Phoenix Ship
Ship: Phoenix Ship
Independent
The Elven fleet may not have more than 1 Phoenixship for every Dragonship fielded.
The Phoenixship is the assault platform from which the Elven armies land their troops in invasions. The ship itself is larger than the Dragonship, though with a shallower draft to allow her to enter nearer to coastal waters. The main armament is the Daemonclaw bolt thrower, which is mounted between the twin hulls in a large assembly. This weapon is designed for use at long range against shore installations. It fires massive steel bolts, causing considerable damage to masonry and metal armour on strongholds. It is less useful against enemy shipping due to its limited arc of fire and the Phoenixship's inherent lack of manouvrebility. This armament is supplemented by several EagleClaw batteries for some defence against enemy shipping. To provide sustained fire against enemy troops at very short range there is a single Griffonclaw mounted on a cupola, allowing a 360∫ arc of fire.
Move:
2 x 5" - may not move and fire the Daemonclaw.
Weapons:
1 forward Daemonclaw Bolt Thrower
- uses the Elven range template
- confers a save modifier of -2 at upto 6" range and -1 above 6"
- Player may reroll one miss per battle.
1 forward, 1 aft, 2 broadside Eagleclaws
1 Griffonclaw
Crew: 3 - may carry upto 7 counters, extra counters bought as described below.
Basic points value:
200
Due to its nature, the Phoenixship may carry more than just its basic crew, which are required to operate the ship and man the guns. In addition, she may carry units of melee troops, that will be used in the main land assault. These troops may be bought as described below.
Elven Sailors: 25pts for two counters
Elven sailors are just the standard crew carried by all naval vessels, and carriage of extra sailors just means the crew can suffer more casualties, and may take more prize ships.
Sea Guard: 25 pts
Lothern Sea Guard are the marine infantry of the Elven Navy. Whilst all ships carry a small contingent, the Phoenixship carries whole companies, to assist in the landing of troops less suited to amphibious assaults, and are extremely adept naval fighters, quite capable of overwhelming most enemy forces in ship to ship battles.
Sea guard confer a +1 bonus whether leading an attack or defence, but if the combat is lost, then the counter is lost. More than one counter may be embarked, but bonuses are not cumulative. Elven MoW may replace one of their counters with a Sea Guard regiment by paying 25pts.
Elven Cavalry: 25pts
Whilst cavalry are all but useless in battles on board ship, they can be used to great effect once the troops are disembarked and fighting on land.On board a ship, they confer no extra bonuses other than increasing the number of crew. However, if disembarked, they confer a +5 bonus if leading the attack against disembarked enemy troops. If the battle is lost, and they were leading the attack, they are assumed killed. More than one counter may be embarked, but bonuses are not cumulative.
Archer regiments: 25pts
Elven achers are amongst the best defensive troops in all the armies of the world, and can shower destruction upon opponents with ease. They confer a +2 bonus when leading a defence. If the battle is lost, the archers counter is lost also. Note that an archer regiment also confers an extra dice roll in defensive fire against fliers. More than one counter may be embarked, but bonuses are not cumulative.
Elven Elites: 25pts
Elven elite infantry regiments include such formidable adversaries as the White Lions, the Swordmasters and the Phoenix Guard. They are extremely adept at swift attacks, but generally their numbers are to few to put up a staunch defence against determined attackers, especially in an environmant as alien as a ship. They confer a +2 bonus when leading the attack, but if the action is lost, the elite unit is destroyed.
More than one counter may be embarked, but bonuses are not cumulative.
Note that only Lothern Sea Guard may be used as prize crew, or transferred to other ships during the battle. Also note that the Phoenixship crew will never lead an action unless there are no more specialist fighting regiments left. This means that you cannot stop an archer regiment leading an attack if they are the last warrior counter on board the ship.Actions which affect the crew, such as critical damage which sweeps crew overboard are randomised - i.e, one random counter is removed.

NOTE: this was the first Phoenix ship, as posted by Siriondil, created by Hemal, but it was scraped! Since I was buiding the thing I decide to use them any way as Condor ships. For more info take a look at Messages 266, 358