Additional Rules Battlefleet Gothic
Star Trek in Battlefleet Gothic The Alien Races
The Federation: Part One
The Federation: Part Two
The Alien Races
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Introduction
In the third part of using Star Trek vesels 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 honour 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 dishonourable 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 armour 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
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Name
|
Type/Hits
|
Speed
|
Turns
|
Shields
|
Armour
|
Turrets
|
Points
|
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Escort
|
Escort/1
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30 cm
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90o
|
1
|
4+
|
1
|
65
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Armament
|
Range/Speed
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Firepower/Strength
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Fire Arc
|
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Disruptor
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30 cm
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1
|
Front
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Special Rules:
Cloaking Device
K'Tinga class Cruiser
|
Name
|
Type/Hits
|
Speed
|
Turns
|
Shields
|
Armour
|
Turrets
|
Points
|
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Cruiser
|
Cruiser/6
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20 cm
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45o
|
3
|
5+ Rear: 4+
|
1
|
220
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Disruptor
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30 cm
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2
|
Front
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Phasers
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30 cm
|
8
|
All Round
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Special Rules:
Cloaking Device
Vor'Cha class Battleship
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Name
|
Type/Hits
|
Speed
|
Turns
|
Shields
|
Armour
|
Turrets
|
Points
|
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Battleship
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Battleship/12
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20 cm
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45o
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4
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5+
|
3
|
460
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Disruptor
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45 cm
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4
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Front
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Prow Phasers
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45 cm
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8
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Front
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Dorsal Phasers
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45 cm
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8
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Front/Left/Right
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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
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Battleship/14
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30 cm
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45o
|
4
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5+
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4
|
470
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Prow Lances
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45 cm
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4
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Front
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Port Phasers
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30 cm
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6
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Front/Left
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Starboard Phasers
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30 cm
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6
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Front/Right
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Plasma Torpedoes
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30 cm
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5
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Front
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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
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Name
|
Type/Hits
|
Speed
|
Turns
|
Shields
|
Armour
|
Turrets
|
Points
|
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Light Cruiser
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Cruiser/4
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30 cm
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90o
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3
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Front: 6 5+
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3
|
140
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Prow Phasers
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45 cm
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6
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Front/Left/Right
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Torpedoes
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30 cm
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4
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Front
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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
|
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Heavy Cruiser
|
Cruiser/10
|
20 cm
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45o
|
3
|
5+
|
1
|
270
|
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Armament
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Range/Speed
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Firepower/Strength
|
Fire Arc
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Prow Disruptors
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30 cm
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2
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Front
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Port Phasers
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30 cm
|
6
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Front/Left
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Starboard Phasers
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30 cm
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6
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Front/Right
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Dorsal Phasers
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30 cm
|
6
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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
|
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Frigate
|
Escort/2
|
30 cm
|
90o
|
3
|
5+
|
2
|
70
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Armament
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Range/Speed
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Firepower/Strength
|
Fire Arc
|
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Energy Cannon
|
30 cm
|
1
|
Front
|
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Dorsal Phasers
|
30 cm
|
6
|
Front/Left/Right
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Jem'Hadar Battleship
|
Name
|
Type/Hits
|
Speed
|
Turns
|
Shields
|
Armour
|
Turrets
|
Points
|
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Battleship
|
Battleship/16
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30 cm
|
90o
|
4
|
6
|
4
|
650
|
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Armament
|
Range/Speed
|
Firepower/Strength
|
Fire Arc
|
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Energy Cannon
|
60 cm
|
5
|
Front
|
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Port Phasers
|
45 cm
|
8
|
Front/Left
|
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Starboard Phasers
|
45 cm
|
8
|
Front/Right
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Dorsal Phasers
|
60 cm
|
12
|
Front/Left/Right
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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
|
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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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Date: 27/06/2002
Submitted by: TeDiouS
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