Catacomb Command Barge

(Entry)
Type: unit
LinkId: d44b-4cbe-8027-74f1
Hidden: false
Costs: 80 Points

Constraints:

max: 1
Options (1)
Rules (4)
Fast
Fast vehicles follow the normal rules for vehicles, with the additions and exceptions: 

Fast vehicles are capable of a third level of speed, called ‘flat out’. A fast vehicle going flat out moves more than 12" and up to 18". This represents the fast vehicle moving at top speed, without firing its guns and is treated in all respects exactly the same as moving at cruising speed for a vehicle that is not fast (except where noted otherwise). For example, a fast vehicle moving flat out on a road may move up to 24".

Fast vehicles that move at combat speed may fire all of their weapons, just like other types of vehicles that have remained stationary (including ordnance barrage weapons, which cannot usually be fired on the move).

Fast vehicles that move at cruising speed may fire a single weapon (plus all defensive weapons, just like other types of vehicle moving at combat speed).

Fast vehicles moving flat out may fire no weapons.

Fast vehicles that moved ‘flat out’ in the previous turn and are not immobilised are hit on a 6 in assaults (exactly as if moving at cruising speed).

Passengers may not embark onto or disembark from a fast vehicle if it has moved (or is going to move) flat out in that Movement phase.
Open-topped
Open-topped vehicles follow the normal vehicle rules, with the additions and exceptions given below.


Whenever a damage roll is made against an opentopped vehicle, add +1 to the result.


Open-topped vehicles do not have specific fire points. Instead, all passengers in an open-topped vehicle may fire, measuring range and line of sight from the hull of the vehicle. Open-topped vehicles do not have specific access points. Models can embark or disembark within 2" of any point of the vehicle. The passengers of opentopped vehicles may assault, even if the vehicle has moved before their disembarkation. As it is much easier to bail out from an open topped transport, the Strength of hits inflicted on passengers by exploding open topped transports is one point lower than it would be in a normal transport (i.e. Strength 3).
Skimmer
Skimmers follow the normal rules for vehicles, with the additions and exceptions given below.


Unlike other vehicles, skimmers have transparent ‘flying bases’ under their hull. As normal for vehicles, distances are measured to and from the skimmer’s hull, with the exceptions of the vehicle’s weapons, access points and fire points, which all work as normal. The skimmer’s base is effectively ignored, except when assaulting a skimmer, in which case models may move into contact with the vehicle’s hull, its base or both.


Skimmers can move over friendly and enemy models, but they cannot end their move on top of either. Note that a skimmer must be set down on the table and left in place at the end of its move – it cannot be left hovering in mid-air!


Skimmers can move over all terrain, ignoring all penalties for difficult terrain and tests for dangerous terrain. However, if a moving skimmer starts or ends its move in difficult or dangerous terrain, it must take a dangerous terrain test. A skimmer can even end its move over impassable terrain if it is possible to actually place the model on top of it, but if it does so it must take a dangerous terrain test. 


A skimmer that is also fast and is moving flat out can move up to 24".


A skimmer that is not immobilised and has moved flat out in its last Movement phase counts as obscured (cover save of 4+) when fired at. 


A skimmer that is immobilised immediately crashes and is destroyed (wrecked) if it moved flat out in its last turn. If it moved slower, it suffers an immobilised result as normal.


If a skimmer is immobilised or wrecked, its base is removed, if possible. If this is not possible (the base might have been glued in place, for example), don’t worry about it. The skimmer’s anti-grav field is obviously still working and an immobilised skimmer will simply remain hovering in place, incapable of any further movement (including turning on the spot); a wrecked one is now a floating, burning wreck. Note that it is not permitted to remove the flying stand other than in the two cases above, as normally skimmers cannot land in battle conditions.


Skimmers may try to dodge out of the way of tanks attempting to ram them (as long as the ramming tank is not also a skimmer). The ramming tank stops in contact with the skimmer as normal, but then, if the player controlling the skimmer wants to dodge, he rolls a D6. On a 1 or 2 the collision proceeds as normal. On a 3+ the skimmer avoids the tank, neither vehicle suffers any damage, and the ramming tank stops in its tracks (literally!), its crew confused and disappointed.
Living Metal
If a model with this special rule suffers a 'crew shaken' result, roll a D6: on a roll of 1, the result is applied normally; on a roll of 2+, the result is ignored. If a model with this special rule suffers a 'crew stunned' result, roll a D6: on a roll of 1-3 the result is applied normally; on a roll of 4+, the result is ignored.

Profiles:

Transport CapacityAccess PointsFire Points
Catacomb Command Barge

1 Independent Character

Abilities
Sweep Attack:

Whilst a character remains embarked on a Catacomb Command Barge, he can make three special 'sweep' attacks each turn. These attacks can be made in the Movement phase against one enemy unit that the Catacomb Command Barge moves over. All attacks must be resolved on the same unit.

Roll To Hit and To Wound seperately for each Sweet Attack. If the Catacomb Command Barge moved at combat speed this turn, a Sweep attack hits on a 3+, otherwise it hits on a 4+. For each success, the unit suffers a hit at the character's Strength, plus any Strength bonuses and special abilities from his close combat weapon. Hits against vehicles are resolved against rear armour. On a Sweep Attack where the To Hit dice roll is a 6, you can choose which model the resulting Wound (if there is one) is allocated against. Cover saves are not permitted against Wounds caused by Sweep Attacks.

Symbiotic Repair:

If the Catacomb Command Barge suffers an immobilised or weapon destroyed result, the embarked character can reduce his remaining Wounds by 1 to negate the result. This cannot be done if it would cause the character to be removed as a casualty.

Vehicle BSFSR
Catacomb Command Barge

4

11

11

11

Wargear
Quantum Shielding:

Until the vehicle suffers a penetrating hit, it counts all Armour Values on its front and side facings as being 2 points higher. Once the vehicle has suffered a penetrating hit, it uses its own armour value against subsequent hits.

Used By (5)