Post by osiris on Jun 19, 2021 15:31:07 GMT -5
ENTIRE FLEET RULES:
CURSE OF UNDEATH - Enemy ships in Boarding Actions against Empire of Dust ships must make a skill test before rolling any dice to attack. if the test is failed the suffer an additional -1 to hit modifier for that boarding action.
LIGHT OARS - (*Note this seems to be a misprint in the all ships section and is actually a specific ship special rule*) - During one Move Step in this ship's activation, it may move any distance from 2" up to its full Mv Value, instead of the full amount.
SPECIFIC SHIP SPECIAL RULES:
EXPENDABLE - Friendly ships within 3" of one or more friendly slave squadrons can transfer any amount of damage just suffered onto one of those Slave Squadrons instead, up to the maximum amount the slave squadron can suffer before it is destroyed. Excess damage must be suffered by the original target. Transferred damage is not counted for calculating the results of Boarding Actions. Critical hits cannot be transferred either (damage or result).
LIGHTNING BOLT (n) - Once per game, when this ship shoots, it may fire a lightning bolt into one of its Fire Arcs in addition to the other weapons used. The bolt has a range of 10" and has a fixed unmodified to hit of 3 or more. Visibility to the target is not required. If the spell hits, it inflicts (n) damage and roll a d6, on a 2+ also put a blaze marker on the target ship. Using the lightning bolt counts as firing weapons from that fire arc. The lightning bolt attack can cause a critical hit on a natural 10 as normal.
SOUL THIRST - In the End Phase of a Turn, enemy ships within 3" of one or more Soul Hunters, must pass a Skill Test or suffer d3 automatic points of damage.
Terror - Enemy ships must reroll successful CURSE OF UNDEATH skill tests when involved in Boarding Actions against this ship. This ship has Grappling Hooks for free, not counting against its upgrade limit.
UNIQUE UPGRADES:
MAGICAL:
Soul Snare (4 pts) - Use only when not grappeled instead of attempting a grapple. During the boarding action phase, this ship may unleash the soul snare, target any enemy ship within 8" and at least partially visible. Roll 1d10 for each point of crew strength on the target ship. Each score of 8+ causes one damage to the target ship, and recovers one damage on this ship.
CAPTAINS:
High-Priest T'mork (8 pts) - Instead of deploying normally, during the end phase of turn 2, as the very last action of that phase, this ship enters play from the depths of the ocean. Place the model anywhere that is more than 10" away from enemy ships and 6" away from any terrain. it may face any direction and is Anchored. This ship cannot be one that is specific to a scenario such as flagship in Scenario 5.
Arkhanten the Cursed Slayer (5 pts) - While shooting at a ship with Arkhanten, any to hit rolls of a natural 1 will inflict their normal damage on the shooting ship as the weapons misfire.
NORMAL:
Balefire (5 pts) - Can only be taken on ships with Indirect Weapons. Damage from these weapons is increased to d6+1 and causes fire (put a blaze marker on the target)
Windblast (3 pts) - Main Battle ships only. - Once per activation, at the start of one of its move steps, this ship can add 2" to its movement value for that move step. Then roll a d6, on a roll of 1, the Windblast cannot be used again this game.
SHIPS:
TINY:
Slave Squadron - Support - 9 points
M:7(squadron) Nv:9 Sp:12 Cs:(1)
Broadside-none Front-1H Rear-none
EXPENDABLE
SMALL:
Soul Hunter - Support - 20 points
M:4(yellow) Nv:18 Sp:20 Cs:2
Broadside-2L Front-1IDW Rear-none
MEDIUM:
Khopeshi - Main Battle - 40 points
M:6(red) Nv:36 Sp:40 Cs:5
Broadside-2H1L Front-2L Rear-none
TERROR
Dust Chaser - Support - 12 points
M:5(yellow) Nv:25 Sp:28 Cs:2
Broadside-1H1L Front-none Rear-none
LIGHT OARS
LARGE:
War Galley - Main Battle - 60 points
M:4(yellow) Nv:63 Sp:70 Cs:5
Broadside-2H3L1IDW Front-1H Rear-1L
OARS
XTRA-LARGE:
Monoloth
STATS UNKNOWN
CURSE OF UNDEATH - Enemy ships in Boarding Actions against Empire of Dust ships must make a skill test before rolling any dice to attack. if the test is failed the suffer an additional -1 to hit modifier for that boarding action.
LIGHT OARS - (*Note this seems to be a misprint in the all ships section and is actually a specific ship special rule*) - During one Move Step in this ship's activation, it may move any distance from 2" up to its full Mv Value, instead of the full amount.
SPECIFIC SHIP SPECIAL RULES:
EXPENDABLE - Friendly ships within 3" of one or more friendly slave squadrons can transfer any amount of damage just suffered onto one of those Slave Squadrons instead, up to the maximum amount the slave squadron can suffer before it is destroyed. Excess damage must be suffered by the original target. Transferred damage is not counted for calculating the results of Boarding Actions. Critical hits cannot be transferred either (damage or result).
LIGHTNING BOLT (n) - Once per game, when this ship shoots, it may fire a lightning bolt into one of its Fire Arcs in addition to the other weapons used. The bolt has a range of 10" and has a fixed unmodified to hit of 3 or more. Visibility to the target is not required. If the spell hits, it inflicts (n) damage and roll a d6, on a 2+ also put a blaze marker on the target ship. Using the lightning bolt counts as firing weapons from that fire arc. The lightning bolt attack can cause a critical hit on a natural 10 as normal.
SOUL THIRST - In the End Phase of a Turn, enemy ships within 3" of one or more Soul Hunters, must pass a Skill Test or suffer d3 automatic points of damage.
Terror - Enemy ships must reroll successful CURSE OF UNDEATH skill tests when involved in Boarding Actions against this ship. This ship has Grappling Hooks for free, not counting against its upgrade limit.
UNIQUE UPGRADES:
MAGICAL:
Soul Snare (4 pts) - Use only when not grappeled instead of attempting a grapple. During the boarding action phase, this ship may unleash the soul snare, target any enemy ship within 8" and at least partially visible. Roll 1d10 for each point of crew strength on the target ship. Each score of 8+ causes one damage to the target ship, and recovers one damage on this ship.
CAPTAINS:
High-Priest T'mork (8 pts) - Instead of deploying normally, during the end phase of turn 2, as the very last action of that phase, this ship enters play from the depths of the ocean. Place the model anywhere that is more than 10" away from enemy ships and 6" away from any terrain. it may face any direction and is Anchored. This ship cannot be one that is specific to a scenario such as flagship in Scenario 5.
Arkhanten the Cursed Slayer (5 pts) - While shooting at a ship with Arkhanten, any to hit rolls of a natural 1 will inflict their normal damage on the shooting ship as the weapons misfire.
NORMAL:
Balefire (5 pts) - Can only be taken on ships with Indirect Weapons. Damage from these weapons is increased to d6+1 and causes fire (put a blaze marker on the target)
Windblast (3 pts) - Main Battle ships only. - Once per activation, at the start of one of its move steps, this ship can add 2" to its movement value for that move step. Then roll a d6, on a roll of 1, the Windblast cannot be used again this game.
SHIPS:
TINY:
Slave Squadron - Support - 9 points
M:7(squadron) Nv:9 Sp:12 Cs:(1)
Broadside-none Front-1H Rear-none
EXPENDABLE
SMALL:
Soul Hunter - Support - 20 points
M:4(yellow) Nv:18 Sp:20 Cs:2
Broadside-2L Front-1IDW Rear-none
MEDIUM:
Khopeshi - Main Battle - 40 points
M:6(red) Nv:36 Sp:40 Cs:5
Broadside-2H1L Front-2L Rear-none
TERROR
Dust Chaser - Support - 12 points
M:5(yellow) Nv:25 Sp:28 Cs:2
Broadside-1H1L Front-none Rear-none
LIGHT OARS
LARGE:
War Galley - Main Battle - 60 points
M:4(yellow) Nv:63 Sp:70 Cs:5
Broadside-2H3L1IDW Front-1H Rear-1L
OARS
XTRA-LARGE:
Monoloth
STATS UNKNOWN