The Black Temple
"THE BLACK TEMPLE"

1700 POINTS

Type/Hits Speed Turns Shields Armour

Turrets

Defence/41

0 cm

0o

8

5+

6

Armament:

Range/Speed

Firepower/Str

Fire Arc

Prow Lance Battery

60cm

6

Front

Prow Weapons Battery

45cm

14

Front

Prow Torpedoes

30cm

9

Front

Starboard Lance Battery

60cm

6

Right

Starboard Weapons Battery

45cm

14

Right

Starboard Torpedoes

30cm

9

Right

Port Lance Battery

60cm

6

Left

Port Weapons Battery

45cm

9

Left

Port Torpedoes

30cm

6

Left

Aft Lance Battery

60cm

14

Rear

Aft Weapons battery

45cm

9

Rear

Aft Torpedoes

30cm

6

Rear

Soul Cannon (1)

90cm

8

360degree

Launch Bays

Doomfire Bomber 20cm

Swiftdeath Fighters 30cm

20 Squadrons

Special Rules:

Critical Hits Table: 3d6

3 Port Weapons damaged: May not use any port weapons until they are repaired, brought back online.

4 Starboard Weapons damaged: May not use starboard weapons until they are repaired, brought back online.

5 Prow Weapons damaged: May not use prow weapons until they are repaired, brought back online.

6 Aft Weapons damaged: May not use aft weapons until they are repaired, brought back online.

7 Soul Cannon  damaged: May not be used until repaired, brought back online.

8 Launch bays damaged: May not launch attack craft until bays are repaired, brought back online.

9 Fire: A fire has broken out and must be extinushed before it runs rampant threw the base, adds 1 point of damage each turn that is burns. May be repaired.

10 Power relays smashed: All weapons batteries and lances are at half strength due to lack of power. May be repaired.

11 Central Magazine Breached: A hit has penetrated the armour of the main ammunition storage chamber of the base, causes 1d6+2 points of damage. Torpedoes may no longer reload. May not be repaired

12 Fire Control Centre Smashed: the main fire control centre has been destroyed, all weapons batteries must take 1 shift to the right on the firepower table. May not be repaired.

13 Command Bridge Destroyed: The primary Command and Control centre has been destroyed, -3 from all leadership checks. May not be repaired.

14 Hulk Breach: Massive holes have been ripped into the base’s structure. Adds 1d6 damage points to the base. May not be repaired

15 Launch Bays Destroyed: A lucky shot has hit the ammo/fuel storage for the assault craft carried with in. Attack craft (sharks, furies, starhawks) can no longer be launched. Adds 1d6 points of damage, may not be repaired.

16 Damage Control Centre Crippled: The primary centre for damage control has taken a hit, all damage, reduce dice rolled to fix damage by half.

17 Bulkheads Destroyed: Several bulkheads have been destroyed, adds 2d6 points of damage, may not be repaired.

18 Devastating Chain Reaction: Massive explosions rock threw the base, adds 1d6 points of damage, and permanently halves all weapons values. May not be repaired.

Catastrophic Damage: 2d6

2-4 Drifting hulk: The base is little more then a drifting lifless asteroid, it’s out of the game.

5-8 Blzing Hulk: The base is a blazing ball of plasma, blocks line of sight. The massive amount of radiation leaking from the hulk also scrambles the sensors on ships. All ships with-in 45cm of the hulk receive 1 column shift to the right on the fire power table, all lances hit on a 5+.

8-10 Plasma Reactors Overload: The bases plasma reactors run wild, overload and explode in a micro nova. All ships with in 3d6*2 cm are engulfed by the explosion. Roll 2d6, this is the number of lance hits each ship takes.

11-12 Warp Drive Implosion: The warp drives implode on themselves, creating a micro black hole. Each ship within 3d6*2 cm take 2d6*2 lance hits. Further more, the hulk leaves behind a warp space rift.

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