|
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 bases 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, its 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.
Warhammer 40k Section | Gallery | Links |