BFG Armada - Games Workshop
BFG Armada - Games Workshop
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.