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BFG Armada - Games Workshop

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ARMADA 156<br />

APPENIDICES<br />

SPECIAL TORPEDOES<br />

There are various types of torpedo available for<br />

capital ships, which are listed below. As these are<br />

rare and fairly unusual (not to mention<br />

powerful) types of ordnance, they can’t just be<br />

given to ships at will. Instead you have to make<br />

an appeal to fleet command and take your<br />

chances as to what types of special torpedo they<br />

will allocate to you. This is determined by<br />

making a roll on the Special Torpedoes table. If<br />

you’re playing in a campaign and you are<br />

granted a weapons refit after a game, then you<br />

can choose to roll on the Special Torpedoes<br />

table instead of the Weapons Refit table, at the<br />

normal cost of 10% of the ship’s points value. If<br />

you’re playing in a one-off game, rolls on the<br />

Special Torpedoes table can be purchased for<br />

the number of points shown below.<br />

Strength Cost to roll on Torpedo table<br />

Up to 6 20 points<br />

7 or more 30 points<br />

APPENDIX I: REFITS<br />

Many of the vessels throughout this volume have their own selection of ship class refits available to them. Most of<br />

these are of course unique and restricted to a single class of vessel but there are a number of more common refits<br />

commonly found across a wide variety of different classes of vessel, even across different races. Full rules for these<br />

refits are contained in this section and may be used by most races, subject to the restrictions for individual refits<br />

described below.<br />

Notes: No ship may be equipped with more than<br />

one special torpedo type. Escort squadrons and<br />

defences may not be equipped with special<br />

torpedoes at all. Ork ships may only use special<br />

torpedoes if they have been upgraded to have<br />

Looted Torpedoes, but count as having a<br />

Torpedo Strength of up to 6. Eldar and Dark<br />

Eldar ships pay double points (or 20% of the<br />

ship’s points value in a campaign) to use special<br />

torpedoes, as their torpedoes are pretty special<br />

to start with! The Tau, who already use their own<br />

favoured combination of guided missiles may<br />

not use the special torpedo rules at all. Likewise,<br />

Tyranids (whose torpedoes are in fact living<br />

organisms sent to consume enemy ships) cannot<br />

have special torpedoes.<br />

D6 TYPE ACQUIRED<br />

1 Short Burn Torpedoes*<br />

2 Guided Torpedoes*<br />

3 Seeking Torpedoes<br />

4 Barrage Bombs*<br />

5 Melta Torpedoes<br />

6 Vortex Torpedoes<br />

Torpedoes marked with an asterisk (*) are<br />

supplied in enough quantities to last the entire<br />

game. Ships will only be equipped with enough of<br />

the other special torpedoes to fire a single salvo of<br />

them in a game. In a campaign, vessels with oneuse<br />

torpedoes will be automatically resupplied<br />

after each game.<br />

Running out of special torpedoes<br />

If a ship with special torpedoes runs out of<br />

Ordnance before it has fired its special torpedoes,<br />

it has missed its chance! An accident in the loading<br />

room or some unforeseen problem with the<br />

torpedoes means that they are just as unavailable<br />

as the ship’s ordinary torpedoes.

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