Battlefleet Gothic - Daemonships [BFGM#15].pdf

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DAEMONSHIPS
“Twas in the Neffleng Deeps that it came upon
us. We were ploughing the Warp in as fine a
style as the old Oath of Praxus could be
expected to. Our navigator, Torkael, was loyal
as ye could hope for, no high-born navis
nobbilly was he, came from the distaff branch
o’ one of the clans ye might say. Still he hid
himself wi’a cloak and mask and if you
couldn’t stand the stink ye had no place on the
Oath for the old girl reeked like a hive sump in
summer. First sign of trouble was when
Torkael started blubbing and shrieking. We
couldn’t get any sense out of him but the
surveyors could just about make out
something big coming up on us. Captain
Orson steadied the lads and roared that he
didn’t care where we ended up but he’d be
damned if he’d stay in the Warp. With that we
made a translation back to real space and it
was a rough one without Torkael’s help. I was
watching the surveyor readouts and I’ll swear
the thing outside was almost on us when the
warp engines kicked in. I couldn’t speak or
think, such was the terror that filled me, then
the deck came up at me and the translation
turned me inside out. It took me a few minutes
to come to, there was some who didn’t. As I
say it was a rough trip!
There were stars outside at least, none of us
had any idea which ones they were but any
seemed better than what we had run from,
damned fools that we were. I went to Torkael,
he was all done in but he chattered at me for
a while before he went and he said what he
saw. He said it were a great horde of daemons
out of hell, harnessed to a chariot inside of
which was a horned thing with skin of blood
and a dozen arms tipped with black claws.
Then he looked me in the eyes and said that it
weren’t over yet and that I should get to an
escape pod straightway. Then he spluttered
and died. There was something about the way
he spoke, and before I could really think on it
I was in a ship’s boat looking out the port. I
was just beginning to call meself a damned
fool when I saw it.
It was like something fluid was moving
between me and the stars, making them go
fuzzy and blurred. Staring hard I could just
about make out an outline circling around the
poor old Oath like some beast o’the void. As I
watched a slash appeared, a great tear
through which I could catch a glimpse of the
infernal warp as a great crimson ship sheared
its way through. Then I felt the fear again, it
caught me and paralysed me and forced me to
stand and stare at the horn growing from the
pitted hull, at the barbed tentacles hanging off
it, at the way the hull bubbled into the shapes
of screaming faces. Then there was a roar that
shook the oath as the devil ship fired its
engines, if its engines they were, for the roar
was the scream of a million suffering souls in
the furnace of hell. The thing turned toward us
and I could see the crimson ship but I could
also see through it to the daemon host and the
charioteer that Torkael had mentioned and I
cast off and fired me engines. The ship’s boat
turned over and over as it fell away, I cared
not to steer, just to go fast as I could. The
acceleration knocked me all about, afore I
blacked out I saw the crimson ship rip through
the old Oath of Praxus, splitting her hull like
butter while the hooks sliced into the crew
faster than ye could blink, bursting them and
dragging them in the wake. Damn me for a
liar if ye will but I could hear the screams.
So, my fine folks, that was how Clem came to
these shores. I will never see my own kind
again on account of I will never sail the
Immaterium again. I know that you young
folk all reckon us humans are mad crazed to
say what we do about the Warp and what
comes out of it but if ye had just one look at it
you’d know the truth. Still, take my oath,
you’re best served without it. Greater Good eh?
I’ll drink to that, that and my lost shipmates’.
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Who can say how the Daemonships came to be?
Some say they are created when ship’s crews
sacrifice themselves to the dark gods, seeking
immortality in return for daemonic servitude.
Alternatively, it is argued that they are ships of
the damned, condemned by acts so heinous as
to defy description, their crews and captains in
thrall to the dark gods forever. Those who
know something of the Warp claim that
Daemonvessels are ships lost in the Warp. For
centuries or even millennia, they disappear
from the real universe only to re-emerge with a
crew of daemonkind.
Tales of Daemonships go back to the earliest
days of the Imperium. Often the ships are mere
manifestations, appearing to spread terror but
disappearing as quickly with no tangible
evidence that they were really there. The great
orbital space dock above Sorraspair 3 was said
to be plagued by such an apparition prior to its
destruction by the Thousand Sons in M.37. The
legend says the apparition took the form of a
great battleship built in an ancient style, which
circled the station, its hull wreathed in bale
fire, transmitting a continual plea for
admittance.
There are rumours exchanged by Navigators of
spectral ships that ply the Warp. The Navigators
perceive these ships both as twisted parodies of
normal ships and as convocations of daemons.
There are tales of these Daemonships pursuing
their prey back to the material universe. This
has led to the theory that Daemonships can
only leave the Warp by following in the wake of
another vessel and that at other times they are
trapped in an endlessly shifting ocean of
madness. Typically, there has never been
enough reliable evidence to confirm any
hypothesis.
Although most of the tales of Daemonships
describe them as lone hunters captured
renegade navigators have, under close
interrogation, suggested that pacts can be
made with any of the daemons of the Warp.
Normally, the time that a daemon can spend in
real space is severely limited. Without the
power of the Warp to sustain it, then it will be
diminished, gradually losing its stability before
translating back to where it came from. This
process can be prevented by ritual worship or
by binding the daemon in an object or living
thing. To know exactly how this is done is
forbidden knowledge but it stands to reason
that possessing a great ship would give a
daemonic host greatly enhanced stability. In
time of war, one could expect the Sorcerers of
Abaddon to add to the strength of his fleets
with such apparitions if they are able to.
The incidence of sightings of Daemonships has
been tenuously linked to the incidence of flares
of the warp storms comprising the Eye of
Terror. If this connection is verifiable it gives
great cause for concern for no less than seven
warp storms are currently in flare, the most for
centuries. If ever it were possible for such
monstrosities to be bound to the service of
renegades and heretics then that time is now.
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USING DAEMONSHIPS IN
BATTLEFLEET GOTHIC
The basic profile of a ship, which is upgraded
to a Daemonship remains unchanged. It does
not matter what broadside weapons you
replace with Daemonship components the
ship’s profile is not changed.
The points cost to upgrade a Capital ship to a
Daemonship is as follows:
Battleship .......................................+50 points
Grand Cruiser ................................+30 points
Heavy Cruiser .................................+25 points
Cruiser.............................................+20 points
A Daemonship may not be commanded by a
Warmaster or a Chaos Lord even if it is the
largest ship in the fleet. This is an exception to
the normal rule. A Daemonship may not have a
Chaos Space Marine crew. Any number of
capital ships can be upgraded to Daemonships
subject to these limitations.
Daemonships cannot carry Exterminatus
weapons and do not score any points for
landing troops in a planetary assault (the
daemons are bound within the hull of their
vessel, whilst able to board enemy ships
normally in the context of a BFG game they
would become unstable if holding a planetary
objective for any length of time).
Any Daemonship may have a single Mark of
Chaos with the same effects and cost in points
as described in the Battlefleet Gothic main rule
book.
Daemonship Leadership is rolled as normal
(1=6, 2,3=7, 4,5=8, 6=9)
SPECIAL RULES
Deployment by Warp translation
A Daemonship may be kept off table at the start
of a game. The rest of the fleet is deployed as
stated in the rules for the mission being played.
The Daemonship(s) are actually lurking in the
Warp waiting to either be summoned by one of
the on-table Chaos ships or drawn to the ripe
souls aboard an enemy ship. In the End phase
of any Chaos turn, after the first, they may enter
play from the Warp as follows:
Select a friendly or enemy Capital ship, only a
Capital ship contains enough supplicants or
victims to draw a Daemonship from the Warp.
Position the Daemonship within 20cm of the
chosen vessel facing in any direction desired by
the Chaos player controlling it. Next, roll 4D6
and a Scatter dice and reposition the
Daemonship accordingly, keeping the ship on
the same heading. If a ‘Hit’ is rolled on the
Scatter dice, then the Daemonship arrives on
target.
The arriving Daemonship is unaffected by
Celestial phenomena and does not trigger
attack by ordnance markers it may happen to
land on. If it would appear in contact with an
enemy vessel, reposition it by up to 1 cm so
that it is out of contact.
Spectral Daemonships
The Daemonship has now pierced the fabric of
real space and has started to manifest itself. It is
not entirely present in real space, however,
although it is real enough for enemy vessels to
track its location and react to its presence. It is
in effect a spectre. Any enemy vessel
attempting a special order when within 15cm
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Assembling Daemonships
Any Chaos capital ship can be converted to a Daemonship by replacing its bridge sections with
the new components provided, along with some or all of the Chaos vessel plastic broadside
components.
of it is at -1 Leadership. Apart from this, it has
no effect, can do nothing to affect enemy ships
and cannot be harmed in return. It cannot
launch ordnance, trigger mines, be affected by
Celestial phenomena, nothing, at all – OK!
At the end of any subsequent Chaos End phase
it may complete the translation to real space. It
does not have to and may remain a spectral,
haunting presence as long as the Chaos player
wishes. When the decision is made to translate
to real space roll a D6 - on a roll of 2 or more
it becomes solid. This final translation cannot
be made if the Daemonship is in contact with
an enemy vessel. No actions can be undertaken
in the End phase during which final translation
occurs (no sneaky teleport boarding attacks or
suchlike). From this point on the Daemonship
is solid and fights like a normal ship.
Disengaging and returning – ‘haunting’
A Daemonship may disengage at the end of any
Chaos Movement phase without having to
make any dice roll. It simply drops back into
the Warp leaving no trace.
A disengaged Daemonship may re-enter play
on any Chaos turn following the one in which
it disengages. This is done following the
translation rules detailed above.
If it was damaged when it disengaged it may be
repaired when it returns, roll a d6,
1,2 or 3 – no change,
4 or 5 +1 hull point,
6 +2 hull points.
Add +1 to the roll if it is a battleship.
Add +1 for each full turn the Daemonship
spent in the Warp.
A returning Daemonship cannot come back
with more hits than it could normally have. At
the end of the game a Daemonship which
disengaged (even just once) will count as
having disengaged for Victory points purposes,
unless of course it is destroyed or crippled
when the normal rules apply.
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