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Introduction
In the third part of using Star Trek vessels in Battlefleet Gothic, we're
having a look at some of the frequently encountered aliens from Star Trek:
The Next Generation onwards. These aren't full fleet lists, though you could
of course take more than one of a given type. I'm sure you guys out there
will find great use or scenarios for these vessels, and when you play Star
Trek using the Gothic rules, you probably aren't using 3000 points a side or
so anyways.
Note that, unless noted otherwise, phasers and torpedoes use the rules from
the first part. For the purpose of Leadership, see also the first part,
except for the Borg, who will ALWAYS have Leadership of 10. Other vessels
can buy the equivalent of the fleet admiral and rerolls for the same cost as
the Federation (though still only one per fleet). As with the Federation, a
fleet can consist of anything you like (you won't need 3 cruisers for a
Battleship for example), and cannot be placed in squadrons, but unlike the
Federation, all vessels follow the normal move and turn sequence.
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The Klingon Empire
The Klingons are a warrior like race, where honor is one of their primary
motivations. Currently they are at an uneasy peace with the Federation,
though occasional clashes aren't unheard of. They especcially seek death in
a glorious battle, seeing dying of old age as a dishonorable death that
won't get them in Sto Vo Kor.
Klingon Special Rule:
Klingons don't need to pass a Ld test to go on All Ahead Full special
orders.
Klingon Technology:
Disruptors - Disruptors are a powerful energy weapon that can
overload shields by it's sheer impact and cause substantial damage to the
enemy vessels. Disruptors fire in the same way as a lance, but need to beat
the armor to hit. If a natural 6 is rolled, a Disruptor shot ignores any
shields the target may have, including Holofields and the likes.
Cloaking Device - When a vessel is activating its cloak, which it can
do at the start of it's turn, it counts as ordnance for the purposes of
shooting at them. The downside however is that the vessels shields are down
when its cloaked, and that it can't shoot. A vessel that is cloaked can
disengage from a battle automatically, it doesn't need to take a command
check, neither does it need to actually move off the table.
B'Rel class Bird of Prey
Name |
Type/Hits |
Speed |
Turns |
Shields |
Armour |
Turrets |
Points |
Escort |
Escort/1 |
30 cm |
90o |
1 |
4+ |
1 |
65 |
Armament |
Range/Speed |
Firepower/Strength |
Fire Arc |
Disruptor |
30 cm |
1 |
Front |
Special Rules:
Cloaking Device
K'Tinga class Cruiser
Name |
Type/Hits |
Speed |
Turns |
Shields |
Armour |
Turrets |
Points |
Cruiser |
Cruiser/6 |
20 cm |
45o |
3 |
5+
Rear: 4+ |
1 |
220 |
Armament |
Range/Speed |
Firepower/Strength |
Fire Arc |
Disruptor |
30 cm |
2 |
Front |
Phasers |
30 cm |
8 |
All Round |
Special Rules:
Cloaking Device
Vor'Cha class Battleship
Name |
Type/Hits |
Speed |
Turns |
Shields |
Armour |
Turrets |
Points |
Battleship |
Battleship/12 |
20 cm |
45o |
4 |
5+ |
3 |
460 |
Armament |
Range/Speed |
Firepower/Strength |
Fire Arc |
Disruptor |
45 cm |
4 |
Front |
Prow Phasers |
45 cm |
8 |
Front |
Dorsal Phasers |
45 cm |
8 |
Front/Left/Right |
Special Rules:
Cloaking Device
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The Romulan Star Empire
The Romulans are a broken off part of the Vulcan race, still faithful to the
ancient Vulcan ways of martial prowess. Arrogant and haughty, they are a
force to be reckoned with, and they are known to infiltrate enemy positions
before ever striking out, plotting and scheming their plans long before they
actually are set in motion.
Romulan Technology:
Cloaking Device - See the rules for the Klingon Cloaking Device.
Plasma Torpedoes - Plasma Torpedoes are highly destructive weapons.
For every hit they do they actually cause two points of damage, and will
always hit on a 4+, unless the opponent has a lower armour. Roll for
criticals as normal.
D'Deridex Warbird
Name |
Type/Hits |
Speed |
Turns |
Shields |
Armour |
Turrets |
Points |
Battleship |
Battleship/14 |
30 cm |
45o |
4 |
5+ |
4 |
470 |
Armament |
Range/Speed |
Firepower/Strength |
Fire Arc |
Prow Lances |
45 cm |
4 |
Front |
Port Phasers |
30 cm |
6 |
Front/Left |
Starboard Phasers |
30 cm |
6 |
Front/Right |
Plasma Torpedoes |
30 cm |
5 |
Front |
Special Rules:
Cloaking Device
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The Ferengi
For a Ferengi, there is only one thing in life: making profit. Their whole
culture is based around the gaining of wealth, and they aren't very
militaristic in nature, though they have been known to attack other vessels,
both for gaining their technology and for selling them off to gain ever more
latinum. It is a rare occasion when you encounter a Ferengi that actually
doesn't have the details of the confidential mission you were set out to
perform.
Ferengi Technology:
Mind Device - The Mind Device radiates a field that influences the
minds of all those present except other Feregi. This is represented by each
vessel in the fields range, ROLLING a Special Order dice, and applying that
result in their next turn. A vessel already on special orders (like Brace
for Impact) will lose it's order (unless it rolls it again). The rolled
Special Order stands till the start of the next Ferengi Turn (by which time
the affected vessel will have hopefully moved away from the Ferengi, to
avoid this happening again).
Marauder
Name |
Type/Hits |
Speed |
Turns |
Shields |
Armour |
Turrets |
Points |
Light Cruiser |
Cruiser/4 |
30 cm |
90o |
3 |
Front: 6
5+ |
3 |
140 |
Armament |
Range/Speed |
Firepower/Strength |
Fire Arc |
Prow Phasers |
45 cm |
6 |
Front/Left/Right |
Torpedoes |
30 cm |
4 |
Front |
Special Rules:
Mind Device
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The Cardassians
The Cardassians are a martial race, arrogant and proud. They have been in a
starting peace treaty with the Federation before the Dominion war, and were
the former owners of Deep Space Nine and occupiers of Bajor. They were
constantly attacked by terrorists of the Maquis, a group of rebels that
won't allow their colonies annexed by the Cardassians, and later the
Cardassians pledged allegiance to the Dominion as a way to further satisfy
their expansionist nature.
Cardassian Technology:
Disruptors - See the Klingon entry above.
Galor class Cruiser
Name |
Type/Hits |
Speed |
Turns |
Shields |
Armour |
Turrets |
Points |
Heavy Cruiser |
Cruiser/10 |
20 cm |
45o |
3 |
5+ |
1 |
270 |
Armament |
Range/Speed |
Firepower/Strength |
Fire Arc |
Prow Disruptors |
30 cm |
2 |
Front |
Port Phasers |
30 cm |
6 |
Front/Left |
Starboard Phasers |
30 cm |
6 |
Front/Right |
Dorsal Phasers |
30 cm |
6 |
Front/Left/Right |
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The Dominion
The Dominion is a strong race from the Gamma quadrant, led by the Holy Ones,
or Shape-shifters (such as Odo) and commanding a fearsome warrior race known
as the Jem'Hadar. The Jem'Hadar are probably one of the most impressive
warrior races known, being stronger than a Klingon, and utterly loyal to the
Shapeshifters, willing to give up their lives to save one of them.
Dominion Special Rule:
Dominion vessels can come to new heading without taking a Command check.
Dominion Technology:
Energy Cannons - These weapons count as Eldar Pulsars.
Jem'Hadar Frigate
Name |
Type/Hits |
Speed |
Turns |
Shields |
Armour |
Turrets |
Points |
Frigate |
Escort/2 |
30 cm |
90o |
3 |
5+ |
2 |
70 |
Armament |
Range/Speed |
Firepower/Strength |
Fire Arc |
Energy Cannon |
30 cm |
1 |
Front |
Dorsal Phasers |
30 cm |
6 |
Front/Left/Right |
Jem'Hadar Battleship
Name |
Type/Hits |
Speed |
Turns |
Shields |
Armour |
Turrets |
Points |
Battleship |
Battleship/16 |
30 cm |
90o |
4 |
6 |
4 |
650 |
Armament |
Range/Speed |
Firepower/Strength |
Fire Arc |
Energy Cannon |
60 cm |
5 |
Front |
Port Phasers |
45 cm |
8 |
Front/Left |
Starboard Phasers |
45 cm |
8 |
Front/Right |
Dorsal Phasers |
60 cm |
12 |
Front/Left/Right |
Aft Phasers |
30 cm |
6 |
Rear |
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The Borg
The Borg are the most feared race in the galaxy. They cannot be bargained
with, and they are only out for one thing, total dominance of the universe.
To accomplish this they assimilate other races and their technologies,
gaining knowledge of many of the galaxies secrets in this way. Originally
hailing from the Delta quadrant, they have started their invasion of the
Alpha quadrant recently.
Borg Special Rules:
A Borg vessel can not use any kind of Special Order, and as such are immune
to the Mind Devices of the Ferengi and the likes. They are highly mobile
however, and can turn and fly in any direction they want (like Eldar),
without moving first. A Borg vessel will however always travel in a straight
line in the chosen direction, and is not allowed to turn during its move.
A Borg vessel hasn’t got front/rear/side to speak of, so all their weapons
are all round.
Borg Technology:
Adaptive Shielding - The Borg can adapt their shields to be
particullary effective against a certain type of attack. The Borg player
declares which vessel adapts to which weapon at the start of his turn, and
this effect will stay until the start of his next turn. Whenever the vessel
is attacked by that form of attack, it counts as having a 2+ save (for
exmple, if the player chooses lances, the vessel will save against lance
shots on a 2+).
Tractor Beam - A Tractor Beam always hits on a 3+, and causes no
damage what so ever. It does allow however the Borg to make teleport attacks
against the vessel caught even when that vessel still has shields left.
Cutting Beam - The Borgs main form of attack is by cutting out
sections of enemy vessels, to weaken them before they board. A Borg vessel
has a total strength of the cutting beam equal to the vessels remaining
damage, which he can use to fire at one vessel, or disperse amongst several
(for example, a Cutting Beam with Str 20 can be focused as one Str 20 on one
vessel, or be dispersed as up to 20 Str1 Beams in any direcion). The Cutting
Beam attacks as normal weapon batteries.
Borg Cube
Name |
Type/Hits |
Speed |
Turns |
Shields |
Armour |
Turrets |
Points |
Living Nightmare |
Battleship/30 |
30 cm |
Special |
1 Adaptive Shield
4 Normal Shields |
6 |
5 |
1500 |
Armament |
Range/Speed |
Firepower/Strength |
Fire Arc |
Cutting Beam |
45 cm |
Special |
All Round |
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