DEATH BY A MILLION BEE STINGS
THE ORDNANCE OF THE GOLGOTHA SPIRAL
TORPEDOES
While lunching with my young nephew, he held up a nicely turned toothpick and said "torpedoes" I grinned indulgently and forgot it. Then a few weeks ago my wife Jenny presented me with a box of 300 toothpicks with oddly turned heads and said "torpedoes" I looked at them and then finally realised they were both right. I set to work and this was the result. Very nice!, very cheap!
The blue ones I use for boarding torpedoes while the white ones are normal torps. They are mounted on 0.5 mm brass wire.
THE ATTACK CRAFT
The GZG models below are all now flying with the golgotha ordnance wings. GZG products are clean , good looking and cheaper than GW ones but not as cheap as scratchbuilding... ?=0)
ORDNANCE RULES VARIANTS
These rules use new ordnance types which are limited by the type of vessel they are launched from..
The types available are
ORDNANCE IN USE IN THE SHALOM SECTOR
To go with my carrier ideas I have developed and tested a series of ordnance that I believe are both balanced and add great play value to the game.. Some are standard ordnance as used in the rules while others are hybrids based on "real" life craft...in order to list them all together I include the standard models as well as the new ones
All ships with launch bays have sufficient squadrons of standard fighters to last any battle but they are not "unlimited".
Assault craft are only available on battleships or dedicated carriers and in strictly limited numbers.
All other types are available only on dedicated carriers
This is the standard fighter described in the main rules.. It moves 30cm and attacks enemy waves selecting fighters first.. It disperses one fighter or bomber and is itself dispersed. It dies on 1,2,3. For each fighter in a wave at the point of attacking a ship reduce the turret effect by one until all turrets are neutralised. If the fighter disperses as a result of attacking torpedoes , it dies only on a roll of 1
Model:- standard imperial fighter, GZG,GW chaos fighter & scratch built from plastic card and rod
The Heavy fighter is an expensive but effective anti ordnance fighter equipped with long range missiles capable of engaging enemy ordnance at ranges of upto 15cms. It moves 25cms. It can engage upto two targets in a single wave and then return to the carrier to reload. When a heavy fighter engages a wave at long range in it's own or enemies ordnance phase then it rolls 2 D6 and on a 4+ disperses and KILLS up to two squadrons . If engaged in a dogfight or escorts a bomber wave attack, it is automatically dispersed without dispersing it's opponent. It dies on a roll of 1,2,3
Model:- GZG NAC fighter FT 101 B and scratchbuilt
This is a dual purpose ordnance that can act as both fighter and bomber.. it can attack enemy waves as a fighter and defend as a fighter It disperses one fighter or bomber and is itself dispersed. It dies on 1,2,3. It moves 25 cm and can select to be either fighter or bomber when attacking enemy vessels.. If selected as fighter it can neutralise turrets as a fighter.. if selected as bomber it attacks on a D3
Model:- GZG and scratchbuilt
This is the standard bomber of the BFG rules. It moves 20cm and if attacked it is dispersed. It dies on 1,2,3,4. It attacks any vessels for 1D6 if it survives the turrets
Model:- standard BFG bomber & scratch built from plastic card and rod
The heavy bomber is a large version of the standard bomber. This moves 15 CMS and if attacked is dispersed. It dies on 1,2,3,4 It attacks enemy vessels on 2D6 if it survives the turrets
Model:- scratch built from plastic card and wooden cocktail sticks
Huge bomber designed to carry an anti-shipping torpedo.. It moves 20 cm and can on the ordnance launch phase, convert to a two strength torpedo marker that flies for one ordnance phase... dispersed by fighters , It dies on 1,2,3,4
Model:- Kallistra models with added torpedo or scratchbuilt from plastic card
A heavy bomber converted to carry sensitive tracking and jamming equipment.. It moves 25cm and effects the firing and targeting of both friendly and enemy vessels... it is dispersed by enemy fighters on 1,2. It dies on 1,2,3,4
Any friendly vessel within 10cms of a Hawkeye may before firing make a 3D6 LD test to lock on ignoring the highest die roll. No rerolls may be used . This may not be done if braced but may be done even if the vessel failed an earlier LD test
Model.:- one heavy bomber built as above and mounted on base with two standard fighters...
Large fighters packed with jamming gear. ECM fighters do not form or join waves. Each squadron works alone. Anything capable of attacking ECM fighters can only destroy the squadron on a D6 roll of 6. This goes for all fighters and ships alike. ECMs dont destroy anything either. They just "jam" if you will. Against enemy attack craft: Each enemy fighter class squadron gets a D6 roll to destroy the ECM. On any 6s the ECM is destroyed. However the enemy wave is "broken" down the middle and separated by 1 cm. If the enemy fighters fail to destroy the ECM it creates D3 breaks in the wave at the ECMs discretion.
For Example: a ECM comes into contact with a enemy wave consisting of four Bomber squadrons and two fighter squadrons in the following configuration FBBBBF. Each squadron rolls a D6 getting a 4 & 5. Because the ECM survived the assault it breaks up the wave rolling a D3 to determine how many breaks. The ECM player gets a 2 and then decides to break the wave up into the following configuration:
FB-1cm-BB-1cm-BF or F-1cm-BBBB-1cm-F or F-1cm-BB-1cm-BF
Had the fighters destroyed the ECM the wave would still have been broken up as follows:
FBB-1cm-BBF
Against Ships: ECMs use a wide variety of targeting and communication jamming equipment. This wreaks havoc on ship to ship communications as well as internal ship communications and targeting. ALL ships, friend or foe, whose stem is within 10cm of an ECM, suffer the following:
A right column shift on the gunnery table
-1 to the ships Leadership
Squadron members within the effective range are still part of the squadron however as long as they are effected they use their own leadership value and fire independent of the rest of the squadron. This is in addition to the regular ship disruptions. The effects are cumulative, so if a ship is in the effected range of two ECMs it suffers the penalties twice.
Ships turrets may fire at ECMs as normal but only hit on a 6+.
This is a powerful addition to the imperial armoury.. it is built and designed to elude enemy targeting devices and it can protect other squadrons electronically within its dome of operation. It moves 25 and can disperse enemy fighters as per normal fighters. It is dispersed itself on 1,2,3. It dies on 1,2,3. They are always dispersed by ships guns and turrets. It can also choose to act as a bomber doing 1D3 damage if it survives turrets.. it's special properties are
1/ cap need 4 or more to engage an incoming wave with a prowler within 5
cms. ie where the F*** are they.. (WTFAT)
2/ main ships weapons need a WTFAT ROLL OF 5 or more to fire at an incoming wave
with a
prowler within 5 cms .
3/ Ships with a prowler within 5 cms may not use the turret support rule.
4/ A prowler may only be engaged by fighters on a WTFAT ROLL of 4 or more.
5/ If in a wave the prowler is the last squadron to be engaged.
Model :- kallistra models empire
fighter swarms.
Shield busters may attack disperse one enemy fighter per turn.. They are always the first type attacked by fighters and turrets.. When dispersed in combat they are only dispersed on 1,2,3. they die on 1,2,3. They are always dispersed by ships guns and turrets. They are only hit by turrets on a score of 6 on a D6.. When attacking a craft the shield buster leaves one burst marker per squadron. These count as fighters for turret suppression...
model....kallistra models..kaylon
fighter swarm...
ASSAULT BOAT
As per the main BFG rules. These move 20cms. If attacked they are dispersed and die on a roll of 1,2,3,4. If they survive enemy turrets fire they roll 1D6 and score on the critical hits chart
Model :- imperial assault boat and scratchbuilt
CLAMP ASSAULT CRAFT
The clamp is a twin-hulled craft
designed for penetrating and invading an
enemy vessel or hulk... It is literally a flying thermic lance and a giant
drill... The pilot guides the craft to the enemy hull and the smaller
"penetrator" hull is activated. This burns into the enemy hull and imbeds
itself, thus securing the craft to the enemy hull.. The main boarding hull is
then fired up.. This uses the penetrator as a grappling point and slams
itself into the wall of the hull screwing and burning itself into its
interior... Once inside the nose is shed and the assault teams emerge to
create havoc within the enemy ship....
Treat as standard assault craft
Model.- kallistra Vargan fighter
Speed 20. Can remove one enemy fighter per turn but is only dispersed on a roll of 1-3. It is always dispersed by ships guns and turrets. The thunderhawk attacks as an assault boat with a +1 bonus on it's attack roll. the result is applied as on the critical hits table. If dispersed the Thawk is killed on a roll of 1-3 If dispersed by torpedoes it is killed on a roll of 1. One thunderhawk per wing may be designated to function as a prowler. This must be clearly marked
Model:- forgeworld thunderhawk...