Battlefleet Gothic - Evacuaion - Merchant ships.pdf

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SCENARIO: EVACUATION
by NATE MONTES
Another scenario which features merchant ships and transports strongly.
This time a threatened planet is evacuated, and the Imperial defenders
must try to stave off the attacking fleet to protect a motley collection of
vessels. See Nate’s following article for details of these merchant ships.
BACKGROUND
As word spread that enemy forces would soon
overrun the world of Guidus Prime, ships of all
types began a completely disorganised large-
scale evacuation of the planet, leaving with
whatever provisions they could and usually
either virtually empty or badly overloaded with
passengers. The meagre fleet contingent under
Captain Johannes Victor and the overtaxed
orbital defence network did all they could to
prevent lone merchantmen from departing the
system and dooming themselves to certain
capture by pirates, vile Orks or Chaos vessels.
As the renegade fleet approached Guidus
Prime and knowing that reinforcements would
not arrive on time, Captain Victor decided the
time had come to evacuate the planetary
government, vital planetary assets and as many
other ships as possible rather than lose
everything in a hopeless battle.
The fleet contingent departed the system with
nearly twenty transports, including the vast
fleet tanker St Helena , the stellar liner Via
Lactis , various Q-ships, two heavy transports,
well-armed Galaxy freighters and swift clippers.
The august captain found his hands full. Some
of the ship masters were old and retired
Imperial officers itching for one last glorious
fight, and others were cowardly and already
panicking. Keeping the evacuation fleet
together would be difficult.
FORCES
Attacking Forces. Attacking forces are
randomly generated. To determine the total
strength of the attacking forces, make D3+3
rolls against the table below.
D6 Roll Result
1 One attack craft counter.
2 Two attack craft counters.
3 A squadron of escort ships worth up
to 100 points.
4 A squadron of escort ships worth up
to 150 points.
5 A squadron of escort ships worth up
to 200 points.
6 One cruiser, heavy cruiser or
battlecruiser worth up to 210
points.
Defending Forces. The defending force gets
up to 200 points worth of transports. The
defending convoy must include at least 10
transport ships, but can include more. It
cannot inlcude more than three ships of the
same type, except for normal transports.
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The transports can be either
normal transports (worth
10pts each for this scenario),
as listed on page 114 of the
BFG rulebook. Any of the
ships lised on page 19 of Warp
Storm can be used for the
points cost given, or any of
those listed in the Merchants
ships of the Imperium after
this scenario can be included.
The defender may also choose
up to 300 points of fleet ships
to protect the convoy.
Even if assembled in squadrons, all transports
and civilian vessels must individually roll for
leadership, they suffer -1 leadership, and they
must roll for special orders and against
leadership separately.
BATTLEZONE
This scenario is set in the inner biosphere
region as the convoy is leaving the system, with
celestial phenomena placed normally. Because
they have already left the vicinity of Guidus any
roll that produces a planet should be treated as
nothing.
SETUP
The convoy is already assembled in formation
as it leaves the system, but because it is so
large, it takes up a lot of area. Because the
attacking player is still approaching in-system
as the convoy tries to escape, it sets up on
either side of the long edges of the table within
45cm of the table edge and no farther than
60cm from the short table edge opposite the
convoy’s entry point. Both sides are aware of
each other as they come into sensor range.
FIRST TURN
The defenders have the first turn.
SPECIAL RULES
All the special rules described for the Convoy
scenario on page 74 of the BFG rulebook apply,
with the following modifications.
Transports cannot successfully disengage
unless they travel off the opposite table edge
because enemy ships will have sensors closely
tracking them.
Q-ships do not have to be identified as such,
and they do not have to be revealed until they
are fired upon. Q-ships have no transport
value.
At the beginning of each defending players turn
after the second turn, the defending player
rolls a D10, with the results as listed on the
following table. Except where noted,
transports affected by table rolls automatically
45 cms
60 cms
60 cms
45 cms
pass leadership. The defender may select the
ship or ships that are affected by the results
table each turn. However, the ship influenced
by the table is affected for that turn only. Which
ship is effected is the defending player’s
choice.
D10 Roll Result Table
1 PANIC! All transport ships go All
Ahead Full. Roll for leadership for
each ship separately with no re-rolls.
2 A fast clipper panics and goes All
Ahead Full.
3 A fast clipper panics, comes to new
heading away from the closest enemy
formation and travels full distance.
4 An armed freighter turns towards the
nearest enemy formation and travels
full distance to engage.
5 The transport convoy maintains
formation discipline and follows your
commands.
6 A transport and a Q-ship turn toward
friendly escorts and move full
distance to help engage the enemy.
7 Two transports and a Q-ship turn
toward friendly escorts and move full
distance to help engage the enemy.
8 A transport has engine trouble and
can only move half distance for one
turn.
9 Two transports have engine trouble
and can only move half distance for
this turn.
10 The transport convoy maintains
formation discipline and follows your
commands.
GAME LENGTH
The game ends when the last transport leaves
the table or is destroyed.
VICTORY CONDITIONS
Victory Points can be tallied normally for
crippled or destroyed ships. In addition, the
points value of each transport that leaves the
opposite table edge can be added to the
defender’s tally.
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MERCHANT SHIPS
OF THE IMPERIUM
EXPERIMENTAL RULES by NATE MONTES
Nate originally wrote these rules to add character to his Evacuation scenario, so
his evacuating fleet could be a ragtag bunch of different ship types, but the rules
will be just as useful in any game of BFG involving convoys. What we liked about
them was that they cheerfully allow BFG players to utilise some of the old Space
Fleet miniatures as alternative merchant vessels and to equip pirate fleets.
FAST CLIPPER . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 30 pts
Extremely fast vessels for their size, fast
clippers utilize improved main drive engines
that take up more than half of the vessel’s total
mass. Most of the power from these
engineering plants is directed to propulsion,
these ships are virtually unarmed and rely
solely on their great speed to keep them out of
trouble.
Famous ships: Upsalla Menander
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Fast Clipper/1
30cm
90°
1
5+
1
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
None
Notes: Fast clippers are very lightly armed and cannot be used as Q-ships. High-performance
main engines allow them to move +5D6cm on All Ahead Full special orders. They have half the
capacity of a standard transport and suffer –1 leadership. Its planetary assault transport point
value is 1. These ships can substitute strength 2, range 15cm left/front/right dorsal weapons
batteries for a –5cm speed reduction at no additional cost.
The Upsalla and the Menander are two of the
most famous vessels of this class and though
they lack the transport capacity of standard
Imperial transports, on five separate occasions
have been cited for bravery in successfully
running the blockade of St Jowen’s Dock by
Orks during the Armageddon War, bringing
some desperately needed provisions and a ray
of hope during dark and foreboding times.
Imperial Fleetlords have commissioned their
shipwrights to build some of these vessels for
Navy purposes, with minor modifications to
make them more suitable for military use.
Note: For fast clippers I use unmodified old
Games Workshop Spacefleet Thunderbolt
cruisers.
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GALAXY CLASS ARMED FREIGHTER . . . . . . . . . . . . . . . . . . . 20 pts
Galaxy class armed freighters are an ancient
transport design dating from the very
founding of the Imperium. Radically
different from and for the most part
replaced by the much higher-capacity
Imperial transports, these vessels retain a
much more substantial weapons fit than the
ships that replaced them, since they were
originally designed for a time when
interstellar space was much more hostile
before the great crusades.
Famous ships: Dyenna’s Pass
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Escort/1
15cm
45°
1
5+
1
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Dorsal Weapons Battery
30cm
3
Front/Left/Right
Notes: Galaxy class ships are a design radically different from current Imperial class transports
and are considerably better armed, but they can only transport half the capacity. They are
restricted to +3D6cm when under All Ahead Full special orders and suffer –1 leadership. Its
planetary assault transport point value is 1. (+40 points): One or more can be modified as Q-
ships when operating in large groups.
With the Imperium besieged on all sides by the
enemies of mankind and the Imperial Navy’s
fleets thinly stretched, there has been a
resurgence in the use of these vessels, as
merchant guilds seek to protect their cargos.
The strength of the Galaxy class was aptly
demonstrated when an unescorted convoy of
these vessels was intercepted by a six-escort
strong pirate band in the Adventium sub-
sector. Retired Imperial Navy officer and Ship’s
Master Horatio Braun of the Dyenna’s Pass
skillfully directed the lumbering transports to
fight off the rogues for nearly a week for the
loss of only two Galaxy transports. The convoy
was eventually rescued by a Space Marine
escort squadron responding to distress signals.
Galaxy classes are a favorite of various pirate
bands throughout the galaxy, because they
combine a sizable cargo hold with a strong
weapons fit.
Note: For Galaxy freighters I simply use old
Games Workshop Spacefleet Castellan Shield
ships. The statistics shown above are those
listed for Armed Freighters in Warp Storm p.19.
TARASK CLASS MERCHANTMAN . . . . . . . . . . . . . . . . . . . . . . 20 pts
Used by the Imperial Navy, the Adeptus
Mechanicus and countless trading guilds,
planetary defence forces and pirate fleets for
millennia, the Tarask class merchantman is a
stout, versatile and dependable little vessel
with a spacious cargo hold (for its size) and an
innate simplicity of design and maintenance.
Easy prey for Ork pirates and renegades
throughout the galaxy, they have sprouted
numerous variants and been subject to endless
modification in the ongoing battle to stay one
step ahead of the pirates and deliver their
cargos to their destinations.
Famous ships: Priano
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TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Escort/1
20cm
45°
1
5+
1
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Dorsal Weapons Battery
30cm
1
Front/Left/Right
During the interdiction of the Ruis system, a
merchant transport flotilla led by the
merchantman Praino was set upon by an Ork
Kill Kroozer attempting to pick them off one by
one. Undaunted, and in an amazing show of
courage, Ship’s Master Paris turned his vessel
to and sped off at full speed to ram the massive
Kroozer amidships. Though her ship was
destroyed in the process, the Kroozer was
badly damaged and was unable to come to bear
upon the remaining transports before the
escort squadron arrived to drive the crippled
vessel off. The suicidal act earned Paris a place
in the vast Chamber of Heroes in the Imperial
Palace on Terra.
Note: For Tarask Merchantmen simply use old
Games Workshop Spacefleet Stalwart Escort
ships.
GOLIATH CLASS FORGE TENDER . . . . . . . . . . . . . . . . . . . 30 pts
Goliath class forge tenders are
light cruisers typically operated by
the Adeptus Mechanicus and have
been contracted by guilds, military
units and planetary forces to
perform maintenance repairs on
remote outposts and merchant
vessels throughout the Imperium
for endless centuries. Despite
their size they only have the
capacity of a standard transport.
Famous ships: Pontifex Ironika
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Cruiser/6
15cm
45°
2
5+
2
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Port Weapons Battery
15cm
3
Left
Starboard Weapons Battery
15cm
3
Right
Dorsal Weapons Battery
15cm
3
Front/Left/Right
Notes: Goliath class ships repair 1 damage point after being in base contact with another ship
for one full turn (including itself) if not crippled. It has the capacity of a standard transport. It
suffers –1 leadership and is restricted to +3D6cm when under All Ahead Full special orders.
This ship has no planetary assault transport point value.
Their large crew of servitors, extensive
machine shops and maintenance facilities
enable these ships to quickly repair damaged
ships.
Today Goliaths are relatively rare, but their
services are always in great demand, and
occasionally one will be seen in the company of
a large Imperial armada or Space Marine force.
Intelligence reports indicate that some of these
vessels, crewed by heretic tech priests survive
to this day within the Eye of Terror, but the
existence of these vessels bearing the foul taint
of Chaos has not been confirmed.
Note: For Goliath class forge tenders I simply
use old Games Workshop Space Fleet Goliath
repair ships.
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