ORK HULKS IN BATTLEFLEET GOTHICHere are the rules for Ork Hulks in Battlefleet Gothic that were originally published in the North American edition of White Dwarf #238. If you can find a copy of the issue, pick it up as it contains neat pictures and background stuff to go along with the rules. You may include up to one Space Hulk in your fleet for every 1500 points of your fleet. Each Hulk MUST be assigned an Ork Warlord to command it.
Special Rules: Like Roks, Hulks are so unlike other spaceships that they require a number of special rules. Again, any rules which are not specifically noted as being modified below, apply in full to Hulks. Leadership: Due to their enormous size, and the strain this places on Ork communications systems (ie shouting loudly), a Hulk is always Leadership 6. Warlords: Having an Ork Warlord aboard a Space Hulk does not double its boarding value. Also, the Warlord`s upgrades are modified as noted below:
Special Orders: A Space Hulk may not use Come To New Heading or Burn Retros special orders. Due to their enormous capacity, Space Hulks do not run out of ordnance if they roll a double for their command check for Reload Ordnance special orders. Crippling: Space Hulks are not crippled by damage like ordinary ships. They are so big that they must be gradually eroded by enemy fire. Movement: Like Roks, Space Hulks must move 10cm in a straight line each turn, no more, no less. Space Hulks likewise do not have their speed reduced by Blast markers or damage. Turning: A Space Hulk may turn up to 45 degrees and only in every second movement phase. The turn must be taken at the end of the Space Hulk`s 10cm movement. This can be seen more clearly in the diagram below. Gravity Wells: If a Hulk is within the gravity well of a planet or moon at the end of its movement it can make a single 45 degree turn towards the planet or moon, regardless of whether it turned in its last movement phase. Also, the enormous size and mass of a Space Hulk means that it creates its own gravity well extending 5cm from the edges of its base. This affects other ships in exactly the same way as a planetary gravity well and means that ships, Roks, etc can take up a stationary orbit around the Hulk. Objects orbiting the Hulk are moved along with it until such time as they break orbit. Critical Hits: Due to their massive size and lack of complex systems, do not roll for the effects of critical hits on a Space Hulk using the Critical Damage table. Instead the player who inflicted the critical can choose one of the three options below to represent him ordering his ships to target specific areas or systems of the Hulk.
NOTE: Hulks may not repair damage from critical hits during the game. Catastrophic Damage: When a Space Hulk is reduced to 0 Damage roll on the Catastrophic damage table. The drifting and blazing hulk results reamain unchanged. A plasma drive overload result indicates the Space Hulk is torn apart by internal explosions, no damage is scored on ships nearby, instead the hulk breaks up into asteriod field D3x5cm wide and long. On a Warp drive implosion result the hulk is hurled back into the warp. Replace the Hulk with a Warp drift (celestrial phenomena, p45). Any ships caught in the rift are effected immediately. |