|
Please note that these ships are not official or designed
by Games Workshop

Designs available:
Please register your ship designs, with as much info as possible (including any
construction notes you have), with ships@gothicwar.ukf.net



|

|
|
Designer: Adam Craig - bearcat1@vol.com |
400 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 19 July '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Battleship/12 |
20cm |
45 deg |
4 |
6+ front/5+ |
4 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port weapons battery |
60cm |
16 |
Left |
|
Port lance battery |
60cm |
1 |
Left/front |
|
Starboard weapons battery |
60cm |
16 |
Right |
|
Starboard lance battery |
60cm |
1 |
Right/front |
|
Dorsal lance battery |
60cm |
3 |
Left/front/right |
|
Prow nova cannon |
40-120cm |
1 |
Front |
| Notes: May not use Come to New
Heading special orders. |
Construction: Use a Imperial
Retribution Class Battleship, but use a nova cannon instead of the ramming
spike on the prow.
Non-mod alternative: Imperial Retribution Class Battleship |
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|

|
|
Designer: Shawn - xen@cubezoo.com |
230 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 03 December '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Cruiser/8 |
20cm |
45 deg |
2 |
6+ front/5+ |
2 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port lance battery |
30cm |
4 |
Left |
|
Starboard lance battery |
30cm |
4 |
Right |
|
Dorsal weapons battery |
45cm |
6 |
Left/front/right |
|
Prow torpedoes |
30cm |
6 |
Front |
| Notes: May not use Come to New
Heading special orders. May replace prow torpedoes with a nova cannon for
+10pts |
Construction: Construction of a
Neo-Gothic class cruiser is the same as a Gothic cruiser with the following
exception, simply place a turret where you would the forward antennae.
Non-mod alternative: Imperial Gothic Class Cruiser |
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|

|
|
Designer: Chris Hardstaff - warmaster@gothicwar.ukf.net |
365 pts |
|
No picture available |
FAMOUS SHIPS
Barbarian
Pain Everlasting |
|
Designed: 12 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Battleship/12 |
25cm |
45 deg |
4 |
5+ |
4 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port weapons battery |
45cm |
20 |
Left |
|
Starboard weapons battery |
45cm |
20 |
Right |
|
Dorsal weapons battery |
60cm |
8 |
Left/front/right |
|
Prow lance battery |
45cm |
3 |
Front |
| Notes: May not use Come to New
Heading special orders. |
Construction: Use a Chaos Desolator
Class Battleship, but stick 6 gun decks (as used with a Hades or Murder
class cruiser) on either side of the Desolator instead of turrets, 3 on
either side. You may also like to use different bridges on your models to
make them look even more different.
Non-mod alternative: Chaos Desolator Class Battleship |
Back to top

|

|
|
Designer: Chris Hardstaff - warmaster@gothicwar.ukf.net |
150 pts |
|
No picture available |
FAMOUS SHIPS
Stalker
Tracker
Evil's Friend |
|
Designed: 12 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Cruiser/8 |
25cm |
45 deg |
2 |
5+ |
2 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Prow weapons battery |
45cm |
6 |
Left/front/right |
| Notes: Ships within 15cm get an
extra 15cm range on all their weapons (excluding ordnance) to a maximum of
60cm, do not suffer a column shift when firing over 30cm but instead for
45cm, and hit with their turrets on a 3+. Also, ships within 15cm and in
base to base contact can fire their weaponry as if they were in a squadron
(excluding ordnance). |
Construction: Use a normal cruiser
base, but stick no gun decks or turrets on. Instead, cover up all the turret
holes (2 on the dorsal deck and 4 either side) with antenna.
Non-mod alternative: Chaos Murder Class Cruiser |
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|

|
|
Designer: Chris Hardstaff - warmaster@gothicwar.ukf.net |
75 pts |
|
No picture available |
FAMOUS SQUADRONS
- |
|
Designed: 21 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Escort/1 |
30cm |
90 deg |
1 |
5+ |
2 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Lance battery |
30cm |
3 |
Left/front/right |
|
Launch bay |
Swiftdeaths 30cm
Doomfires 20cm |
1 squadron |
- |
| Notes: The range of the
Penetrator's lances can be increased to 45cm at an additional cost of +10
pts. |
Construction: Take two launch bay
components of a Chaos cruiser and cut them in half such that the launch bay
doors are on a triangular piece. Stick these two triangular shaped pieces to
the wide end of a long stand (without base). Also here stick a chaos cruiser
bridge. Stick a turret on the bridge, one on the thin end of the stand and
one on the very end of the stand. Take two Imperial cruiser antenna, still
attached together with the small bit of plastic as when it was bought, and
stick this under the 'hull' near the thin end, but not at the very end.
Non-mod alternative: Chaos Idolator Class Raider |
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|

|
|
Designer: Chris Hardstaff - warmaster@gothicwar.ukf.net |
50 pts |
|
No picture available |
FAMOUS SQUADRONS
- |
|
Designed: 21 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Escort/1 |
30cm |
90 deg |
1 |
5+ |
2 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Lance battery |
30cm |
3 |
Left/front/right |
| Notes: The Psychos were so named
because of the kamakazi fashion in which their captains treated them. As a
result, Physcos get a +1 modifier in boarding actions and count as if they
have 4 hits during ramming actions. |
Construction: Same as the
Penetrator, but use the 'wings' from a Desolator Battleship's Bridge as
opposed to launch bays.
Non-mod alternative: Chaos Idolator Class Raider |
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|

|
|
Designer: Gene Cochran - grailknight@weblnk.net |
300 pts |
|
No picture available |
FAMOUS SHIPS
The Drycha
The Druadan
Khaine's Mistress |
|
Designed: 01 December '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Battleship/8 |
10/20/25cm |
special |
holofields |
4+ |
0 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Keel Torpedoes |
30cm |
8 |
Front |
|
Keel weapons battery |
30cm |
10 |
Front |
|
Prow pulsar lances |
45cm |
2 |
Front |
| Notes: One Wraith Class Battle
Cruiser, the Druadan, is armed with Launch Bays rather than Torpedoes. This
does not cost any extra points. |
Construction: Use a Imperial
Retribution Class Battleship, but use a nova cannon instead of the ramming
spike on the prow.
Non-mod alternative: Imperial Retribution Class Battleship |
Back to top


The Fra'al are one of the numerous bipedal-saurian races that infest the areas
of the galaxy beyond the Gothic Sector. While there are clear divergences in the
physical characteristics of these races, they are similar enough to one another
that many have speculated that some sort of "seeder" race passed
through that section of the galaxy many years ago and established numerous
colonies.
The general Fra'al body type seems to be a humanoid body, covered in scales of
apparently random sizes. The scales are colored a mottled green; there seems to
be no variation in coloring between individual Fra'al. (Visual studies under
separate wavelengths suggest that the Fra'al do, however, have great control
over their skin's surface temperature, and Adeptus Scientificus Academian Jonas
has theorized that were we able to see into the infrared range the Fra'al
coloration would be much more apparent. See footnote XR67-#19042Y.) The Fra'al
also has a short, thin tail projecting from the base of the spine; this tail
seems to be vestigal (though some Fra'al wear badges of rank or office upon
theirs; these are the only articles of clothing or adornment that the Fra'al
seem to wear.) The Fra'al, unlike Terran saurians, are warm-blooded creatures;
this falls in line with Academian Truman's postulate that only a warm-blooded
animal is capable of manipulating its environment to the point of developing
intelligence. (See footnote XR67-#8894Q.) The Fra'al have, as yet, only been
seen in video communication, so much of their physiology and culture remains a
mystery. However, they are definitely able to speak any demonstrated Terran
language (often displaying the uncanny ability to become fluent in that language
after only a short exposure.) Their intelligence seems equal or often better to
Terran standard, though they have a notable lack of psychic ability (whether
this is due to a simple lack of genetic potential or a deliberate suppression is
unknown.) Their social interaction appears to follow Pattern F-2 (as defined by
Academian Harcourt, footnote XR67-#7726D.) This type, commonly referred to as a
"matriarchy", is based around a single dominant female commanding an
entire tribe/clan/family of sterile males. While evolution along such patterns
usually produces mindless drone slaves, the "servant" males are quite
intelligent and capable of independent thought and action. Fra'al generally take
little or no interest in human affairs, except for very minor trade
communications. The Yarrow Incursion of 120.M38 was the only major military
action involving the Fra'al, and ended in a stalemate.(*) Current plans are to
merely secure the border with the Fra'al systems until the Gothic sector's
pacifation is complete, at which time a full invasion/subjugation/extermination
operation will commence.
(*) In 453.M39, a small Fra'al raiding force conducted operations in the Cyclops
Cluster; the purpose of these raids is unknown. The battleship "Divine
Right" was instrumental in ending the threat.
SHIPS
Fra'al ships show a wide variety of designs, apparently constructed to fit the
whims of the Matriarch funding their construction. A Fra'al battlefleet is
usually made up of a single family unit; additions to the fleet are subsumed
into the family (or, if the newcomer is of sufficient strength, they may make a
bid to control the original fleet.) (I picture them as looking something like
the Narn ships from Babylon 5 Wars.) Their ships are generally tougher than
corresponding Terran ships, with more internal bracing and stronger construction
materials. Also, their point defenses are more effective (one pilot described
them as "filling the sky with stars" in his memoirs.)
Most Fra'al ships carry a variety of different weapons; ordnance, lances, and
weapons batteries all make appearances on most of their ships. While none of
their weapons systems is powerful enough to win a battle on its own, in the
hands of a skilled commander they can prove deadly. Except for any differences
detailed below, Fra'al ships use the same rules as regular ships at all times.
Fra'al escorts, due to the superior construction and durability of Fra'al ships,
are never 'crippled', even if they lost one of their two damage points. They
fight at full capability until destroyed.
WEAPONS
Fra'al Lance technology is inferior to that of other Galactic races; Fra'al
lances hit on a 5+, as opposed to a 4+.
Fra'al torpedoes are more powerful than Terran types; Fra'al torpedoes cause
_two_ hits per torpedo, as opposed to only one. (Only one critical hit can be
caused per torpedo, though.)
Fra'al 'fighters' are similar to Ork craft, in that their ships serve as both
fighters and bombers. However, there are some notable differences, as Fra'al
ships are more balanced between space superiority and strike missions.
 | Fighters which attack a Fra'al fighter counter roll 1d6; on a 4+, they are
able to defeat the Fra'al ships rapidly enough that they need not return to
their carrier, and are left on the table. (Eldar fighters only roll once;
this roll "replaces" their usual roll. Ork fighta-bommaz roll
normally.)
 | Fra'al fighters act as standard bombers when attacking ships.
 | Fra'al fighters move at 20cm per turn.
 | They behave as fighters in all other respects (effects on other ordnance,
etc.)
| | | |
Most Fra'al ships carry launch bays slung underneath their hulls, in a ventral
position. Treat these as dorsal mounts for critical hit purposes; a 'dorsal
weapons damaged' result would also affect ventral weapons.
BOARDING
Fra'al seem to show a notable hatred of Chaos followers; the reasons for this
are unknown, as is so much else about this race. If a Fra'al ship is involved in
a boarding action against Chaos ships, it adds +1 to its die roll.
Fra'al escorts, due to the superior construction and durability of Fra'al ships,
are never 'crippled', even if they lost one of their two damage points. They
fight at full capability until destroyed.
Back to top


Back to top

|

|
|
Designer: Michael Powers - mpowers@vt.edu |
400 pts |
|
No picture available |
FAMOUS SHIPS
Sharak-Fraka |
|
Designed: 13 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Battleship/16 |
15cm |
45 deg |
5 |
6+ front/5+ |
5 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port weapons battery |
45cm |
8 |
Left |
|
Starboard weapons battery |
45cm |
8 |
Right |
|
Dorsal weapons battery |
45cm |
8 |
Left/front/right |
|
Ventral launch bay |
Fra'al fighters 20cm |
8 squadrons |
- |
|
Prow Fra'al lances |
45cm |
6 |
Left/front/right |
|
Prow Fra'al torpedoes |
30cm |
8 |
Front |
| Notes: May not use Come to New
Heading special orders. |
Construction: Please email
suggestions to ships@gothicwar.ukf.net |
Back to top

|

|
|
Designer: Michael Powers - mpowers@vt.edu |
220 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 13 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Cruiser/9 |
25cm |
45 deg |
2 |
6+ front/5+ |
3 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port weapons battery |
30cm |
2 |
Left |
|
Starboard weapons battery |
30cm |
2 |
Right |
|
Dorsal weapons battery |
30cm |
2 |
Left/front/right |
|
Ventral launch bay |
Fra'al fighters 20cm |
3 squadrons |
- |
|
Prow Fra'al lances |
45cm |
4 |
Front |
|
Prow weapons battery |
30cm |
6 |
Front |
|
Prow Fra'al torpedoes |
30cm |
3 |
Front |
| Notes: - |
Construction: Please email
suggestions to ships@gothicwar.ukf.net |
Back to top

|

|
|
Designer: Chris Hardstaff - warmaster@gothicwar.ukf.net |
235 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 14 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Cruiser/9 |
25cm |
45 deg |
2 |
6+ front/5+ |
3 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port Fra'al lances |
30cm |
2 |
Left |
|
Port weapons battery |
30cm |
4 |
Left |
|
Starboard Fra'al lances |
30cm |
2 |
Right |
|
Starboard weapons battery |
30cm |
4 |
Right |
|
Dorsal weapons battery |
45cm |
4 |
Left/front/right |
|
Ventral launch bay |
Fra'al fighters 20cm |
2 squadrons |
- |
|
Prow Fra'al lances |
45cm |
2 |
Left/front/right |
|
Prow Fra'al torpedoes |
30cm |
2 |
Front |
| Notes: - |
Construction: Please email
suggestions to ships@gothicwar.ukf.net |
Back to top

|

|
|
Designer: Michael Powers - mpowers@vt.edu |
190 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 13 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Cruiser/9 |
25cm |
45 deg |
2 |
5+ |
3 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port weapons battery |
30cm |
5 |
Left |
|
Starboard weapons battery |
30cm |
5 |
Right |
|
Dorsal weapons battery |
30cm |
4 |
Left/front/right |
|
Ventral launch bay |
Fra'al fighters 20cm |
3 squadrons |
- |
|
Prow Fra'al lances |
45cm |
2 |
Front |
|
Prow Fra'al torpedoes |
30cm |
3 |
Front |
| Notes: - |
Construction: Please email
suggestions to ships@gothicwar.ukf.net |
Back to top

|

|
|
Designer: Chris Hardstaff - warmaster@gothicwar.ukf.net |
175 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 14 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Cruiser/9 |
25cm |
45 deg |
2 |
5+ |
3 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port Fra'al lances |
30cm |
3 |
Left |
|
Starboard Fra'al lances |
30cm |
3 |
Right |
|
Dorsal weapons battery |
30cm |
5 |
Left/front/right |
|
Ventral launch bay |
Fra'al fighters 20cm |
2 squadrons |
- |
|
Prow Fra'al lances |
45cm |
2 |
Front |
|
Prow Fra'al torpedoes |
30cm |
4 |
Front |
| Notes: - |
Construction: Please email
suggestions to ships@gothicwar.ukf.net |
Back to top

|

|
|
Designer: Chris Hardstaff - warmaster@gothicwar.ukf.net |
200 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 14 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Cruiser/9 |
25cm |
45 deg |
2 |
5+ |
3 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port Fra'al torpedoes |
30cm |
2 |
Left |
|
Starboard Fra'al torpedoes |
30cm |
2 |
Right |
|
Dorsal weapons battery |
45cm |
5 |
Left/front/right |
|
Ventral launch bay |
Fra'al fighters 20cm |
2 squadrons |
- |
|
Prow Fra'al lances |
45cm |
3 |
Left/front/right |
|
Prow Fra'al torpedoes |
30cm |
3 |
Front |
| Notes: - |
Construction: Please email
suggestions to ships@gothicwar.ukf.net |
Back to top

|

|
|
Designer: Michael Powers - mpowers@vt.edu |
70 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 13 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Escort/2 |
25cm |
90 deg |
1 |
5+ |
2 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Dorsal launch bay |
Fra'al fighters 20cm |
1 squadron |
- |
|
Ventral launch bay |
Fra'al fighters 20cm |
1 squadron |
- |
|
Prow Fra'al lances |
45cm |
1 |
Front |
|
Prow weapons battery |
30cm |
1 |
Left/front/right |
| Notes: - |
Construction: Please email
suggestions to ships@gothicwar.ukf.net |
Back to top

|

|
|
Designer: Michael Powers - mpowers@vt.edu |
60 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 13 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Escort/2 |
25cm |
90 deg |
1 |
5+ |
2 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Ventral launch bay |
Fra'al fighters 20cm |
1 squadron |
- |
|
Prow Fra'al lances |
45cm |
1 |
Front |
|
Prow weapons battery |
30cm |
3 |
Left/front/right |
| Notes: - |
Construction: Please email
suggestions to ships@gothicwar.ukf.net |
Back to top

|

|
|
Designer: Chris Hardstaff - warmaster@gothicwar.ukf.net |
45 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 14 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Escort/2 |
30cm |
90 deg |
1 |
5+ |
2 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Prow Fra'al lances |
30cm |
3 |
Left/front/right |
|
Prow weapons battery |
45cm |
3 |
Left/front/right |
| Notes: - |
Construction: Please email
suggestions to ships@gothicwar.ukf.net |
Back to top

|

|
|
Designer: Chris Hardstaff - warmaster@gothicwar.ukf.net |
30 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 14 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Escort/2 |
30cm |
90 deg |
1 |
5+ |
2 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Prow weapons battery |
30cm |
2 |
Left/front/right |
|
Prow Fra'al torpedoes |
30cm |
2 |
Front |
| Notes: - |
Construction: Please email
suggestions to ships@gothicwar.ukf.net |
Back to top


HISTORY OF THE GALACTIC EMPIRE
(Sorry Folks haven’t got one written yet, but if you want to write one, submit
it to Emperor_Palpatine@iowntheweb.com. I’ll make sure you get credit for it) Imperial
Leadership
Leadership is rolled for normal for Imperial ships. This means they will always
get a result of 6 through 9.
Imperial Ship Movement
Imperial Ships move as normal.
IMPERIAL TECHNOLOGY
Hyperspace & Hyperdrives
“Hyperspace” is an alternate dimension that exists above & beyond both
the Real Universe, and The Warp. It is by means of this alternate dimension and
devices known as “hyperdrives” that ships of the “Galactic Empire”
travel between the stars. The “Hyperdrive” is the miraculous technology that
allows starships to enter the alternate dimension known as hyperspace and travel
faster than the speed of light. The Hyperdrive allows travel between the
millions of settled worlds in the Empire. Traveling in hyperspace can be quite
dangerous---objects in our universe, or “realspace,” produce “mass shadows”
in hyperspace. Any ship striking a mass shadow in hyperspace is instantly
destroyed. Starships have navigational “nav computers” (also nicknamed “navicomputers”)
to calculate safe travel routes through hyperspace, taking a ship around stars,
planets, stray asteroids, and other stellar hazards. Hyperdrives are rated by
“classes”; the lower the class, the faster the hyperdrive. Most military
ships have Class two or Class one hyperdrives.
Deflector Shields
Deflector shields provide a starship's first line of defense. These electronic
energy dampeners wrap the vessel in a protective screen that blocks incoming
attacks. While they are expensive and require plenty of power, shield generators
are much lighter & take up far less volume than armour plating. The two most
common shield types are particle Shields and ray, or energy shields.
Particle shields
Particle shields are standard equipment on all starships. They absorb kinetic
energy from physical impacts, protecting a ship during collisions with debris
and other ships, and blunt the effects of torpedoes and missiles. Particle
shields provide no protection against energy attacks such as lance or Weapons
Battery fire. These shields greatly enhance a ship's hull integrity by using
energy charges to strengthen the molecular bonds of the hull plating. They are
kept powered at all times to deflect micrometeors and other small debris.
Particle Shields are equipped on ALL imperial vessels and allow them to move
through Blast markers, Gas and Dust clouds without movement penalties. In
addition, Capital Ships (Battleships & Cruisers) receive a 5+ save against
all hits inflicted by Torpedoes, Bombers, and Ramming incidents. Particle
shields require little energy to generate and maintain, and do not produce much
excess heat. There fore, they are never knocked down (unless a “Shield
Generator” critical hit is attained that is.) The shield rating given for a
ship is for its “Ray” shields.
Ray shields
Ray shields will absorb blasts from laser cannons, turbolasers, and other
energy weapons such as lances. Since these shields consume a tremendous amount
of energy, they are raised only when battle is imminent. Shield energy permeates
the ship's hull and wraps the vessel in layers of energy that may extend
anywhere from a few millimeters to several meters away from the hull.
Ray shields work as normal shields in Battlefleet Gothic.
Laser Cannons
Laser cannons are the most common starship weapons in the Galaxy, ranging
from the low-power units found on independent freighters to the high-output
military models used by fighters and smuggling ships. Some capital ships also
utilize laser cannons to deal with starfighters. Laser cannons are not powerful
enough to penetrate the armour & shields used my modern capital ships.
However, but their ability to shot over long distances and track fast targets
makes them Ideal for shooting Fighters, Bombers, and Assault Boats, as well as
torpedoes, from a distance before they can do any damage.
When targeting ordinance (which is all they’re good for!), Laser cannons count
at Lances and always hit on a 4+.
Turbolasers
The most common capital chips weapons in the galaxy; turbolasers are
large-scale energy weapons carrying enough punch to cut through the shields and
thick armour plating modern warships. Banks of turbolasers, coordinated through
computerized fire-control systems, deliver sustained volleys of energy.
Turbolasers are fired in the same manner as Weapons Batteries and use the
Gunnery Table, but when rolling to hit, they get a +1 to hit. Example: If a ship
being targeted by a turbolaser battery has an armour rating of 5+, the
turbolasers would hit the ship a 4+.
Ion Cannons
Ion cannons are similar to laser cannons, but their energy beams, which
appear to be standard laser blasts, actually disable the targeted ship's
electronic and computer systems instead of causing physical damage. Ion energy
blasts overload and fuse circuitry, blowing out computers, flight control
systems, sensors, shields, and weapons --- even life-support and communications
systems are damaged. While low-powered bolts may cause only minor system
failures, a powerful blast can cripple a ship for several minutes. As internal
electronics systems short out, streams of blue lightning play across control
panels and electronic interfaces. Since Ion blasts are unimpaired by energy
shields, ships have no defense against them short of reconfiguring their shields
--- and this would make the shields useless for absorbing standard energy
weapons.
Ion Cannons are fired in the same manner as Weapons Batteries and use the
Gunnery table. Ion Cannons are unimpaired by shields, so all hits effect the
ship directly. Since Ion Cannons do no physical damage, the ship losses no “wounds”
form Ion Cannons, however. If any Ion Cannons DO score a hit on a ship, roll for
“Ionization effect”. This is essentially the same as rolling for Critical
hits, except you consult the table below. So if an Ion Cannon hits & passes
the “Armour” roll, roll a D6, on a score of 6, roll 2D6 and consult the
Ionization Table below.
Ionization Table
|
2D6 |
Result |
Repair Roll* |
|
2 |
Dorsal armament disabled. The Ships dorsal armament firing &
targeting controls have been shorted out and may not fire until the short
has been repaired. |
4+ |
|
3 |
Starboard armament disabled. The Ships starboard armament firing
& targeting controls have been shorted out and may not fire until the
short has been repaired. |
4+ |
|
4 |
Port armament disabled. The Ships port armament firing &
targeting controls have been shorted out and may not fire until the short
has been repaired. |
4+ |
|
5 |
Prow armament disabled. The Ships prow armament firing &
targeting controls have been shorted out and may not fire until the short
has been repaired. |
4+ |
|
6 |
Thrusters disabled. The circuitry controlling the ships
maneuvering thrusters has been fused. The ship may not make any turns
until the circuitry can be rerouted. |
4+ |
|
7 |
Ion field. The ship is affected by an Ion field, which threatens
to ionize other areas of the ship if it doesn’t dissipate. If the Ion
Field does not dissipate (“get repaired”), The Ion Field will cause
Ionization to other areas of the ship. Roll on the Ionization table again
at the end of the turn if the Ion field doesn’t dissipate. Re-roll any 7’s. |
5+ |
|
8 |
Engine shorts out. One of the ships engines shorts out. Reduce
the ship’s speed by -10cm until the short can be repaired. |
5+ |
|
9 |
Communications system damaged. The ships inter-ship
communications systems have been damaged. The Ships leadership is reduced
by -3 and it cannot use any special orders until the damage can be
repaired. |
5+ |
|
10 |
Shield Generator overloaded. The Ion blast overloads & fuses
the circuitry of the Shield Generator! The Ships shield strength is
reduced to zero until the damage can be repaired. |
6+ |
|
11 |
Sensor array disabled. The Ion blast fuses the circuitry of the
ship’s sensor array! The ship may not use any special orders & the
ship may only move at half speed, as it is essentially flying blind, until
the damage is repaired. |
6+ |
|
12 |
Life-support system failure. The Ion blast causes the ships
life-support systems to fail in a cascade collapse. All the ships weapon
armaments are half as effective (so if it has a strength 10 Weapons
Battery, it would count as strength 5) and can only be fired on a D6 roll
of 6+ as the crew panics. The ship also may not use any special orders
until the Life Support systems are restored and the ship automatically
fails any Leadership tests that it might be required to take. |
6+ |
* This is the roll required on a D6 to repair damage inflicted by an Ion
Cannon. It is rolled at the same time you would roll to repair Critical hits,
but you only roll a single die, not one for every point of damage a ship has
remaining.
ATTACK CRAFT
Imperial attack craft work as normal attack craft. See the ordnance section of
the Battlefleet Gothic rulebook for full rules for attack craft.
TIE Fighters
Sienar Fleet Systems’ TIE (Twin Ion Engine) fighter is the clearest symbol
of the Imperial Navy’s control of space. TIE fighters are present aboard even
the smallest Imperial cruisers and are stationed at starpoards and garrison
bases across the galaxy, an ever-present reminder of the Empire’s might.
TIE Bombers
The TIE Bomber is the Empire’s prime assault bomber. While slower and less
maneuverable than standard starfighters, these bombers provide excellent “surgical
strike” potential against ground and deep-space targets.
TIE Fighters 30cm
TIE Bombers 20cm
Notes
Imperial Ships have no dorsal armaments, but some do have aft armaments. To fit
this into the game, on the Critical hits table, change “Dorsal armament
damaged” to “Aft armament damaged”.
Also, Hyperspace is totally unlike the warp, and Hyperdrives can’t cause tears
between “real space” and “Hyperspace”, but Imperial ships carry massive
power reactors, which can explode with devastating force.
So alter the “Catastrophic Damage Table” so that:
2-6 = Drifting Hulk. (Normal results)
7-9 = Blazing Hulk. (Normal Results)
10-12 = Main Reactor Overload (Equivalent to “Warpdrive Implosion”, but with
a 2D6+3 blast radius.)
Back to top


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|

|
|
Designer: Ned Smotherman - Emperor_Palpatine@iowntheweb.com |
535 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 21 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Battleship/15 |
15cm |
45 deg |
6 |
6+ |
0 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port turbolasers |
70cm |
30 |
Left |
|
Port ion cannons |
45cm |
20 |
Left |
|
Starboard turbolasers |
70cm |
30 |
Right |
|
Starboard ion cannons |
45cm |
20 |
Right |
|
Prow turbolasers |
70cm |
30 |
Front |
|
Prow ion cannons |
45cm |
20 |
Front |
|
Aft turbolasers |
70cm |
15 |
Rear |
|
Aft ion cannons |
45cm |
10 |
Rear |
|
Ventral launch bays |
TIE fighters 30cm
TIE bombers 20cm |
15 squadrons |
- |
| Notes: May not use Come to New
Heading special orders. |
Construction: - |
Back to top

|

|
|
Designer: Ned Smotherman - Emperor_Palpatine@iowntheweb.com |
400 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 21 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Battleship/12 |
25cm |
45 deg |
5 |
6+ |
0 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port turbolasers |
60cm |
16 |
Left |
|
Port ion cannons |
35cm |
16 |
Left |
|
Starboard turbolasers |
60cm |
16 |
Right |
|
Starboard ion cannons |
35cm |
16 |
Right |
|
Prow turbolasers |
60cm |
12 |
Front |
|
Prow ion cannons |
35cm |
12 |
Front |
|
Aft turbolasers |
60cm |
8 |
Rear |
|
Aft ion cannons |
35cm |
8 |
Rear |
|
Ventral launch bays |
TIE fighters 30cm
TIE bombers 20cm |
6 squadrons |
- |
| Notes: May not use Come to New
Heading special orders. |
Construction: - |
Back to top

|

|
|
Designer: Ned Smotherman - Emperor_Palpatine@iowntheweb.com |
310 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 21 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Cruiser/10 |
20cm |
45 deg |
4 |
5+ |
0 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port turbolasers |
60cm |
12 |
Left |
|
Port ion cannons |
35cm |
12 |
Left |
|
Starboard turbolasers |
60cm |
12 |
Right |
|
Starboard ion cannons |
35cm |
12 |
Right |
|
Prow turbolasers |
60cm |
8 |
Front |
|
Prow ion cannons |
35cm |
8 |
Front |
|
Aft turbolasers |
60cm |
5 |
Rear |
|
Aft ion cannons |
35cm |
5 |
Rear |
|
Ventral launch bays |
TIE fighters 30cm
TIE bombers 20cm |
6 squadrons |
- |
| Notes: May not use Come to New
Heading special orders. |
Construction: - |
Back to top

|

|
|
Designer: Ned Smotherman - Emperor_Palpatine@iowntheweb.com |
220 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 21 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Cruiser/10 |
20cm |
45 deg |
3 |
5+ |
0 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port turbolasers |
60cm |
12 |
Left |
|
Port ion cannons |
35cm |
10 |
Left |
|
Starboard turbolasers |
60cm |
12 |
Right |
|
Starboard ion cannons |
35cm |
10 |
Right |
|
Prow turbolasers |
60cm |
8 |
Front |
|
Prow ion cannons |
35cm |
5 |
Front |
|
Aft turbolasers |
60cm |
5 |
Rear |
|
Aft ion cannons |
35cm |
3 |
Rear |
|
Ventral launch bays |
TIE fighters 30cm
TIE bombers 20cm |
3 squadrons |
- |
| Notes: May not use Come to New
Heading special orders. |
Construction: - |
Back to top

|

|
|
Designer: Ned Smotherman - Emperor_Palpatine@iowntheweb.com |
175 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 21 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Cruiser/8 |
15cm |
45 deg |
2 |
5+ |
0 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port turbolasers |
60cm |
10 |
Left |
|
Starboard turbolasers |
60cm |
10 |
Right |
|
Prow turbolasers |
60cm |
6 |
Front |
|
Ventral launch bays |
TIE fighters 30cm
TIE bombers 20cm |
2 squadrons |
- |
| Notes: May not use Come to New
Heading special orders. |
Construction: - |
Back to top

|

|
|
Designer: Ned Smotherman - Emperor_Palpatine@iowntheweb.com |
175 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 21 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Cruiser/6 |
20cm |
45 deg |
2 |
5+ |
0 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port turbolasers |
50cm |
8 |
Left |
|
Port ion cannons |
35cm |
8 |
Left |
|
Starboard turbolasers |
50cm |
8 |
Right |
|
Starboard ion cannons |
35cm |
8 |
Right |
|
Prow turbolasers |
50cm |
4 |
Front |
|
Prow ion cannons |
35cm |
2 |
Front |
|
Ventral launch bays |
TIE fighters 30cm
TIE bombers 20cm |
1 squadron |
- |
| Notes: - |
Construction: - |
Back to top

|

|
|
Designer: Ned Smotherman - Emperor_Palpatine@iowntheweb.com |
120 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 21 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Cruiser/6 |
15cm |
45 deg |
2 |
5+ |
0 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port turbolasers |
45cm |
6 |
Left |
|
Starboard turbolasers |
45cm |
6 |
Right |
|
Prow turbolasers |
45cm |
2 |
Front |
|
Ventral launch bays |
TIE fighters 30cm
TIE bombers 20cm |
1 squadron |
- |
| Notes: - |
Construction: - |
Back to top

|

|
|
Designer: Ned Smotherman - Emperor_Palpatine@iowntheweb.com |
75 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 21 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Escort/2 |
30cm |
90 deg |
2 |
5+ |
0 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port turbolasers |
45cm |
4 |
Left |
|
Starboard turbolasers |
45cm |
4 |
Right |
|
Prow turbolasers |
45cm |
2 |
Front |
| Notes: - |
Construction: - |
Back to top

|

|
|
Designer: Ned Smotherman - Emperor_Palpatine@iowntheweb.com |
65 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 21 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Escort/2 |
20cm |
90 deg |
1 |
5+ |
0 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Port laser cannons |
30cm |
5 |
Left |
|
Starboard laser cannons |
30cm |
5 |
Right |
|
Prow laser cannons |
30cm |
5 |
Front |
|
Aft laser cannons |
30cm |
5 |
Rear |
| Notes: - |
Construction: - |
Back to top

|

|
|
Designer: Ned Smotherman - Emperor_Palpatine@iowntheweb.com |
875 pts |
|
No picture available |
FAMOUS SHIPS
- |
|
Designed: 21 June '99 |
|
Trialed: No |
|
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
|
Defence/120 |
10cm |
45 deg |
100 |
6+ |
0 |
|
ARMAMENT |
RANGE/SPEED |
FP/STR |
FIRE ARC |
|
Superlaser |
175cm |
Special (see below) |
Front |
| Notes: For the purpose of the game,
and giving your opponent a “fair” chance, I am not including any Launch
bays or Turbolaser batteries on the Death Star; the Superlaser is good
enough! So enemy ships can get close enough to the Death Star without fear
of being annihilated by the Death Stars defenses. And I included a damage
point and shield rating just for the sake of argument, they serve not
purpose other than filling space. The only way to Damage/Destroy the Death
Star is by performing a “Death Star attack run”(see below). |
Construction: - |
Movement
The Death Star doesn’t move like a normal ship (and why should it!). It has a
movement of 10cm, but it doesn’t have to move at all if it doesn’t feel like
it, and it can make it’s 45 degree turn at any point in it’s movement, or it
can just turn where it’s at, and not move at all. If this is too hard for you
to understand, you have my pity.
The Death Star on the Table
The Death star is the size of a small moon and, thusly, it effects ships just
like a moon would (BOTH Imperial ships and their enemies). It has a gravity well
of 10cm, and ships in that gravity well can get a free turn, and it also blocks
the line of fire. Ships can enter into High orbit around it, but they can’t
enter low orbit around it (cause who would want to be that close to a space ship
the size of a small moon and with enough power to obliterate a planet!). To
represent the Death Star, I think that the moon template that came with the game
works quite well, but be sure to put some kind of mark on it to show which way
the Death Star’s superlaser focus lens is facing!
Attacking the Death Star
The Death Star is covered with turbolaser batteries and anti-capital ship
weapons. Attacking it with capital ships is suicide, plain and simple. However,
this mighty weapon has a mighty weakness, and that weakness is the fighter.
Somehow the information on the battle stations weak point has leaked, and it is
now well known in the Gothic Sector.
A fighter (not bomber or assault boat! DUH!) squadron can attempt to make an
attack run on the Death Star. To make an attack run, a fighter squadron must fly
into base contact with the Death Star. At this point, your opponent must state
allowed his intentions. It is assumed that the fighter pilots have been informed
on the location of the vulnerable thermal exhaust port and what kind of weapons
must be used to trigger the chain reaction. The attack run takes one full turn
(from your opponent’s ordinance phase to his next ordinance phase). You do not
roll to see if the attack run is successful until the “end” of the attack
run (i.e. the ordinance phase in which the attack run ends). To see if the
attack run is successful, roll 2D6. On a score of 10 + AND/OR a roll of doubles.
The attack run is successful! The Death Star explodes in a massive fireball; the
shockwave hits everything within 4D6+10 cm for D6 automatic hits (no need to
roll against armour). Shields will work as normal. If the roll 10+ AND/OR
doubles is not made, the attack run fails & the fighter squadron is
destroyed.
Superlaser
The superlaser works as follows. Before the game roll a D6, on a roll of 6, the
superlaser is fully charged at the beginning of the battle and can be fired in
the first turn (To clear it up now, the superlaser is fired in the shooting
phase). But you don’t have to fire it immediately if you don’t want to, you
can wait till a later turn. If you don’t roll a 6, roll an additional D3+3,
whatever the score is, this is how many turns it will take for the Superlaser to
reach full charge. For example: if you rolled a 4(after adding the three), then
in the 4th turn, in your shooting phase, you can fire the superlaser (and no,
you can’t fire it if it’s not fully charged!). Once the superlaser is fully
charged, you may nominate any target within range (The Death Star doesn’t have
to target the nearest “threat”) and within the superlaser focus Lens’ fire
arc (i.e., the front fire arc of the Death Star). To clear this up, the Death
Star cannot fire through asteroid fields or planets to reach its target, but it
can fire through gas & dust clouds with no penalty. The Superlaser can
target planets, capital ships (i.e. Battleships & cruisers), and defense
platforms (Blackstone Fortress, space station, etc.). Whatever you target, it’s
instantly destroyed! Once you fire the Superlaser, you may begin charging it
again. It will take the Superlaser D3+3 turns to reach full power again. If you
blasted a capital ship, defense platform, or something similar, remove it from
play and place a blast marker where it once was (It’s been blasted to
oblivion, there’s no hulk left floating in space, just small debris). If you
target a planet or moon with the superlaser, read the table below to see the
effects.
|
Size of Planet Targeted |
Effect/Result |
Blast Radius |
|
Small Planet or Moon |
The planet/moon explodes in a large fireball! Shockwaves from the blast
fly out in all directions, threatening nearby ships (see Blast Radius
column for effects)! The planet is removed from the table and 1 asteroid
field is placed where the planet/moon was. |
The shockwave goes out 3D6+10 cm in all directions (measure form the
where the “center” of the planet was. Any ships caught in the blast
suffer D6 hits. Roll against the armour value of the ship to see if any
damage is inflicted. Shields will work as normal. |
|
Medium Planet |
The planet explodes in a massive fireball! Powerful shockwaves move out
in all directions, threaten to rip nearby ships to shreds (see blast
radius column for effects)! The Planet is removed from play and D3+2
asteroid fields are placed where the planet was. |
The shockwave goes out 6D6+10 cm in all directions. Any ships within the
blast suffer D6+3 automatic hits. Shields will work as normal. |
|
Large Planet |
Don’t bother! Even the mighty Death Star doesn’t have enough power
to destroy a Gas Giant! |
Like I said, even the Death Star can’t destroy a Gas Giant! |
* For the sake of argument, I’m presuming all Large planets are Gas Giants
(since the majority of large planets are), if you don’t like this, too bad!
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Please send your ship designs to ships@gothicwar.ukf.net

|