Okay folks, thanks to the mighty power of 4chan, we now know the rules for the new BFG ships.
First things first, I am pretty sure the forgeworld guys were high as a concord when they wrote up these rules.
Night Hag (chaos)
Cruiser/8 25cm speed, 45 turn, 3 shields armor 6, 3 turrets 275 pts
Port/starboard st 6 WB 35cm range (wtf?!)
prow launch bay, st 2 thunderhawks
3 dorsal lances FLR 40cm (I am tripping balls)
st 6 Macro cannonade F 20cm (the hell?)
Special rules
Macro cannonade fires the same way a battery does, but separate (akin to old rules) lets you re-roll to hit.
Darkling Engines: any direct fire weapon (no templates or astral phenomina) can be saved on a roll of a 6.
Thoughts: Someone needs to take the happy pills away from forgeworld, the ranges are just silly. Macro cannons are nothing to flip out about though, they are a weaker bombardment cannon.
The Nicor 305 points
Grand cruiser/10 speed 25(!), armor 6 shields 5(!!!) turrets 3
Port/starboard st 7 wb 45cm
prow st 2 launch bay, thunderhawks.
st 6 prow torps
plasma destructor st 15 15cm
Special rules
Plasma destructors are basically a poor mans bombardment cannon, always hits and crits on a 5
Teleport assault lets the vessel re-roll all hit and run attacks, and all boarding actions.
thoughts: Less trippy then the first one, designed off of something called a "charybdis grand cruiser". Anyone have a clue as to what this is?
Vanguard cruiser: 130 points
SAME STATS as a strike cruiser, with the following profile changes: 3 turrets
st 5 port/starboard weapons batteries
NO prow bombardment cannons
st 4 torpedo's
st 1 launch bay.
5d6 on all ahead full.
High Conveyor
Battleship/12 speed 15, armor 4 2 shields 3 turrets
Port/Starboard/Prow weapons battery st 4 15cm L/R/F respectfully.
lance battery st 2 30 cm FLR
special rules
No AAF or CTNH, all critical rolls against the vessel are reduced by 1.
counts as 2 normal transports
notes: this could be a lot of fun in certain scenario's.
The Raptorus Rex: 575 points
(This is where they went full stupid)
Battleship/20 speed 10cm(!?!?!?!) shields 5, armor 5, turrets 8
armament
weapon batteries(no given facing) st 15 FLR 60cm
bombardment cannon (no given facing) st 12 30cm
prow torps st 10
port torps(?!) st 4
starboard torps st 4
prow launch bay st 4 thunderhawks
special rules
Ignores damage on a roll of 5 or 6. never runs out of torps (woo for special ammo!) gets +1 to defensive boarding actions
Cannot CTNH OR Burn retros.
Exterminates planets on 2+, does not require exterminatus weapon.
notes: This is just insane. the vessel cannot turn. All you need to do is get behind it, and the ship is doomed. Hope you have a planet ready, because if you don't your going in a single straight line the whole game.
Fleet lists: They had no idea how to set them up.
Loyalist fleet
Commander ld 8, 50 points
OR
space marine master of the fleet, 75 points
both have 1 re-roll, can purchase up to 2 more. (25, 50 points)
Battleships
0-1 retribution
0-1 any other imperial battleship (ark mechanicus!)
0-5 battle barges
the raptorus rex.
any barge or the raptorus rex can take termie boarding parties for 50 points (no longer restricted to one vessel)
Grand cruisers or battle cruisers
0-2 grand cruisers (imperial navy)
0-3 battlecruisers
the Nicor (can take termies for 50 points)
cruisers
0-10 imperial navy cruiser or light cruisers
0-10 strike cruisers
0-4 vanguard cruisers
0-2 admech cruisers
escorts:
any number of imperial or space marine escorts.
Notes: notice there is no compulsory cruisers for battleships or battlecruisers? These people are high.
Secessionists
traitor captian (ld 9) 60 points
or
Space marine master of the fleet 75 points
tyrants flag: one barge may take the tyrant, ld 10 and gets a free re-roll per turn (like abbadon, just without the "you have failed me for the last time" or any of the marks) 100 points
battleships
0-3 barges (can take termies)
Grand and Battlecruisers
0-1 imperial grand cruiser
0-4 imperial battle cruisers
0-1 rogue trader cruiser
0-1 Cardinal heavy cruiser (what the hell is this!?)
0-1 Acheron heavy cruiser (counts as space marine cruiser)
The Night Hag (can take termie parties for 50 pts)
Cruisers:
0-6 imperial cruisers
0-10 strike cruisers
0-4 vanguard cruisers
escorts:
any imperial or space marine escort
0-4 rogue trader escorts
0-5 infadels
Armed freighters (these do not count for victory points if destroyed)
Final thoughts: Again, no compulsory needs for bigger ships. There is a mystery "Cardinal" heavy cruiser, whatever the hell that is. It is NOT in the rules given.
None of their new ships break anything, but their fleet lists are impossible to follow in any sort of a reasonable way. Why bother taking any cruisers when you can slap down three battle barges?