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

Designs available:
Imperial - Original ships available here
...Apocalypse Class Battleship
...Neo-Gothic Class Battlecruiser

Chaos - Original ships available here
...Destructor Class Battleship
...Hunter Class Cruiser
...Penetrator Class Raider
...Psycho Class Raider

Eldar - Original ships available here
...Wraith Class Battlecruiser

Fra'al including Fleet List
...Klinak'tothdra Class Battleship
...Sa'aath Class Attack Cruiser
...Qu'chi Class Attack Cruiser
...Sa'quo Class Cruiser
...Linn'arch Class Cruiser
...Ju'khua Class Cruiser
...Subanda Class Fast Carrier
...Eritho Class Destroyer
...Durak Class Destroyer
...Sinath Class Destroyer
Relive the Star Wars magic with...
The Galactic Empire including Fleet List
...Super Class Star Destroyer
...Imperial II Class Star Destroyer
...Imperial Class Star Destroyer
...Victory II Class Star Destroyer
...Victory Class Star Destroyer
...Strike Class Cruiser
...Dreadnaught
...Carrak Class Light Cruiser
...Lancer Class Frigate
...Death Star Battle Station

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


Imperial



Imperial Apocalypse Class Battleship

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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Imperial Neo-Gothic Class Battlecruiser

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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Chaos



Chaos Destructor Class Battleship

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

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Chaos Hunter Class Cruiser

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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Chaos Penetrator Class Raider

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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Chaos Psycho Class Raider

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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Eldar



Eldar Wraith Class Battlecruiser

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

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Fra'al

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.

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Gothic Sector Fra'al Fleet List

FLEET COMMANDER

1 Fra'al Matriarchy
You must include a Fra'al Matriarchy in your fleet, even if it is worth 750 pts or less. They must be assigned to the biggest (ie, most expensive) ship and improves its leadership to the value shown
Fra'al Matriarchy (Ld 8) 50 pts
(Ld 9) 100 pts
The Matriarchy may be given any number of re-rolls at 50 pts each

CAPTIAL SHIPS

ESCORTS

Battleships Attack Cruisers 0-12 Cruisers
You may include up to one battleship in your fleet for every three attack cruisers or cruisers You may include up to one attack cruiser in your fleet for every two cruisers You can include any number of escorts in your fleet
Fra'al Klanik'tothdra Class Battleship 400 pts Fra'al Sa'aath Class Attack Cruiser 220 pts Fra'al Sa'quo Class Cruiser 190 pts Fra'al Subanda Class Fast Carrier 70 pts
Fra'al Qu'chi Class Attack Cruiser 235 pts Fra'al Linn'arch Class Cruiser 175 pts Fra'al Eritho Class Destroyer 60 pts
Fra'al Ju'khua Class Cruiser 200 pts Fra'al Durak Class Destroyer 45 pts
Fra'al Sinath Class Destroyer 30 pts

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Fra'al Klinak'tothdra Class Battleship

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

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Fra'al Sa'aath Class Attack Cruiser

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

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Fra'al Qu'chi Class Attack Cruiser

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

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Fra'al Sa'quo Class Cruiser

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

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Fra'al Linn'arch Class Cruiser

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

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Fra'al Ju'khua Class Cruiser

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

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Fra'al Subanda Class Fast Carrier

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

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Fra'al Eritho Class Destroyer

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

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Fra'al Durak Class Destroyer

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

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Fra'al Sinath Class Destroyer

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

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The Galactic Empire

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.)

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Gothic Sector Galactic Empire Fleet List

FLEET COMMANDER

1 Admiral
You may include 1 Admiral in your fleet, who must be assigned to a ship and improves it Leadership to the value shop. If the fleet is worth over 750 points a Warlord must be included to lead it.
Vice-Admiral (Ld 8) 50 pts
Admiral (Ld 9) 100 pts
Grand Admiral (Ld 10) 150 pts
Admirals get one free re-roll included in their points cost. If you want more you'll have to pay for them.
One extra re-roll 25 pts
Two extra re-rolls 75 pts
Three extra re-rolls 150 pts

CAPTIAL SHIPS

ESCORTS

Battleships
Battle Stations
Heavy Cruisers 0-12 Cruisers
You may include up to one battleship in your fleet for every two heavy cruisers or cruisers
You may only include the Death Star in fleets of 1500+ pts
You may include up to one heavy cruiser in your fleet for every two cruisers You can include any number of escorts in your fleet
Imperial Super-Class Star Destroyer 535 pts Imperial Imperal-Class Star Destroyer 310 pts Imperial Victory-Class Star Destroyer 190 pts Imperial Carrak-Class Light Cruiser 75 pts
Imperial Imperial II-Class Star Destroyer 400 Imperial Victory II-Class Star Destroyer 220 pts Imperial Strike-Class Cruiser 175 pts Imperial Lancer-Class Frigate 65 pts
Death Star Battle Station 875 pts Imperial Dreadnaught 120 pts

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Imperial Super-Class Star Destroyer

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: -

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Imperial Imperial II-Class Star Destroyer

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: -

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Imperial Imperial-Class Star Destroyer

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: -

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Imperial Victory II-Class Star Destroyer

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: -

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Imperial Victory-Class Star Destroyer

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: -

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Imperial Strike-Class Cruiser

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: -

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Imperial Dreadnaught

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: -

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Imperial Carrak-Class Light Cruiser

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: -

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Imperial Lancer-Class Frigate

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: -

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Imperial Death Star Battle Station

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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