ARC
Front -
POINTS
0 0
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.
TYPE/HITS
Battleship/12
SPEED
25cm
TURNS
45
SHIELDS
4
ARMOUR
5
TURRETS
4
RANGE/SPEED
30cm 40cm
FIREPOWER
4 5
FIRE ARC
Left/front/right Front
POINTS
0 0
RANGE/SPEED
15cm Hits all enemies within 30cm
FIREPOWER
Special Special
FIRE ARC
360 360
POINTS
60 50
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.
TYPE/HITS
Battleship/12
SPEED
25cm
TURNS
90
SHIELDS
4
ARMOUR
5
TURRETS
4
RANGE/SPEED
30cm 30cm
FIREPOWER
4 5
FIRE ARC
Left/front/right Front
POINTS
0 0
RANGE/SPEED
25cm Hits all enemies within 30cm 30cm
FIREPOWER
Special Special Special
FIRE ARC
360 360 360
POINTS
80 50 50
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.
TYPE/HITS Cruiser/8
SPEED 25cm
TURNS 45
SHIELDS 2
ARMOUR 5
TURRETS 2
RANGE/SPEED
30cm
FIREPOWER
4
FIRE ARC
Left/front/right
POINTS
0
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).