November 20, 2019, 08:10:57 AM

Author Topic: BFG:R Daemon Ships  (Read 19110 times)

0 Members and 1 Guest are viewing this topic.

Offline Neferhet

  • Active Member
  • *
  • Posts: 99
    • Loc: Florence
Re: BFG:R Daemon Ships
« Reply #135 on: April 16, 2013, 07:58:41 PM »
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.

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 has no effect, 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, 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

HERE WE GO!

Offline horizon

  • Moderator
  • Veteran member
  • *
  • Posts: 3868
  • Destiny Infinity Eternity
Re: BFG:R Daemon Ships
« Reply #136 on: April 16, 2013, 09:16:45 PM »
 8)

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1899
    • Loc: Chicago IL, USA
Re: BFG:R Daemon Ships
« Reply #137 on: April 16, 2013, 09:45:08 PM »
Can the ship move around if it remains spectral ? And I think it would be best to indicate that the +1 to the heal while in the warp roll should be +1 for each enemy turn it spends in the warp. This is way less confusing.

Offline horizon

  • Moderator
  • Veteran member
  • *
  • Posts: 3868
  • Destiny Infinity Eternity
Re: BFG:R Daemon Ships
« Reply #138 on: April 16, 2013, 09:51:22 PM »
Yeah, if spectral it can keep moving. It isn't stated, should be added.


Offline Seahawk

  • Full Member
  • *
  • Posts: 446
  • Bombardment!
Re: BFG:R Daemon Ships
« Reply #139 on: April 16, 2013, 09:52:05 PM »
That's the only thing that annoyed me about Daemonships, is that they can't move while being ghostly. It's not like they're attacking either!

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1899
    • Loc: Chicago IL, USA
Re: BFG:R Daemon Ships
« Reply #140 on: April 16, 2013, 10:06:33 PM »
Agreed, Seahawk. I think with those two clarifications, I am content with it.

Offline AndrewChristlieb

  • Full Member
  • *
  • Posts: 1651
Re: BFG:R Daemon Ships
« Reply #141 on: April 16, 2013, 11:28:51 PM »
For each full turn, not player turn, the ship adds +1 to the roll.

Any enemy vessel attempting a special order when within
15cm of it is at -1 Leadership. The Specrtal Daemonship
may make normal turns and move as standard. Apart
from this it has no effect. It can do nothing to affect
enemy ships, Marks of Chaos have no effect, and may not
take any special orders. In return a Spectral Daemonship
may not be harmed or affected in anyway. To be clear it
cannot launch ordnance, trigger mines, be affected by
celestial phenomena, nothing!

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.

I think it should be added that they can still take special orders while in the warp (reload ordinance or BFI). While spectral I think the fire criticals should be suspended and they should not be able to repair.
I don't make the rules, I just think them up and write them down.

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1899
    • Loc: Chicago IL, USA
Re: BFG:R Daemon Ships
« Reply #142 on: April 17, 2013, 01:02:06 AM »
"Spectral or Haunting Daemon Ships may not repair or take damage from fire criticals. Fire criticals resume their normal function once Daemon ships materialize and then can be repaired normally."

As far as how long the turn is, we could say "full turn" in the document, and since the daemon ship can go onto haunting at the end of a chaos movement phase and returns at the end of  chaos movement phase, saying full turn will be clear enough.

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1899
    • Loc: Chicago IL, USA
Re: Re: BFG:R Daemon Ships
« Reply #143 on: April 20, 2013, 07:06:08 PM »
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. ***


What about this? I integrated Andrew's comments and took Horizon's advice. I put stars near sentences I modified.

Offline Brethren

  • Active Member
  • *
  • Posts: 74
Re: BFG:R Daemon Ships
« Reply #144 on: April 21, 2013, 08:23:07 PM »
Thumbs up. I really like what has happened here.  :)

Offline afterimagedan

  • Full Member
  • *
  • Posts: 1899
    • Loc: Chicago IL, USA
Re: BFG:R Daemon Ships
« Reply #145 on: April 22, 2013, 12:56:12 AM »
Agreed! Anyone else?

Offline horizon

  • Moderator
  • Veteran member
  • *
  • Posts: 3868
  • Destiny Infinity Eternity
Re: BFG:R Daemon Ships
« Reply #146 on: April 22, 2013, 04:30:41 AM »
 :) Yay