Space Marine Fortress Monastery
0-1 SPACE MARINE FORTRESS MONASTERY |
850 POINTS |
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Several Chapters, most notably the Dark Angels and the Fire Hawks, operate from mobile
space fortresses. These gigantic craft contain sufficient accommodation, workshops,
training areas and dock facilities for the entire Chapter and operate as a mobile base for
Chapter operations. While their defensive/offensive capabilities are comparable to a
Ramilies class star fort, they are not only mobile but also warp-capable. The warp drives
are enormous, far exceeding those of the Emperor class battleships. However the loss of
the Fire Hawks fortress Raptorus Rex during a standard jump from Piraeus to
Crows World in 963 may indicate that these craft are dangerously unstable. Allegedly
no Chapter possesses more than a single fortress and estimates place between two and five
of these behemoths operating in the entire Segmentum, and at most one in the Gothic
Sector.
(from Codex: Space Marines, pg. 44, copyright 1999 Games Workshop Ltd.)
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
Defense/20 |
10cm |
45d* |
6 |
6+ |
6 |
ARMAMENT |
RANGE/SPEED |
FIREPOWER/STR |
FIRE ARC |
Dorsal Weapons Batteries |
60cm |
16 |
All round |
Ventral Weapons Batteries |
60cm |
16 |
All round |
Launch Bays |
Thunderhawk: 20cm |
6 squadrons |
- |
Dorsal Bombardment Cannon |
30cm |
8 |
All round |
Ventral Bombardment Cannon |
30cm |
8 |
All round |
Torpedoes |
30cm |
12 |
All round |
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SPECIAL RULES:
- *May turn only at the end of its move.
- A fortress monastery is heavy to maneuver and cannot use Come to New Heading special
orders.
- A fortress monastery uses all of the Space Marine special rules, including the rules
for battle barges in Planetary Assaults and Exterminatus.
- A fortress monastery doubles its boarding value when defending, but not when
attacking.
- Critical Hits Table:
Count results of Dorsal Armament Damaged as Dorsal Bombardment Cannons
Damaged (may not fire until repaired).
Count results of Starboard Armament Damaged as Dosal Weapons Batteries Damaged (may not
fire until repaired).
Count results of Port Armament Damaged as Ventral Weapons Batteries Damaged (may not fire
until repaired).
Count results of Prow Armament Damaged as Ventral Bombardment Cannons Damaged (may not
fire until repaired).
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0-1 SPACE MARINE FORTRESS MONASTERY |
1200 POINTS |
|
Several Chapters, most notably the Dark Angels and the Fire Hawks, operate from mobile
space fortresses. These gigantic craft contain sufficient accommodation, workshops,
training areas and dock facilities for the entire Chapter and operate as a mobile base for
Chapter operations. While their defensive/offensive capabilities are comparable to a
Ramilies class star fort, they are not only mobile but also warp-capable. The warp drives
are enormous, far exceeding those of the Emperor class battleships. However the loss of
the Fire Hawks fortress Raptorus Rex during a standard jump from Piraeus to
Crows World in 963 may indicate that these craft are dangerously unstable. Allegedly
no Chapter possesses more than a single fortress and estimates place between two and five
of these behemoths operating in the entire Segmentum, and at most one in the Gothic
Sector.
(from Codex: Space Marines, pg. 44, copyright 1999 Games Workshop Ltd.)
TYPE/HITS |
SPEED |
TURNS |
SHIELDS |
ARMOUR |
TURRETS |
Defense/30 |
10cm |
45d |
6 |
6+ |
6 |
ARMAMENT |
RANGE/SPEED |
FIREPOWER/STR |
FIRE ARC |
Weapons Batteries |
60cm |
20 |
All round |
Weapons Batteries |
60cm |
20 |
All round |
Weapons Batteries |
60cm |
20 |
All round |
Bombardment Cannon |
45cm |
20 |
Left/Front/Right |
Launch Bays |
Thunderhawk: 20cm |
8 squadrons |
- |
Torpedoes |
30cm |
16 |
Front |
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SPECIAL RULES:
- Because of their immense size and slow speed, Fortress Monestaries operate using
most of the rules for planetary defenses. They are targeted using the Defences column on
the gunnery table, they may only use Reload Ordnance special orders, although they are
considered to be Leadership 10 instead of 7, and use their 10 Leadership value for all
other Leadership tests. And when D6 blast markers are removed for planetary defences, they
may be chosen from those in contact with a Fortress Monestary. Also, Fortress Monestaries
don't drift and critical hits on the Fortress Monestary are rolled on the critical hits
table for planetary defenses. However, a few changes to certain rolls must be applied.
-A Lances Damaged roll means the Bombardment cannons are damaged and can't fire until
repaired.
-A Main Armament Damaged means that all three Weapons batteries are damaged and cannot
fire until repaied.
-An Ordnace Bays Hit means that both the lauch bays and the torpedoes are damaged and none
of these may be fired until they are repaired.
-An Orbit Lost means that the massive engines have been damaged and the Fortress Monestary
must reduce it's speed by 5cm until they are repaired.
-The rest of the critical hits function normally.
- Also, note that Fortress Monestaries are not payed for out of the Planetary Defences
allowances. They are purchaced like ships. You may only have one Fortress Monestary in
your fleet.
- Fortress Monestaries are extremly slow to turn and may only turn after moving 20cm.
Because this exceeds it's movement it will have to move for multiple game turns before
being able to make it's turn.
- Fortress Monestaries are also Space Marines. As such, they use the Space Marine
rules for Boarding actions and hit and run attacks. In a Planetary Assault scenario,
Fortress Monestaries earn 3 Assault points for every turn they spend landing troops or
bombarding the planet. In an Exterminatus scenario, a Fortress Monestary can be used as an
Exterminator, unchanged from it's normal profile. In addition, once a Fortress Monestary
is in position to exterminate the planet, you need to roll a 3+ to do so rather than a 4+.
- Fortress Monestary launch bays carry Thunderhawk Gunships, and are armed with
ordinary torpedoes and boarding torpedoes.
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