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SHIPS OF THE GOTHIC SECTOR

SHIPS OF THE GOTHIC SECTOR

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BRUTE RAM SHIP . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 25 pts<br />

TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS<br />

Escort/1 25cm 90° 1 6+ front/4+ 1<br />

ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC<br />

Gunz battery 30cm 2 Front/left/right<br />

The Brute is a curious vessel and characteristically Orkish in its concept. It is fitted<br />

with superior engines and manoeuvring thrusters, compared to most Ork vessels,<br />

but these are not intended to make the ship handier in a fight. The true purpose of the<br />

Brute is betrayed by its armoured beak, festooned with rotary blades and drills, which<br />

is deadly when it rams enemy vessels at maximum thrust. In combat, Brutes manoeuvre<br />

to try to reach a position where they can charge an enemy ship and burst it apart with a<br />

single impact. The Brute is so heavily built that it can badly damage even a capital ship.<br />

Notes: The Brute ram ship is built for smashing into an enemy vessel at top speed,<br />

hence it rolls 4 dice to damage an opposing ship when it rams.<br />

ORK PIRATES <strong>OF</strong> <strong>THE</strong> CYCLOPS CLUSTER FLEET LIST<br />

WARLORD<br />

Up to 1 Warlord per 500 pts<br />

You may include 1 or more Warlord in your fleet,<br />

each of whom must be assigned to a ship or<br />

squadron. If the fleet is worth 500 points or more<br />

it must include at least 1 Warlord to lead it.<br />

Ork Warlord . . . . . . . . . . . . . . . . . . . . 40 pts<br />

Warlords get one re-roll. They can have up to two<br />

more re-rolls for the additional cost noted below.<br />

One extra re-roll . . . . . . . . . . . . . . . . . . . . 20 pts<br />

Two extra re-rolls . . . . . . . . . . . . . . . . . . . 40 pts<br />

A vessel carrying a Warlord doubles its boarding<br />

value and may include up to one of the upgrades<br />

shown below at the additional cost indicated.<br />

Maniac Gunners . . . . . . . . . . . . . . . . . . +35 pts<br />

The ship may re-roll the dice for the firepower of<br />

its gunz when it fires.<br />

Mad Meks . . . . . . . . . . . . . . . . . . . . . . . +25 pts<br />

The ship may re-roll the dice for damage control.<br />

Extra Power Fields . . . . . . . . . . . . . . . . +25 pts<br />

The ship’s shield value is increased by +1.<br />

Mega-armoured Boarding Parties . . . . +15 pts<br />

+1 modifier on boarding.<br />

Looted Torpedoes . . . . . . . . . . . . . . . . . +20 pts<br />

The ship may re-roll the dice for the strength of<br />

torpedo salvoes when it fires.<br />

An Ork fleet can include a max. of one Warlord<br />

per 500 points. Ie, if the fleet is worth up to 500<br />

points, it may have one Warlord. If it is worth 500-<br />

1,000 points two Warlords may be included, etc.<br />

KROOZERS<br />

You may include up to six kroozers in your fleet.<br />

Ork Kill kroozer . . . . . . . . . . . . . . . . . . . 155 pts<br />

Ork Terror kroozer. . . . . . . . . . . . . . . . . . 185 pts<br />

ESCORTS<br />

You can include any number of escorts in your<br />

fleet.<br />

Ork Onslaught attack ship . . . . . . . . . . . . . 45 pts<br />

Ork Savage gunship . . . . . . . . . . . . . . . . . 40 pts<br />

Ork Ravager attack ship . . . . . . . . . . . . . . 35 pts<br />

Ork Brute ramship. . . . . . . . . . . . . . . . . . . 25 pts<br />

“...Wherein the bestial Orks shall appear within<br />

the orrery of worlds beneath your protection.<br />

At first they will assay a thrust upon the<br />

inhabited spheres, committing greater forces<br />

against the weaker while withdrawing from the<br />

stronger. Should all such thrusts be parried<br />

with success the Ork Warlords will retreat to<br />

the outer reaches and emplace hidden<br />

strongholds upon uninhabited worlds and<br />

asteroids beyond the reach of righteous<br />

retribution. There they will breed and spread in<br />

the manner of a contagion, each Warlord<br />

directing his minions to mine for metals and<br />

build more vessels. Ork ships will prey upon<br />

passing ships and plunder them without mercy.<br />

Thus picket ships need to be set to guard<br />

battlefields to prevent the Orks stealing forth<br />

to capture hulks and debris for their fleet.<br />

Without an aggressive and effective xenocidal<br />

campaign in time the beasts will grow to such<br />

numbers that they return and overwhelm the<br />

inner spheres.”<br />

Excerpted from De Xenos Maleficorum,<br />

Inquisitorial tome of the Ordo Xenos.<br />

139<br />

<strong>GOTHIC</strong>

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