Armageddon Sector Fleet List
Wars are not won by heroes: they are won by firepower and force, and the application of strategy and tactics.
Forces
The Armageddon Sector Fleet List uses the datasheets from the Armageddon Sector Forces section.
Using The Fleet List
The fleet list includes the following information:
- Class
- The type of the ship.
- Notes
- Notes on usage or optional upgrades.
- Cost
- The points value of the formation.
Special Rules
Space Marine vessels use the Space Marine Leadership and Space Marine Crews rules, are armed with Bombardment Cannons, and use Thunderhawk Gunships as attack craft.
Armageddon Sector Fleet List
The Imperial Navy have an attack rating of 2.
You may include a single commander in your fleet, who must be assigned to a ship and improves its Leadership to the value shown. If the fleet is worth over 750 points a commander must be included to lead it. | ||
---|---|---|
Type | Cost | Notes |
Fleet-Admiral (Ld 8) | 50 | Must be assigned to an Imperial Navy vessel. |
Admiral (Ld 9) | 100 | Must be assigned to an Imperial Navy vessel. |
Solar Admiral (Ld 10) | 150 | Must be assigned to an Imperial Navy vessel. |
Master of the Fleet (Ld 10) | 50 | Must be assigned to a Battle Barge. |
Commanders get one Fleet Commander re-roll included in their points cost. If you want more you'll have to pay for them. The cost depends on whether the fleet is commanded by an Admiral or a Master of the Fleet. | ||
Type | Cost (Admiral) | Cost (Master of the Fleet) |
One extra reroll | 25 | 25 |
Two extra rerolls | 75 | 50 |
Three extra rerolls | 150 | 75 |
You may include up to one battleship in your fleet for every three cruisers or battlecruisers. Grand cruisers do not count for this purpose. | ||
Type | Cost | Options |
---|---|---|
Apocalypse-class battleship | 365 pts | |
Emperor-class battleship | 365 pts |
|
Oberon-class battleship | 335 pts |
|
Space Marine battle barge | 425 pts | |
You may include up to one battlecruiser in your fleet for every cruiser. | ||
Type | Cost | Options |
Armageddon-class battlecruiser | 235 pts |
|
Mars-class battlecruiser | 270 pts |
|
You may include 0–12 cruisers. | ||
Type | Cost | Options |
Dictator-class cruiser | 220 pts | May add a Power Ram for +5 pts |
Tyrant-class cruiser | 185 pts |
|
Lunar-class cruiser | 180 pts |
|
Gothic-class cruiser | 180 pts | May add a Power Ram for +5 pts |
Space Marine strike cruiser | 145 pts | At least half of strike cruisers in the fleet must be unmodified. Up to half may take the following refits:
|
Endeavour-class light cruiser | 110 pts |
|
Endurance-class light cruiser | 110 pts |
|
Defiant-class light cruiser | 120 pts |
|
The Endurance and Defiant class light cruisers are rare variants of the Endeavour, and the combined number of Endurance and Defiant class vessels in the fleet may not exceed the number of Endeavour class light cruisers in the fleet. |
You may include any number of escorts. | ||
---|---|---|
Class | Cost | Options |
Firestorm-class frigate | 40 pts | |
Falchion-class frigate | 35 pts | |
Nova-class frigate | 50 pts | |
Gladius-class frigate | 45 pts | |
Hunter-class destroyer | 40 pts | |
Rapid Strike Vessel (Firestorm) | 45 pts | |
Rapid Strike Vessel (Sword) | 40 pts | |
Rapid Strike Vessel (Cobra) | 35 pts |
|
Any Imperial ship with launch bays may choose to have them launch any mix of Fury interceptors and Starhawk bombers. Emperor and Oberon class battleships may carry Shark assault boats at an additional cost of +5 points. Imperial Navy ships with torpedo tubes are armed with ordinary torpedoes. Space Marine ships are armed with ordinary torpedoes and boarding torpedoes. |
Armageddon Sector Forces
- Space Marine Leadership
- Space Marine Crews
- Space Marine Leadership
- Space Marine Crews
- Space Marine Leadership
- Space Marine Crews
- Space Marine Leadership
- Space Marine Crews
May exchange weapon battery for +2 Enemy Contacts bonus when taking orders.
- Space Marine Leadership
- Space Marine Crews
- Space Marine Leadership
- Space Marine Crews
+1 bonus when defending against boarding. May increase front armour to 6+ and reduce Turn to 45°. If front armour is increased, may add a Power Ram for +5 pts
+1 bonus when defending against boarding. May increase front armour to 6+ and reduce Turn to 45°. If front armour is increased, may add a Power Ram for +5 pts
+1 bonus when defending against boarding. May increase front armour to 6+ and reduce Turn to 45°. If front armour is increased, may add a Power Ram for +5 pts
May add a power ram for +5 pts.
May add a power ram for +5 pts.
May replace prow torpedoes with a nova cannon for +20 pts OR may add a power ram for +5 pts.
May upgrade 30cm batteries to 45cm batteries for +10 pts. May replace prow torpedoes with a nova cannon for +20 pts OR may add a power ram for +5 pts.
- Space Marine Leadership
- Space Marine Crews
- Thunderhawk Gunships
At least half of Strike Cruisers in the fleet must be unmodified from the basic profile. Up to half of the fleet’s Strike Cruisers may replace prow launch bays with S6 prow torpedoes or 30cm S5 front-arc bombardment cannon, may replace prow bombardment cannon with a 30cm S1 L/F/R lance for +20 pts, and/or may upgrade to 2 shields for +15 pts.
May replace prow torpedoes with a nova cannon for +20 pts OR may add a power ram for +5 pts.
May upgrade from 2 to 3 turrets for +10 pts. May gain a permanent right-column gunnery shift for +15 pts.
May not Come To New Heading. May double lance range when Locked On, but if fired beyond 45cm immediately take Thrusters Damaged critical hit.
May not Come To New Heading. Bonus +1 to rolled leadership. May carry Shark assault boats for +5 pts.
May not Come to New Heading. +1 bonus to rolled leadership. May carry Shark assault boats for +5 pts.
- Space Marine Leadership
- Space Marine Crews
- Thunderhawk Gunships
May not Come to New Heading.
Space Marine Leadership
When randomly generating the Leadership value for a Space Marine ship, use the table here.
D6 | Leadership |
---|---|
1-2 | Ld 8 |
3-4 | Ld 9 |
5-6 | Ld 10 |
Space Marine Crews
Space Marine ships add +2 to their D6 roll when they fight in a boarding action and +1 when they make any hit and run attack.
Enemy hit and run attacks against a Space Marine ship deduct 1 from their dice rolls (and so will fail on a roll of 1 or 2 before modification).
- Drop Pods
- All Space Marine capital ships are equipped with drop pods. These add nothing to their profile and are not treated as ordnance in any respect. Drop pods enable Space Marine capital ships to quickly deploy Space Marines to the surface and impart +2 assault points for each capital ship during a planetary assault instead of +1.
- Honour Guard
- Some Space Marine vessels are noted as carrying the Chapter’s Honour Guard. Once per turn you may use the Honor Guard, if your fleet list includes them. All the normal rules for teleport attacks apply, except that they may be used in addition to a normal teleport attack that turn. The player may roll two dice and choose which one to use as the result, including the normal +1 bonus for being Space Marines.
- Terminator Boarding Parties
- Once per turn a vessel equipped with Terminator boarding parties may use them when conducting a hit and run teleport attack. They roll two dice for its hit and run attack and apply both results, including the normal +1 bonus for being Space Marines. Terminators may be used in addition to a normal teleport attack that turn.