August 02, 2024, 07:15:29 PM

Poll

Should we adopt the rules in the original post in BFG:R?

Yes, make it official.
8 (100%)
No, needs more work.
0 (0%)
No, Daemon ships do not need any rules changes.
0 (0%)

Total Members Voted: 8

Voting closed: April 26, 2013, 05:47:03 AM

Author Topic: BFG:R Vote 63: Daemon Ships  (Read 1419 times)

Offline afterimagedan

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BFG:R Vote 63: Daemon Ships
« on: April 22, 2013, 05:47:03 AM »
USING DAEMON SHIPS IN
BATTLEFLEET GOTHIC
The basic profile of a ship, which is upgraded to
a Daemon ship remains unchanged. It does not
matter what broadside weapons you replace
with Daemon ship components the ship’s
profile is not changed.
The points cost to upgrade a capital ship to a
Daemon ship is as follows:
Battleship . . . . . . . . . . . . . . . . . . . +50 points
Grand cruiser . . . . . . . . . . . . . . . . +35 points
Heavy cruiser . . . . . . . . . . . . . . . . +25 points
Cruiser . . . . . . . . . . . . . . . . . . . . . +25 points
A Daemon ship may not be commanded by a
Warmaster or a Chaos Lord even if it is the
largest ship in the fleet. This is an exception to
the normal rule. A Daemon ship may not have a
Chaos Space Marine crew. You can
upgrade to Daemon ships only 1 ship per full 1000 pts of fleet.
Daemonships cannot be used in
squadrons.
Daemon ships cannot carry Exterminatus
weapons and do not score any points for
landing troops in a planetary assault (the
Daemons are bound within the hull of their
vessel, whilst able to board enemy ships
normally in the context of a BFG game they
would become unstable if holding a planetary
objective for any length of time).
Any Daemon ship may have a single Mark of
Chaos with the same effects and cost in points
as described in the Battlefleet Gothic rulebook.
Daemon ship Leadership is rolled as normal (ie,
1=6, 2,3=7, 4,5=8, 6=9).


WARP TRANSLATION
A Daemonship must be kept off table at the start
of a game. The rest of the fleet is deployed as
stated in the rules for the mission being played.
The Daemonship(s) are actually lurking in the
Warp waiting to either be summoned by one of
the on-table Chaos ships or drawn to the ripe
souls aboard an enemy ship. At the end of a Movement
phase of any Chaos turn, including the first, they
may enter play from the Warp as follows:
Select a friendly or enemy Capital ship, only a
Capital ship contains enough supplicants or
victims to draw a Daemonship from the Warp.
On a roll of 2+ position the Daemonship within 20cm of the
chosen vessel facing in any direction desired by
the Chaos player controlling it. otherwise it must stay in reserve for this turn.
The arriving Daemonship is unaffected by
celestial phenomena and does not trigger attack
by ordnance markers in contact. It is now considered Spectral.

SPECTRAL DAEMONSHIPS
The Daemonship has now pierced the fabric of
real space and has started to manifest itself. It is
not entirely present in real space, however,
although it is real enough for enemy vessels to
track its location and react to its presence. It is
in effect a spectre. Any enemy vessel attempting
a special order when within 15cm of it is at -1
Leadership. Apart from this, it can do nothing to
affect enemy ships (marks effects included) and cannot be harmed in
return. It cannot launch ordnance, trigger
mines, be affected by celestial phenomena, nothing but normal movement and turning.
At the end of any subsequent Chaos Movement
phase it may complete the translation to real
space. It does not have to and may remain a
spectral, haunting presence as long as the Chaos
player wishes. When the decision is made to translate
to real space make a leadership test. Regardless of
the result, it becomes solid, but if the leadership test
is failed, the Daemonship will halve all weapons
firepower until the end of the turn.
This final translation cannot be made if the Daemonship
is in contact with an enemy vessel. No actions can be
undertaken in the movement phase during which final
translation occurs except standard movement and turns
(no sneaky special orders or suchlike). From this point
on the Daemonship is solid and fights like a normal ship.
If a Daemon ship fully materializes in contact with
celestial phenomena, it suffers any effects of those
celestial phenomena, such as gas clouds, asteroid
fields, etc. before the start of its movement phase.
However, if it materializes in an asteroid field, it may
then attempt to avoid damage by making a leadership
check normally.

HAUNTING
A Daemonship may disengage at the end of any
Chaos Movement phase without having to make
any dice roll. It simply drops back into the Warp
leaving no trace. While in the warp, the Daemonship may use special orders as normal.
A disengaged Daemonship may re-enter play on
any Chaos turn following the one in which it
disengages. This is done following the
translation rules detailed above.
If it was damaged when it disengaged it may be
repaired when it returns, roll a d6,

1,2 or 3 No change.

4 or 5 +1 hull point.

6 +2 hull points.

Add +1 to the roll if it is a battleship.

Add +1 for each full game turn the Daemonship spent
in the Warp.

A returning Daemonship cannot come back with
more hits than its starting hits. A
Daemonship will only count as disengaged if it is
currently disengaged at the end of the game for
Victory points purposes, unless of course it is
destroyed or crippled, then the normal rules apply.
A Daemonship which is crippled at any point during the game will always count
as crippled for Victory points purposes, regardless
of how many hit points it has remaining at the end
of the game.

When a Daemonship is haunting‟or is spectral, it
can still suffer damage from fire critical hits. In
addition to repairing damage, they may repair
critical hits while in the warp rolling normally,
repairing critical damage on a 4+ as opposed to a 6.

Daemonships do not automatically regain hits after
each battle. They may only be regained in a game when returning from haunting.

Offline Neferhet

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Re: BFG:R Vote 63: Daemon Ships
« Reply #1 on: April 22, 2013, 06:37:22 AM »
Official for me!