Summary:
- Availiability:
- A Daemon Ship is an upgrade on any capital ship availiable to a chaos fleet (with the exception of unique ships) that can be taken once every 1000pts.
This sounds like a reasonable limit.
- Upgrade cost:
- Battleship: +40pts
- Grand Cruiser: +30pts
- Heavy Cruiser: +25pts
- Cruiser: +20pts
- Light Cruiser: +15pts
What is the basis for these costs?
- Special Rules:
- General:
- A Daemon cannot take a Commander or Chaos Space Marines, even if it is the biggest ship in the fleet..
- It can be equipped with one Mark of Chaos.
- A Daemon gets a boarding modifier of +1 due to its unnatural "crew" and "interior environment".
- The Daemon's weapons follow the normal rules of weapons according to its ship class, even if these weapons are in fact something else entirely.
Nice and simple, Im not convinced they need the extra boarding modifier tho.
- Deployment:
- May be kept off the table at normal deployment to be summoned later.
- In any chaos end phase, pick one capital ship and position the Daemon within 20cm to it.
Then roll a scatter die and 4D6 to see where the Daemon actually turnes up, facing a direction of the chaos player's choosing. At this point the Daemon is considered spectral.
May? Are we implying they can be deployed during the standard deployment then .
Why are we insisting on sticking with the absurd scatter die. Does anyone have a good reason to retain this considering the ship can move anyway.
- Spectral:
- A spectral Daemon moves normal according to the rules, but is not affected by obstacles like terrain or mines.
- All ships within 15cm of a spectral Daemon get -1Ld.
- A spectral Daemon may do nothing, except moving and becoming solid. It can't be targeted or harmed in return. In addition Chaos Marks that would affect other ships on the battlefield don't do so while the Daemon is spectral.
- "Special Order: Become solid". At the beginning of the chaos players phase the Daemon can be given the special order to become solid to act as a normal ships can. Roll a leadership test to see if the Daemon managed the transition. Just roll once for squadrons of Daemons. "Become solid" halves the ships firepower on that turn. If successful the Daemon becomes solid and may act as a normal ship from now on.
As usual the Daemon gets +1Ld if an enemy ship is on special orders this turn.
This needs to be cleaned up. Why are we nerfingthe MoS? This has been cumulative since daemons were introduced. Im not a fan of the "special order", much better to just state:
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 roll a D6 - on a roll of 2 or more it
becomes solid. 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 (no sneaky special orders or
suchlike). From this point on the Daemonship is
solid and fights like a normal ship.
- Haunting:
- At the beginning of the chaos player's phase a Daemon can disengage without taking a leadership test. The Daemon is considered to be back in the Warp. Simply remove it from the table.
- Lurking in the Warp a Daemon can repair critical damage normally. Additionally it can enter the game again using the same rules as listed in "Deployment".
- When the Daemon returns to the table roll a D6.
- 1,2: nothing happens
- 3,4: the Daemon regains 1 hit
- 5,6: the Daemon regains 2 hits
- add +1 to the roll for every turn the Daemon spent in the Warp after the first. The Daemon cannot get more hitpoints than a ship of its class would normally have.
I really dislike them being able to even come back after disengaging much less gaining hit points back but if we must keep this then it shouldnt be any easier for them to regain those hit points. 1-3 no result, 4-5= 1 hit, 6= 2 hits seems like plenty.
- The Daemon is still considered "disengaged" for the purposes of victory points.
I can agree with dropping this *unless the ship is still disengaged at the end of the game. If the ship becomes crippled it should remain crippled for victory purposes reguardless of what its hit points are at the end of the game.
USING DAEMON SHIPS IN
BATTLEFLEET GOTHICThe 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 . . . . . . . . . . . . . . . . . . . +TBD points
Grand cruiser . . . . . . . . . . . . . . . . +TBD points
Heavy cruiser . . . . . . . . . . . . . . . . +TBD points
Cruiser . . . . . . . . . . . . . . . . . . . . . +TBD 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. A maximum of one
capital ship per 1000 points or part can be
upgraded to Daemon ships subject to these
limitations. 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 TRANSLATIONA 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. In the 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.
Position the Daemonship within 20cm of the
chosen vessel facing in any direction desired by
the Chaos player controlling it.
The arriving Daemonship is unaffected by
celestial phenomena and does not trigger attack
by ordnance markers in contact.
SPECTRAL DAEMONSHIPSThe 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 (if the ship also has a Mark of
Slaanesh the penalties are cumulative). Apart
from this, it has no effect, can do nothing to
affect enemy ships and cannot be harmed in
return. It cannot launch ordnance, trigger
mines, be affected by celestial phenomena,
nothing, at all – OK!
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. Reguardless of
the result it becomes solid, but if the leadership test
is failed the Daemonship will halve all weapons
firepower and strengths 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.
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 turn the Daemonship spent
in the Warp.
A returning Daemonship cannot come back with
more hits than it could normally have. 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 will always count
as crippled for Victory points purposes, reguardless
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 have to be regained either in a game
by warp translation or by expending repair points, or
they can be withdrawn normally.
Edited to replace the 2+ to become solid with the leadership test.
Edited to add relevant revisions from the FAQ