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WARP RIFT
ISSUE 22
HORIZON
THE BATTLEFLEET GOTHIC NETZINE
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FROM THE NEXUS PUBLISHING HOUSE
Warp Rit is not endorsed, nor does it endorse, Games Workshop, and it is not an oicial publication of Games Workshop. Any words, phrases or images are
used without permission and no challenge is intended as a result of such a usage, including the use of these words, phrases and images without the appropriate
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rights). Licensed names, images and logos are copyright their respective companies or authors. No part of these pages may be ‘borrowed’ or reproduced, and no
articles or rules should be considered ‘oicial in any way.
PLEASE REGISTER YOUR SUPPORT FOR THIS PUBLICATION.
DOWNLOAD YOUR COPY DIRECT FROM THE OFFICIAL WEB SITE, AT:
WWW.EPIC40.CO.UK/BFGMAG/
DISCUSS AND TALK ABOUT WARP RIFT AT THE FOLLOWING LOCATION:
WARP RIFT FORUM
READ THE WARP RIFT BLOG FOR NEWS UPDATES AND EXTRA MATERIAL HERE:
WARP RIFT BLOG
+++ SUBMISSIONS +++
+++ WARP RIFT PUBLICATION TEAM +++
All types of article are desperately needed, to keep this publication alive. In some cases,
submission includes inclusion on the web site at: www.epic40k.co.uk, or through www.
tacticalwargames.net. Please include a note with your submission if you would like this
clariied. Submission via e-mail implies approval for publication.
Roy (Horizon) Amkreutz
Void Stalker II
Iain (Cybershadow)
Watcher in the Dark
Ray Bell
Admirality
Reg Steiner
Tyranid War Veteran
SEND YOUR SUBMISSIONS TO:
Davide ‘Kratz’ Ferrari
Warmaster
horizon@epic40k.co.uk
Jack Watling
Magician
or
warprit@epic40k.co.uk
CREDITS:
Cover Picture
Jack Watling
SEND YOUR BATTLE REPORTS TO:
Additional Graphics & Pictures: Dukeleto (deviantart), John ‘Magelord’
Reed, Kr00za, Stugmeister, BrotherOstavia (deviantart), Vaaish
Davide@epic40k.co.uk
WARP RIFT • ISSUE TWENTYTWO • JANUARY 2009
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+ TO BOARD OR NOT TO BOARD +
+++ WARP RIFT BLOG +++
ISSUE TWENTY-TWO – CONTENTS:
Hi there,
You can check out our blog at the following
location:
Welcome to the irst issue of 2009. he start of
the third year with me at the reign of Warp Rit.
Hopefully this year will just be as good as the
previous two years. I am conident it will be with
your articles. So keep them coming.
http://www.players.tacticalwargames.net/tiki-
view_blog.php?blogId=10
ENCYCLOPEDIA GOTHICA
Planetary Defences
4
Repel Boarders!
6
+++ WARP RIFT FORUM +++
he Specialist Games website still has not returned
completely. We are still missing the forum but
Cybershadow and Mod-Lex have created a
new website where we can already download a
bunch of Fanatic Online issues which have not
been transferred to the main Games Workshop
website.
Check out the Warp Rift forum at:
http://www.tacticalwargames.net/forums/index.
cgi?act=SF;f=89
COMMAND AND CONTROL
Chaos versus Imperial Navy
8
+++ WARP RIFT WARMASTER +++
his issue of Warp Rit contains some great
articles once again. Reg Steiner brings us some
additional systems to protect our precious planets
against the enemy leets. hen he shows us some
house rules regarding boarding and capturing
enemy ships! Aaargh! Beware of the scum in the
galaxy and repel those boarders!
We also have the irst battle report under the
guidance of Davide. A Chaos leet tries to crush
an Imperial planet. See how they fare in the battle
report. Davide added some views aterwards.
he story takes us to a desperate struggle between
the Imperial Navy and the menacing Orks. his
is Dominic’s second story for Warp Rit. And
inally we have a cool scenario to play some
serious battles, brought by Ruckdog.
“Greetings admirals out there, I am honoured for the
opportunity that Roy and Warp Rift staff have given me
to contribue at the expansion of this fantastic webzine.
First of all, my goals for Warp Rift are to create a new
Battle Report section, where you can read of adventures
and wars of others in our magniicent Battleleet Gothic
Universe. Then, we are going to expand the Tactical
Center with some Masterclass from the brave admirals
out there and with deep analisys of manoeuvres. I am
glad to serve in the ranks of Warp Rift, and hope that
you and the Emperor (or other deity) gonna love my
works. See you in Immaterium. Class Dismissed “
SHOWCASE
Souleater
12
OFFICER’S MESS
WAAAAAGH!
13
Davide ‘Kratz’ Ferrari
VOID STALKER
Minor Engagement
29
Send your battle reports at:
Good boarding,
Horizon
Davide@epic40k.co.uk
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PLANETARY DEFENSE BATTERY
BY REG STEINER
Introduction : During some of our larger games
and campaigns, we liked having objectives beyond
just trashing the other guy’s leet. Taking planets,
outposts, and moons can be boring pretty quick, if
the only challenge is, once again, getting past the
defending leet. To spice up a game, we needed new
challenges. I built this item into our list of possible
defenses to give players a new threat to get past.
hese things can get scary, as more of them are ‘piled
on’ a planet’s defenses. We had to make a limit of
defenses available for a planet, that wasn’t a base,
in our campaigns. No more than 20% of the points
available for a defender’s leet can be used to buy
defenses. Navy bases could have up to 30% of the
points available, for defense of the base. For a “one
of ” game out of the book, a player only has the points
listed in the base rules for that scenario.
For a really small game, of 500 or less points, a real
challenge would be a leet attacking a planet that
has only planetary defenses. A mess of mines, orbital
batteries, and a couple of these ‘ big guns’ make it
hard on such a raiding force! Try a couple of games
with these guarding a planet.
roll of: 5 & 6. 1D3 points of damage are subtracted
from the ship’s total. Critical Hits applied normally.
Enemy shields have no efect. Enemy ships in ‘Low
Orbit’ are hit on 1D6 roll of 3+ and take 1D6 of
damage, with Critical Hits now on 1D6 roll of 4+.
All other planet defenses remain unchanged. Use
the base rules for operating these defenses.
Critical Hits on Planetary Battery : For each hit
on the battery, roll 1D6 with 6+ means a critical
hit has occurred. Roll a further 1D6, and on 6+ the
battery cannot ire, until a successful repair during
the ‘End Phase’. Multiple critical hits causing the
battery to be non-operational must all be repaired
before the battery can again ire! he battery repairs
critical hits by rolling the number of D6 equal to
the number of structure points remaining, a 5 or 6
on a D6 repairs the damage.
Attacking the Gun Battery :
Lances : Lances hit on a 1D6 roll of 6+ if within
30cm of planet’s edge. Longer ranges cannot hit at
all. Lances ired from ‘low Orbit’ hit on a 1D6 roll
of 4+.
Weapons Batteries : he planet’s defense battery
cannot be ired at, beyond 30cm, regardless of
attacking weapons battery’s range ability. Use the
“Capital Ship - Abeam” aspect to calculate attack
die, with a Blast Marker (planet’s atmosphere)
Reducing the defenses around a Hive City, or
Major Base, can now be quite deadly work. I used
the inspiration of what happened to the British
and French leets, trying to force the passage to
the Black Sea, during World War One. Perhaps a
ground assault ( a la 40K ) is a better idea?
column shit, when iring from
between 30cm and planet’s rim.
When the attacking vessel is in
‘Low Orbit’, weapons batteries use
“Capitol Ship - Moving Away” and
no column shit for atmosphere.
Torpedoes : Torpedoes cannot be
used against surface targets, except
for ‘Barrage Bombs’. Use these as
described in the Armada rules
book.
Attack Crat : Bombers and Assault
boats are used as if against a
vessel. Assault boats only achieve a
successful critical hit on a D6 roll of
6+.
Points Cost : 100
Structure Points : 3
Shields : 3
Turrets : 3
Armour : 6
Range : 30cm from planet edge
Attack Dice : 1D3
Using this Big Gun :
Attacking Enemy Ships : his battery hits on a D6
4
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HEAVY GUN EMPLACEMENTS
BY REG STEINER
Introduction : he need for variety in our BFG
games can take interesting forms. I designed some
ground defense house rules that concentrated on a
very powerful guns system, and very powerful lance
system. All ine, except. he Ork players felt let out.
he systems I designed were meant for Imperial,
Chaos, renegade, and even Eldar players. he gang
of players “ganged up” on me to even the ield and
add a Ork weapon system for defending Ork held
planets. Once again, I took the simplest route. I
adapted the heavy guns Ork-kind already use on
their ships. Not to be out-done, ingenious human
engineers crated similar big guns to help defend
their own planets. But at least the Orks now have
a distinct weapon system for their own planets. As
well as human made copies doting the map.
protected by three or four each of these Heavy
Gun Batteries. Even small towns, or factories, or
mine operations, or other permanent sites have at
least two of these gun batteries for defense. Local
commanders and governors, and such, have taken
to adding other outlying defenses and bunkers to
further discourage attempts at ground attack. he
attacking leet has its work cut out, wherever these
new batteries are installed.
Orks Only Special Attack : Cost: +25 points
Once per game, but not if crippled, each battery
emplacement can attempt to grapple an enemy ship
using their special force ields. To use this attack,
the battery can make no gun attacks, and has no
shields this turn. A successful attack is made on a
D6 roll of 4-5-6.
Attack Efect : An enemy ship is pulled from high
orbit to low orbit, or from low orbit to the surface
(Crash!).
Any enemy ship so attacked uses its Leadership
score -1 (Surprise!) to regain control of the ship
and avoid a iery fate.
Success means the attacked ship rockets out of
high orbit, or from low orbit to high orbit, as a
consequence of breaking free of the grapple.
Range : 30cm beyond planet’s edge.
Attacks : 4D6 and hit on 5s or 6s. (Planets are very
stable gun platforms.)
Each hit does two points of damage, either to
shields or ships. Shields do apply, but two shield
points would be dropped for each hit.
Structure points : 6
Armour : 6
Shields : 3
Turrets : 4
Leadership : (random roll)
Cost : 150 points
Weapons Battery charts are not used. Attacks
against ships in low orbit get one extra D6 (now
5D6).
Heavy Gun Batteries Defending Bases and
Planets :
Failure means that: Escorts and Light Cruisers take
1D6 points damage; All Cruiser types take 2D6
points of damage; And Battleships take 3D6 points
of damage. If damage rolled did not destroy the
ship, the ship returns to low orbit but is unable to
ire this turn. Destroyed ships make a spectacular
blast and crater, somewhere on the planet.
he design for these heavy gun batteries is diferent
from other designs. Normally there is a single
huge emplacement housing the single, or double
barreled, defense weapon. hese gun batteries are
housed in a fortress. he design incorporates two
large turrets of two heavy guns each. Separated
by another structure housing plasma furnaces
and cyclotrons for electrical generation. Radar
and other sensors are also housed in the center
section. All structures are heavily re-enforced
and armored. Normal defenses include close in
weapons and anti-air weaponry, making a land
attack, or air attack costly. Additionally, any city
or fortress worthy of protecting is almost always
Other races have never been able to duplicate the
Ork force ields. Put together just like an Ork
example, exactly, and it still does not work.
he players in our group who use Orks, are very
pleased to have a distinctly Ork gun emplacement
and Ork special attack.
Critical Hits are on 6s only. Barrage Bombs and
Bombardment Canon cause critical hits on 5s and
6s. Each critical hit reduces gun strength by 1D6.
Repairs during the end phase are on 5s and 6s (not
just 6s) to restore gun strength, using the surviving
structure points for how many D6 are rolled.
Reduced gun strength because of crippling damage
(50%+) cannot be repaired in the end phase.
5
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