"Somewhere in the endless space between the stars a small crack deforms the walls of reality. There a raspy voice starts singing in a unnatural tone, wispering tzeentch-like suggestions."Hi, ladies ... and boys.
![Wink ;)](http://www.specialist-arms.com/forum/Smileys/default/wink.gif)
Every time I think of a "big ship" and try to make up rules for it, I start on something that has not been mentioned here.
The
FAQ2010 Powers of Chaos document holds the
Chaos Space Hulk... which is basically the
Orc Space Hulk with "human weaponry".
It offers:
- a spacefaring unit at 650 points
- movement rules for a colossal thingy
- a hell of a punch
- ability to soak up fire from an entire enemy fleet
Possible stat changes:
- "Defender/40, Shields 3, Armor 4+" might feel wrong. Maybe "Battleship/20, Shields 5, Armor 6+/5+" seems more like it.
- If you don't want 8 launch bays, feel free to replace them accordingly.
- If you don't want port/starboard torpedo tubes, proceed as mentioned above.
But that's about all the changes I can think of, that seem necessary.
Generally on big ships:
"Turrets/6" is completely OK. Bombers will have a hard time to score any hits against that turret rating. And with lots of hits a ship can easily shake off sabotage criticals from Assault Boats.
Regarding the turret rating of the Ramilies: Remember that the 4 sections can "mass turrets". So if you hit one section it will have its turret rating +3. (According to original BFG rules)
![Wink ;)](http://www.specialist-arms.com/forum/Smileys/default/wink.gif)
Have fun.
"The rift in space closes as swift as it occured, silencing the odd voice. The only thing that remains to those who listened is a mental imprint, a feeling like a cold shiver running down a spine.
An imprint of... something... laughing."