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Battlefleet Gothic

Battlefleet Gothic

I don't know if any of you guys are a fan of the mini's genera. Did anyone here ever play games workshops short lived Battlefleet Gothic.

That game was pretty fun.

Some of the stuff I liked from there.

1. Massive torpedoes

Were talking about ship killers that you had to move the ship out of the way from and could use to move other guys ships out of areas that you wanted to go into.

2. Boarding action

You could fire "boarding torpedoes" and basically take over a ship or failing at that sabotage large sections of it.

3. Ramming / Fire Ships

Some ships could ram it was pretty sweet some could also function like a big torpedo.... that was awesome.

4. The ships had sections you could knock out an engine ... that was pretty cool.

5. Ships could really blow up

As in they would implode and take down anyone who happened to be near them that was pretty awesome.

6. Some ships as i recall could use gravitic and solar wind effects

2,672,770 views 1,261 replies
Reply #178 Top
we'd love to, but other than the black ships, there's absolutely no lore for the sisters of battle other than black ships. The grey knights have ships, but they're the same as the space marine stuff.
Reply #179 Top
All Imperial forces other than the Space Marines and Inquisition rely on the Imperial Navy for transport. During the Horus Heresy the Imperial Guard and Navy were one branch, this allowed traitorous officers far more power and mobility than was liked. So after the Heresy the branches were split, only the Space Marines maintaining their own fleets (They also have their own space, hence the fleets) to protect their space and to aid the Imperial Navy in planetary assaults.

I would imagine the Sisters of Battle would either travel on Naval ships, or Inquisitorial vessels. Though with the way things work any ship would do for transport if the Inquisitor they were with wished it so.

Anyway, I would love to see Orks =)
Reply #180 Top
only the Space Marines maintaining their own fleets (They also have their own space, hence the fleets)
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and even those are an exemption granted over much objection from the navy, and are technically armed troop transports (hence the bombardment cannons), and their escorts are support ships, which is why the space marines don't get lances except on the nova frigate (and even that is too close to a gunboat for many officers' liking). But yeah, the inquisition would basically be a rehash of the imperial navy with a few shiny happy bonuses, and wouldn't really be a new race.

Anyway, I would love to see Orks
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yeah, i think they'll be in the second group, so if you and other guys help, they should be out soon, and we've got a lot of fun ideas floating around for orks, and we always welcome more. I can't wait to see them either even though they are a bit weak in tt, cause they're just so much fun.
Reply #181 Top
Blackstone fortress could be implemented as a strange form of Novalith cannon which would target ships, but I can't see any other way to use it in game.
Reply #182 Top
Inquisitorial vessel? Those would probably be Navy vessel under command of an inquisitor (as they are allowed to take command of any and all assets to achieve their goals). Though the goals of the Inquisition Ordo Hereticus do overlap with the Adepta Sororitas, so the Sisters generally do what the inquisition says.

The adapta sororitas do have their own ships, as the ecclesiarchy isn't allowed to command any IN vessels directly (No "men under arms" and all). But i don't recall any description of them, aside from a pre-heresy note that it was sleek and black... not much to go on.

Orks are rather interesting, they don't really have shipyards and standard designs. They just build a ship out of whatever debris and asteroids they can salvage or create, so there aren't any designs. Of course, not even GW themselves have stuck with this, and published a line of Kill Kroozers, Ramships and ravagers, all of which are butt ugly (imho ;) )

Cyclonic Torpedoes to burn the atmosphere are fun
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No, those are Atmospheric Incinerator Torpedos, it's how Medusa IV died.

Cyclonic torpedos dive down to the core and blast the whol planet apart :)


As a sidenote, I've got a 3v3 combined BFG/Wh40kApocalypse battle planned for the weekend, I'll be holding the line on the ground (my full army, some 5000 points), For the Glory of Tau!

EDIT: wow, I'm a nerd :p
Reply #183 Top
yeah, it's a very weird thing, with it's own insane movement and special rules that don't really make sense in game.

one imperial subfaction that might get added is the adeptus mechanicus, because they do have the rules and differences to make them possibly worth doing (plus, prezo loves 'em)


The adapta sororitas do have their own ships, as the ecclesiarchy isn't allowed to command any IN vessels directly (No "men under arms" and all). But i don't recall any description of them, aside from a pre-heresy note that it was sleek and black... not much to go on.
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afaik, they can comandeer in ships, but that's generally under an inquisitor, where they form more of an allied contingent.
Reply #184 Top
I swear that in the 3ed Tyranid Codex there was a short fiction about Cyclonic torps burning the planet but the 'Nids Rippers surviving by burrowing.

Then again, a lot of the fluff contradicts itself between editions.

Besides that, the Sisters didn't exist pre-Heresy, in fact only coming into their own in...shoot, my 2ed Sisters of Battle Codex is MIA. Anyway, they are a post heresy force. I've never seen anything about them having ships that contradicts the "Only the Imperial Navy can transport troops other than the Space Marines" fluff. I would assume that when working directly for an Inquisitor they might get to ride a Black Ship, but more likely they would commandeer an IN ship.

Also I am not sure, but I don't think even the Mechanicus may maintain their own fleet after half of it rebelled during the Heresy.
Reply #185 Top
Besides that, the Sisters didn't exist pre-Heresy, in fact only coming into their own in...shoot, my 2ed Sisters of Battle Codex is MIA. Anyway, they are a post heresy force.
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Age of apostasy, goge vandire was assasinated by their precursors (brides of the emperor, or something like that), and the sisters of battle were created after this, because the military didn't want to repeat the bloody infighting during that era, and generally didn't trust the ecclisiarchy any more.


Also I am not sure, but I don't think even the Mechanicus may maintain their own fleet after half of it rebelled during the Heresy.
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they do, there's even rules and forge world models for it, but it mostly consists of the best standard pattern ships.
Reply #186 Top
I recall Cyclonic Torps being the ones that reduce the surface to drifting ash and nothingness.

What are the planned first races? Guessing Imperial, Chaos, Tau?
Reply #187 Top
yep, exactly. one capship happy race, one defensive race of torp spammers, and one ordinance happy race. It should make for a very fun dynamic. Oh, and if anybody wants to look at the novalith ability and see whether I could use it to make torps, that'd be a great help ;) . The models and .entity files for chaos are done, it's just adding emmitters, textures and the files that hold them together.

As an added bonus, they are all pretty similar to the fleets from sins so they'll be easy to make and learn :).
Reply #188 Top
Damn you guys are grinding along in this thread.

Semper Gumby!
Reply #189 Top
mmmm ad mech. they do have their own fleet most of it is prototype fits and upgraded standard pattern ships tho

the inq have black ships +comandeered IN ships but they never usualy make a fleet out of em. my fluff says that sisters o battle have their own fleets just like the grey knights but they arent very big and are more simmilar to in ships than sm ships
Reply #190 Top
Which fluff refers to Sisters having fleets, I haven't looked at the newest CODEX for them yet.
Reply #191 Top

Besides that, the Sisters didn't exist pre-Heresy, in fact only coming into their own in...shoot, my 2ed Sisters of Battle Codex is MIA. Anyway, they are a post heresy force. I've never seen anything about them having ships that contradicts the "Only the Imperial Navy can transport troops other than the Space Marines" fluff. I
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Right, those weren't officially the SoB, but the "Daughters of the Emperor". My mistake, which were later turned into the Orders Militant of the SoB.


After Goge Vandire, the ecclesiarchy wasn't allowed any armed forces, so they made a decree that said that they weren't allowed to have "men under arms" at any time.
The ecclesiarchy agreed, and renamed the Daughters of the Emperor (I believe they allready existed as some monastic order) to the Sisters of Battle. Though officially their power extends only over the Adeptus terra (thus excluding the inquisition), in practice they also fight xenos.

I don't recall there specifically being fluff about the SoB having ships, but I asume they will have to have some, even though they don't have large fleets.

The inquisition isn't likely to form a fleet, as that's not what the inq is about.
Reply #192 Top
i read somware it might have just some guy making a sob bfg fleet but they are black and look even more like space chapels than normal imperial ships (if thats possible..)
Reply #193 Top
I'm pretty sure the Inquisition and its forces outside the Grey Knights (Space Marines anyway) and their own Black Ships relies on IN ships and civilian transports.

I also didn't remember the AM having their own naval forces, will have to check into that.
Reply #194 Top
If i recall correctly, the mini side champaign for the Tau in the Eye of terror campaign said something about an astroid railgun, if you need ideas for the Tau superweapon, then just make a astroid railgun.

BTW: this was mentioned earlier in the thread.
Reply #195 Top
I also didn't remember the AM having their own naval forces, will have to check into that.
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here's their rules:

WWW Link

Most of their ships are stock imperial ships, but they have loads of experimental stuff, so they should be really interesting to make.
Reply #196 Top
Great work guys, I'm really looking forward to playing this, but theres just one thing:

You need to make Orks!!

First of all they give you huge freedom for stuff since nothing about orks is uniform, anything can be done. Second, Orks are the most awesome army in the game. (You shall not argue with that.) Third, Orks would play really differently from the other races.

Now for some ideas:

After i first read about you guys adding planet killers for all races, two things came to my mind. First, a space hulk... wich rams the planet destroying both in the process, quite orky i would say. Only thing is that, people might not want to pay all that much for something that kills itself in the process. Another option was to have an ability of somesort wich instead of destroying the planet automaticly turns it into an ork planet. Wich would be explained by a ship (or aforementioned hulk) sendin loads of rokks (ie. drop pods) to the surface filling it with orks, and since all orks emit spores wich grow into new orks, this "orkifying" process would be nigh unstoppable. This wouldn't really count as a planet killer, but it would be a nice thing to have. And the space hulk could work as the ork superweapon.

Ramships, you need ramships. Their function is quite obvious, drive into the enemy full speed! They would do very little damage with normal weapons, and have quite low armor and shields, but they get the ability to ram, wich works against frigates capships and possibly even planets. Ramming would always destroy the ramship, but it would deal horrendous damage to the target, say 2 ramships should be enough to kill one cobalt light frigate, 10 should scare the crap out of cap ships. About that kind of scale. This would ofcourse require some testing to balance it out, but it would create a whole lot of depth to the mod, and make the ork army truly different from the rest.

Generally orks should have quite low shields and medium hull points but big damage output to balance it out, also orks ships should be quite cheap. Orks being quite close combat orientated, they would seriously benefit from either dedicated boarding ships, or boarding abilities for capital ships. After being hit with an ability like this, the enemy frigate or capital ship would gradually take damage for a period of time, and if the orks win the fight (hull points run out before timelimit) the enemy ship either simply explodes or starts flying in a random direction possibly turning multiple times, or ramming into another ship, and then exploding after a short period of time.

Causing damage to yourself or trading off hull points, in exchange for destroying enemies should be a pretty prominent theme with orks. As is expendable frigates.

Looted ships could be used to fill up any choices you cant come up with equivalents for. Just either lower hull points and add bigger guns, or something of the like. I'm sure youre all capable of thinking like orks

Waaargh on!
Reply #197 Top
@Thingeh - you should come and join the project.
Reply #198 Top
yeah, the bfg rules include all that stuff, and we're adding all the races eventually, so orks will definitely be in. If i remember the plot of gorkamorka correctly, space hulks can land on planets, and they carry loads of troops, so they'll have loads of planet bombing capability without dying. The space hulk will definitely be the ork super weapon. You should join, we need all the help we can get.
Reply #199 Top
hmm, ramships FTW, but it might be hard to make suicide ships in sins.
And yeah, spacehulks carry loads of orks, see Armageddon :)
Reply #200 Top
maybe making a rediculously short ranged ability that damages both parties much like boarding does in bfg would work...