RayB HA
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Space Marines ER (2011)
Leadership: +1 Leadership.
Boarding: Double Boarding Value.
Hit and Run attacks: May reroll H&R attack dice, second result stands even if worse.
Enemy Hit and Run attacks: -1 to enemy hit and run results.
Teleporter attacks: May attack ships with highier hits.
Bombardment Cannons: Gunnery Weapon hits on a 4+ rather than enemy armour value (may be fired with other gunnery weapons and resolved at the end). Causes criticals on a 4+. Hit's ordnance on a 4+.
PsyCannons: These are lances in all respects that cause criticals against Daemonships on a 4+.
Ordnance:
Thunderhawks: Assualt boats, 4+ save, 20cm speed.
Thunderhawk Anhilators: Assualt boats, Fighter, loses reroll for H&R's, 4+ save, 20cm speed.
Storm Ravens: Assault boat, 30cm speed. (Blood Angels, Grey Knights)
Torpedoes: Normal (Escorts only have normal), Boading, Barrage.
Battle Barges and Forge Ships
Venerable Battle Barge (Despoiler Battleship Model)
Battleship/12, Speed 20cm, Turns 45*, Shields 4, Armour 5+, Turrets 4
Port WB, 45cm, 12, Left
Starboard WB, 45cm, 12, Right
Port Launch bay, 1 Thunder Hawks
Starboard Launch bay, 1 Thunder Hawks
Prow Launch bay, 4 Thunder Hawks/8 Torpedoes Front
Dorsal Bombardment Cannon, 30cm, 8, L/F/R
Notes: Can't CTNH.
Crusader Battle Barge (Emperor Battleship Model)
Battleship/12, Speed 20cm, Turns 45*, Shields 4, Armour 5+, Turrets 4
Port WB, 45cm, 6, Left
Starboard WB, 45cm, 6, Right
Port Launch bay, 3 Thunder Hawks
Starboard Launch bay, 3 Thunder Hawks
Prow Bombardment Cannon, 30cm, 6, L/F/R
Dorsal Weapons Batteries, 45cm, 6, L/F/R
Notes: May not use CTNH. Does not have sensor probes!
Battle Barge
Grand Cruiser/10, Speed 20cm, Turns 45*, Shields 3, Armour 6+, Turrets 3
Port WB, 45cm, 10, Left
Starboard WB, 45cm, 10, Right
Prow Launch bay, 4 Thunder Hawks/8 Torpedoes, Front
Dorsal Bombardment Cannon, 30cm, 6, L/F/R
Notes: You may replace the broadside weapon batteries for 30cm range Strength 8 Bombardment Cannons each side for no additional cost.
Grey Knight Battle Barge (Grey Knights)
Grand Cruiser/10, Speed 20cm, Turns 45*, Shields 3, Armour 6+, Turrets 3
Port WB, 30cm, 10, Left
Starboard WB, 30cm, 10, Right
Prow Launch bay, 4 Thunder Hawks/8 Torpedoes, Front
Dorsal Psy Cannons, 45cm, 4, Front
Notes: +1 D6 on AAF.
Forge Ship (Crusade Fleets)
Grand Cruiser/10, Speed 20cm, Turns 45*, Shields 3, Armour 5+, Turrets 3
Port WB, 60cm, 10, Left
Starboard WB, 60cm, 10, Right
Dorsal Lances, 60cm, 2, L/F/R
Notes: Increases Attack Craft limit by 4 of any type. Offers a single reroll that may only be used for Reload special orders.
Adeptus Mechanicus vessel: Has all rules for Adeptus Mechanicus and no Space Marine Rules. May not be squadroned with Battle Barges.
Cruisers
Ironclad Strike Cruiser
Cruiser/6, Speed 25cm, Turns 90*, Shields 2, Armour 6+, Turrets 2
Port Bombardment Cannons, 30cm, 3, Left
Starboard Bombardment Cannons, 30cm, 3, Right
Prow Launch bay, 1 Thunder Hawk/2 Torpedoes, Front
Dorsal Bombardment Cannons, 30cm, 3, L/F/R
Strike Cruiser
Cruiser/6, Speed 25cm, Turns 90*, Shields 1, Armour 6+, Turrets 2
Port WB, 30cm, 4, Left
Starboard WB, 30cm, 4, Right
Prow Launch bay, 2 Thunder Hawks/4 Torpedoes, Front
Dorsal Bombardment Cannons, 30cm, 3, L/F/R
Grey Knight Strike Cruiser (Grey Knights)
Cruiser/6, Speed 25cm, Turns 90*, Shields 2, Armour 6+, Turrets 2
Port WB, 30cm, 4, Left
Starboard WB, 30cm, 4, Right
Prow Launch bay, 2 Thunder Hawks/4 Torpedoes, Front
Prow PsyCannons, 30cm, 2, Front
Notes: +1D6 on AAF.
Dauntless Class Cruiser Torpedo Variant/Crusader Strike Cruiser (Crusade Fleets)
Escorts
Nova
Escort/1, Speed 30cm, Turns 90*, Shields 1, Armour 5+, Turrets 1
WB, 30cm, 1, L/F/R
Lance, 30cm, 1, L/F/R
Notes: +1 D6 on AAF.
Gladius:
Escort/1, Speed 30cm, Turns 90*, Shields 1, Armour 5+, Turrets 1
WB, 30cm, 4, L/F/R
Notes: +1 D6 on AAF.
Hunter:
Escort/1, Speed 30cm, Turns 90*, Shields 1, Armour 5+, Turrets 1
WB, 30cm, 1, L/F/R
Torpedoes, 30cm, 2, Front
Notes: +1 D6 on AAF.
Firestorm (RSV)
Sword (RSV)
Cobra (RSV)
Upgrades:
Orbital Mines and special Torpedoes: May not be taken.*(This is for fluff reasons only!)
Space Marine Fleet List
Fleet Commander
You must include a Fleet Commander to captain a capital ship in a fleet worth over 750pts. He must captain a Battle Barge over a Strike Cruiser if available.
0-1 Master of the Fleet (Ld10).......50pts
You may buy up to 3 Fleet Commander re-rolls at 25pts each.
Terminator Assualt: You may buy an additional teleporter attack for the Master of the Fleets ship for 15pts. This follows all the normal rules for Space Marine teleporter attacks and maybe used every turn if possible.
Capital Ships
0-3 Battle Barges
You may include one Battle Barge for every 2 Cruisers in your fleet.
Battle Barge..........300pts
You may include a single Venerable or Arcane Battle Barge instead of a normal Battle Barge for every 1000pts or part thereof in your fleet.
Venerable Battle Barge............450pts
Arcane Battle Barge...............400pts
0-10 Cruisers
Ironclad Strike Cruiser*...............160pts
*You may not include more Ironclad Strike cruisers than other Cruisers in your fleet, not including other Ironclad Strike Cruisers.
Strike Cruiser.............150pts
Escorts
Nova.............50pts
Gladius..........45pts
Hunter..........40pts
Firestorm......45pts
Sword...........40pts
Cobra...........35pts
Any Thunder Hawks maybe replaced by Thunder Hawk Annhilators at no additional cost.
Blood Angels and it's successor Chapters may take Storm Ravens 'Replacing' TH's on any of their ships fr no additional cost. Chapters invented by the player may also take Storm Ravens.
Space Marine Crusade Fleet List
Fleet Commander
You must include a Fleet Commander to captain a capital ship in a fleet worth over 750pts. He must captain a Battle Barge over a Strike Cruiser if available.
0-1 Master of the Fleet (Ld10).......50pts
You may buy up to 3 Fleet Commander re-rolls at 25pts each.
Terminator Assualt: You may buy an additional teleporter attack for the Master of the Fleets ship for 15pts. This follows all the normal rules for Space Marine teleporter attacks and maybe used every turn if possible.
Capital Ships
0-3 Battle Barges
You may include one Battle Barge for every 3 Cruisers in you fleet.
Battle Barge..........300pts
You may include a single Forge Ship, Venerable or Crusader Battle Barge instead of a normal Battle Barge for every 1000pts or part thereof in your fleet.
Venerable Battle Barge............450pts
Crusader Battle Barge.............400pts
Forge Ship..............250pts
0-12 Cruisers
Ironclad Strike Cruiser*...............160pts
*You may not include more Ironclad Strike cruisers than other Cruisers in your fleet, not including other Ironclad Strike Cruisers.
Strike Cruiser........................150pts
Dauntless Class Light Cruiser** (Torpedo Variant)...........120pts
**You may not have more Dauntless's in your fleet than Strike Cruisers.
Escorts
Nova.............50pts
Gladius..........45pts
Hunter..........40pts
Firestorm......45pts
Sword...........40pts
Cobra...........35pts
Any Thunder Hawks maybe replaced by Thunder Hawk Annhilators at no additional cost.
Dauntless: 'Less than equal' special rule; Dauntless's don't have +1 Leadership or Double Boarding Value. Although they still have Barrage/Boarding Torps and special H&R attack rules.
Grey Knights Fleet List
Fleet Commander
You must include a Fleet Commander to captain a capital ship in a fleet worth over 750pts. He must captain a Battle Barge over a Strike Cruiser if available.
0-1 Master of the Fleet (Ld10).......50pts
You may buy up to 3 Fleet Commander re-rolls at 25pts each.
Capital Ships
0-3 Battle Barges
You may include one Battle Barge for every 2 Cruisers in you fleet.
Grey Knight Battle Barge..........320pts
0-10 Cruisers
Grey Knight Strike Cruiser.............170pts
Escorts
Nova.............50pts
Gladius..........45pts
Hunter..........40pts
Any Thunder Hawks maybe replaced by Thunder Hawk Annhilators at no additional cost.
Any Thunder Hawks may be replaced with Storm Ravens at no additional cost.
Grey Knight capital ships have twice the number of Teleporter attacks as if they all had Terminator Assualt.
Daemon Bane: You may reroll boarding dice against Daemon ships.
[12:31:42] Sergey Grey: Designers Notes:
Leadership: I've reduced the SM leadership to a simple +1 modifier as their current leadership value is far too good. SM's should not have better leadership than Eldar! AM and SM ships are similar when taking the actual crew into account. As SM's can actually get Ld 10 where AM can't, this represents better captainsy. It's a very minimal effect but it's there all the same.
Boarding: I've changed the +2 boarding modifier to a double boarding value. This makes little difference to single boarding actions against normal cruisers, but it does however stop escorts holding their own against capitalships, or overunning other escorts. But mainly I dislike racial boarding modifiers as they are not percential; you get little extra bonus for having 2 SC's in a boarding action for instance but if you have double boarding value having the 2nd is more keenly felt.
Hit and Run attacks: I've change the +1 to H&R's to a re-roll to better represent their ability to attack choice targets. This also gives the small possibility of a fail, something I feel is needed with every weapon system. This also can't be coupled with other +1's to give a +2 which would skip a result on the critical table. This doesn't really reduce their abailty to cause 'real' damage on ships with an Engine room crit but of course mostly eliminates the possibilty of fire crits which can be a book keeping nightmare.
I allowed Teleporter attacks to target ships of greater size as SM's are equiped for the task and given the fleet is light cruiser heavy it seems needed.
PsyCannons: I've made these lance weapons so as to make single GK SC's a viable option as reserves.
Attack Craft: Thunder Hawks aren't fighters! Using them in such a way seems plain wrong. This also stops the enemy 'destroying' TH's with small salvo torpedoes, stray bombers/aboats and occassionally mines.
Anhilators aren't bombers! They are more heavily armed Thunder Hawks, still with a reduced transport capacity. If anything they could be used as resilent fighters still with the assault boat potential!
Storm Ravens are just Assualt boats! The only thing of note is that they have SM's on board!
Torpedoes: I've taken the boarding torps away from escorts as SM's aren't a horde fleet like Orks, Nids or Chaos. This also brings the benefits to the Cobra more in line with the other 2 Imperial escorts.
Barage Bombs will be on board all Battle Barges simply because it's fluff true.
I have toyed with the idea of BB's having Barrage instead of normal torps.
Additional ships: I've added the Emperor and Dauntless in a very limited fashion the later only available to Crusade fleets. I really wanted these ships or specifically their models in the fleet as they were the original Stike Cruiser and Battle Barge models prior to release. I've added the Despoiler as well as it really is just an old Battle Barge!
Venerable Battle barges and Imperial ships: I've decided to exclude the use of other fleet ships as much as possible so as not to dilute the SM fleets character and to make the fleet list easier to balance.
Battle Barge Grand Cruiser: I've made the 'normal' Battle Barge a grand cruiser and generally made it less impressive! I've done this for many reasons, chief among them to make it more manueverable. This also makes it cheaper, easier to field and fills the gap in between light cruiser and full blown battleship without inventing anything non canon.