BFG:Starcraft

Amai
Viestit: 635
Liittynyt: Ke 21.06.2006 03:23

BFG:Starcraft

Viesti Kirjoittaja Amai » La 02.06.2018 10:41

I converted starcraft units to use for gothic.

Point costs might be off but the idea is there.


TERRAN FLEET:

SPECIAL RULES:

Terran fleet may not use teleport attacks.


YAMATO CLASS COMMAND CRUISER: 280 pts
Hits: 12
Armor: 5+
Turn: 45
Shields: -
Turrets: 4
Speed: 20 cm
Port: 8 Battery, 30cm (Left)
Starport: 8 Battery, 30cm (Right)
Prow: 6 Lance, 60cm (Front)
Thorax: Nova cannon, 30-120cm (Front)

Marine crew: +1 to boarding actions.

Command post: +1 to command checks within 15cm.

Yamato gun: When shooting with nova cannon lances cannot be used that turn because of power distibution.


BATTLE CRUISER: 180 pts
Hits: 10
Armor: 5+
Turn: 45
Shields: -
Turrets: 2
Speed: 20 cm
Port: 6 Battery, 30cm (Left)
Starport: 6 Battery, 30cm (Right)
Prow: 4 Lance, 45cm (Front)
Thorax: Nova cannon, 30-90cm (Front)

Marine crew: +1 to boarding actions.

Yamato gun: When shooting with nova cannon lances cannot be used that turn because of power distibution.


LIBERATOR: 150 pts
Hits: 6
Armor: 5+, 6+ in siege mode
Turn: 45
Shieds: -
Turrets: 3
Speed: 20 cm
Port: 2 Torpedo, 30cm (Front)
Starport: 2 Torpedo, 30cm (Front)
Prow: 8 Battery, 30cm (Front, Left, Right)

Siege mode: May change to siege mode or back to normal mode at start of player's turn. May not move in siege mode and changes all it's weapons to thorax 6 lance, 60cm (All round).


VIKING: 85 pts
Hits: 4
Armor: 5+, 6+ in siege mode
Turn: 45
Shields: -
Turrets: 2
Speed: 20 cm
Port: 2 Battery, 30cm (Left, Front)
Starport: 2 Battery, 30cm (Right, Front)
Prow: 4 Battery, 30cm (Front)

Siege mode: May change to siege mode or back to normal mode at start of player's turn. May not move in siege mode and changes all it's weapon batteries to thorax 4 bombard cannon, 60cm (All round) that does not suffer from range colum shift.


SCIENCE VESSEL: 75 pts
Hits: 4
Armor: 4+
Turn: 45
Shields: -
Turrets: 1
Speed: 20 cm

Science vessel may use one special ability per turn:

Defensive matrix: One vessel in 15cm gets shield 2 until start of player's next turn. Hits to defensive matrix does not cause debris / blast marker.

Irritade: Causes a fire critical hit. Range 20 cm.

Lockdown: Roll d4 and consult numbers 1-4 in critical table. Range 20 cm.

EMP pulse: All shields within 10 cm of chosen point in range goes down. This does not cause any blast markers. EMP pulse has range of 20 cm and may be used once per game.

10 pts = Nuclear launch detected: Once per game, choose a point within 20cm and place a marker on it and if science vessel uses moves or uses other abilities, remove that marker. Roll d6 in each ordance phase and on 4+ cause 10 lance hits to every model within 10cm and 5 lance hits to every model within 20 cm of the marker.


RAVEN: 50 pts
Hits: 2
Armor: 5+
Turn: 90
Shields: -
Turrets: 1
Speed: 25 cm
Prow: 4 Battery, 15cm (Front/Left/Right)
Thorax: 1 Torpedo, 30cm (Front)

May use turrets to defend friendly ships within 5cm.

Raven gets +1 leadership to command checks.

Raven does not have crew so it cannot make boarding actions and suffers a -1 penalty against boarding and hit n run attacks.

Torpedoes launced by raven may be manually controlled like fighting crafts.

Detector: May always target any vessel and friendly units targetting any cloacked vehicles within 25cm of raven do not suffer any targeting penalties.


MEDIVAC: 45 pts
Hits: 2
Armor: 4+
Turn: 45
Shields: -
Turrets: -
Speed: 25 cm
Prow: 2 Battery, 30cm (Front, Left, Right)

Friendly ships within 15cm of medivac may re-roll their repair rolls.


VALKYRIE: 45 pts
Hits: 2
Armor: 5+
Turn: 45
Shields: -
Turrets: 1
Speed: 25 cm
Port: 1 Torpedo, 30cm (Front)
Starport: 1 Torpedo, 30cm (Front)
Prow: 1 Torpedo, 30cm (Front)
Thorax: 1 Torpedo, 30cm (Front)

Valkyrie does not need to reload ordance.


WRAITH: 45 pts
Hits: 2
Armor: 5+
Turn: 90
Shields: -
Turrets: 1
Speed: 25 cm
Port: 1 Torpedo, 30cm (Front)
Starport: 1 Torpedo, 30cm (Front)
Prow: 1 lance, 15cm (Front)

Cloacking device: May be activated in beginning of players turn. Enemies must pass a leadership test to target cloacked vessels. When enemy vessel would normally require a leadership test to target a cloacked vessel, succesful test must be re-rolled. Cloack deactivates at start of player's next turn and because of high power consumption may not be used two turns in row.


BANSHEE: 35 pts
Hits: 2
Armor: 5+
Turn: 90
Shields: -
Turrets: 1
Speed: 25 cm
Port: 1 Torpedo, 30cm (Front)
Starport: 1 Torpedo, 30cm (Front)

Cloacking device: May be activated in beginning of turn. Enemies must pass a leadership test to target cloacked vessels. When enemy vessel would normally require a leadership test to target a cloacked vessel, succesful test must be re-rolled. Cloack deactivates at start of player's next turn and because of high power consumption may not be used in two turns in row.



FLEET LIST:
All fleets must be accompanied by commander:
50 pts = Fleet commander (ld8)
75 pts = Fleet admiral (ld9)

25 pts = Extra re-roll
50 pts = Two extra re-rolls (Admiral only)

Fleet may include any number of capital ships or escorts, but must include at least 2 battle cruisers to take 0-1 command cruisers.

One science vessel per 750 pts may be included.




PROTOSS:

SPECIAL RULES:

Al protoss shields regenerates on point when in contact of blast markers and all protoss shields may be used against bombing runs and torpedoes.


MOTHERSHIP: 380 pts
Hits: 14
Armor: 5+
Turn: -
Shields: 6
Turrets: -
Speed: 15 cm
Thorax: 6 Lance, 60cm (All round)

Concentrated burst: May drain 5 shields for one nova cannon, 30-120cm (All round) attack.

Cloacking matrix: Enemy units targeting friendly vessels within 20 cm of the mothership must pass a leadership test to do so. Command tests to target friendly vessels within 20cm of the mothership must be re-rolled.

Recall: Reserves may enter the battlefield within 30 cm of the mother ship.

Vortex: Once per game all friendly models within 15 cm of the mother ship may recharge their shields.

May move sideways. (Strafe)

+1 to boarding actions. -1 to enemy boarding actions and hit n run attacks.

(Even protoss troops have powerful fighting technology, all other ships except motherships and carriers have so few crew that they do not benefit from boarding bonuses.)


CARRIER: 190 pts
Hits: 8
Armor: 6+
Turn: 45
Shields: 4
Turrets: -
Speed: 20 cm
Port: 4 Lauch bays, 25cm
Starport: 4 Launch bays, 25cm

+1 to boarding actions and hit n run attacks. -1 to enemy boarding actions and hit n run attacks.


TEMPEST: 160 pts
Hits: 6
Armor: 5+
Turn: 45
Shields: 3
Turrets: -
Speed: 15 cm
Prow: 4 Lance, 90cm (Front)

May move sideways. (Strafe)


ARBITER: 80 pts
Hits: 2
Armor: 5+
Turn: 90
Shields: 3
Turrets: -
Speed: 25 cm
Prow: 1 Lance, 30cm (Front)

Cloacking matrix: Enemy units targeting friendly vessels within 15 cm of arbiter must pass a leadership test to do so. If enemy vessel would normally require a leadership test to target a friendly. vessel within 15 cm of arbiter that test must be re-rolled

Recall: Reserves may enter the battlefield within 20cm of arbiter.

Statis: Once per game arbiter may imbue stasis to enemy vessel within 20cm. Stasis last two turns and no vessel in stasis may issue orders.


VOID RAY: 65 pts
Hits: 1
Armor: 5+
Turn: 90
Shields: 3
Turrets: -
Speed: 25 cm
Prow: 2 Lance, 45cm (Front)

Concentrated beam: Adds one to number of lance shots for each continuous turn when firing on same target.

Void rays do not have crew so it cannot make boarding actions and suffers a -1 penalty against boarding and hit n run attacks.

May move sideways. (Strafe)


ORACLE: 65 pts
Hits: 2
Armor: 5+
Turn: 90
Shields: 2
Turrets: -
Speed: 25 cm
Prow: 2 Lance, 30cm (Front)

Revelation: Once per game reveals cloacked or obscured units within 30 cm of any point in battlefield for one turn.

Dark templar crew: May re-roll boarding and command checks.

May move sideways. (Strafe)


DISRUPTOR: 55 pts
Hits: 1
Armor: 5+
Turn: 90
Shields: 3
Turrets: -
Speed: 30 cm

Disruption blast: Once per turn disruptor may drain one point of shields for a blast that causes 2 lance attacks against shields to all ships (Friend or foe) in 5cm of target point within 30 cm.

Disruptors do not have a crew so it may not do any boarding actions and suffers a -1 penalty against enemy boarding actions or hit n run attacks.

May move sideways. (Strafe)


PHOENIX: 55 pts
Hits: 1
Armor: 5+
Turn: 90
Shields: 2
Turrets: -
Speed: 30 cm
Port: 1 Lance, 30cm (Front)
Starport: 1 Lance, 30cm (Front)

May move sideways. (Strafe)


SCOUT: 50 pts
Hits: 1
Armor: 5+
Turn: 90
Shields: 2
Turrets: 1
Speed: 25 cm
Port: 1 Guided torpedo, 30cm (Front)
Starport: 1 Guided torpedo, 30cm (Front)
Prow: 2 Battery, 30cm (Front)


CORSAIR: 40 pts
Hits: 1
Armor: 5+
Turn: 180
Shields: 1
Turrets: -
Speed: 30 cm
Prow: 1 Neutron flare, 15cm (Front)

Weapon causes 1 battery attack and d3 battery attakcks in the central hole of the nova template.

Disruption web: Once per game, one point of shields may be drained to put a disruption marker within 30cm. Marker last for two turns and no ships within 10 cm of a disruption marker may launch ordance.


FLEET LIST:
All fleets must be accompanied by commander:
60 pts = Fleet commander (ld9)
80 pts = Fleet commander (ld10)

25 pts = Extra re-roll
50 pts = Two extra re-rolls

Fleet must contain at least one mothership or carrier.

Mother ships are 0-1 and may only be taken in fleets of 1500 points or more.

May include one arbiter per 750 pts.





ZERG:

SPECIAL RULES:

All zerg vessels regenerate one hit for every 6 on repair roll.

Use tyranid instinctive behavior and critical table. Zergs hive minds issue orders through overlords in range of 30cm with leadership value chosen from the fleet list.

+1 to boarding actions and hit n run attacks. -1 to enemy boarding actions and hit n run attacks.


BROODLORD:
Hits: 8
Armor: 5+
Turn: 45
Shields: -
Turrets: -
Speed: 15 cm
Port: 2 Broodling bays, 20cm
Starport: 2 Broodling bays, 20cm
Prow: 2 Broodling bays, 20cm
Thorax: 2 Broodling bays, 20cm

Broodlings: Function as both fighters and assault boats.


CORRUPTOR: 80 pts
Hits: 4
Armor: 5+
Turn: 45
Shields: -
Turrets: -
Speed: 20 cm
Prow: 6 Battery, 30cm, (Front, Left, Right)
Prow: Massive claws (Front)

All hits that roll 6 against target's hull cases an additional fire critical.

Corruption: May swap all it's battery attack to corrupt one ship that either has no shield or has it's shields down within 30cm for two turns. Corrupted ships suffers an additional fire critical from each hit from corruptor or mutalisk.

Morph: Before start of the game, two corruptors may be formed to gain one broodlird.

Single entity: May not use boarding actions or be boarded and hit n run attacks may not be used
againt this ship.


VIPER: 80 pts
Hits: 4
Armor: 5+
Turn: 45
Shields: -
Turrets: -
Speed: 25 cm
Prow: Massive claws (Front)
Drosal: 2 Battery, 15 cm (Front, Left, Right)

Viper is able to use one ability per turn.

Consume: Able to consume one mutalisk to instantly heal 2 hits.

Blinding cloud: Place a marker within 30cm. All vessels within 15cm of the marker suffers one colum shift to the right and reduce 15cm from their weapon range. Remove the marker from table when two turns have passed.

Abduct: Move one enemy vessel within 30cm 15cm towards the viper.

Parasitic bomb: May only be used if target has no shields or it's shields are down. Make 1 battery attack. Hit causes fire critical and if the vessel is destroyed by this hit or fire critical it has caused all non organic vessels within 5cm suffer a similar attack.

Single entity: May not use boarding actions or be boarded and hit n run attacks may not be used
againt this ship.


QUEEN: 80 pts
Hits: 4
Armor: 5+
Turn: 45
Shields: -
Turrets: -
Speed: 25 cm
Prow: Massive claws (Front)

Queen is able to use one ability per turn.

Infest: Gain control of target crippled vehicle that is destroyed by boarding action that turn.

Parasite: Target one enemy vehicle within 25 cm. Parasite last whole game and all riendly ships get +2 leadership bonus (instad of 1) when parasited vessel is on orders.

Broodlings: Launch 2 figher/assault boats with speed of 20cm.

Ensnare: Place an ensnare marker anywhere within 25 cm that lasts two turns. All ships within 15cm of parasite marker are slowed by 5 cm.

Single entity: May only use boarding actions when infesting and boarding actions or and hit n run attacks may not be used againt this ship.


OVERLORD: 50 pts
Hits: 4
Armor: 4+
Turn: 45
Shields: -
Turrets: -
Speed: 20 cm
Thorax: Feeder tendrils (Front, Left, Right)

Detects cloacked or obscured targets within 20 cm.

Doubles it's boarding value.


MUTALISK FORM: 25 pts
Hits: 2
Armor: 5+
Turn: 90
Shields: -
Turrets: -
Speed: 25 cm
Prow: 3 Battery, 15 cm (Front, Left, Right)

When target has no shields each hit is able to strike one enemy vessel within 5cm of original target with 1 normal battery attack.

Morph: Before start of the game, two mutalisks may be formed to gain one guardian or devourer but number of morphed mutalisk may not exceed the number of mutalisks in the fleet.

Single entity: May not use boarding actions or be boarded and hit n run attacks may not be used againt this ship.


DEVOURER FORM:
Hits: 4
Armor: 6+
Turn: 45
Shields: -
Turrets: -
Speed: 20 cm
Prow: 2 Bombard cannon, 30 cm (Front, Left, Right)

All hits that roll 6 against target's hull causes an additional fire critical. (Rules of bombard cannon makes this two.)

Single entity: May not use boarding actions or be boarded and hit n run attacks may not be used againt this ship.


GUARDIAN FORM:
Hits: 4
Armor: 6+
Turn: 45
Shields: -
Turrets: -
Speed: 15 cm
Prow: 2 Lance, 75 cm (Front)

Single entity: May not use boarding actions or be boarded and hit n run attacks may not be used againt this ship.


FLEET LIST:
0 pts = ld7 overmind control
50 pts = ld8 overmind control
100 pts = ld9 overmind control
30 pts = One re-roll

Fleet must contain at least one overlord.

Fleet may contain one viper or queen per 500 pts.

Palaa sivulle “Battlefleet Gothic”