BFH 2020 Book 1
BFH 2020 Book 1
22
Contents
Section I: Battlefleet Heresy
Special Rules______________________________5
Fleet Command____________________________6
Fleets of the Great Crusade_________________8
Glorianna Battleships______________________10
Experimental Ships________________________14
Panoply of War___________________________16
Legions of the Adeptus Astartes____________18
Rogue Traders Militant____________________60
Campaigns in the Age of Darkness__________70
Section II: Fleet Compendium
Battleships_______________________________90
Battlecruisers_____________________________97
Grand Cruisers____________________________99
Heavy Cruisers____________________________105
Cruisers__________________________________108
Light Cruisers_____________________________115
Escorts___________________________________122
Section III: Apocrypha
Notes on Historical Context________________135
Alternating Activations____________________139
Alternative Ordnance Rules________________142
Section III: Quick Reference Guide
3
“Gentlemen, you have been instructed in the arts of Naval Warfare long
enough to have an excellent understanding of what it is to fight in the Great
Crusade. How to gauge energy signatures from unknown species and unknown
ships, and how best to defeat them. You have been taught to always be the
attacker. To seek out the foe and destroy them with superior ships, weapons,
and numbers. Most importantly you have been taught to always, ALWAYS
fight only when you are confident of victory. You have been taught that every
ship and every expeditionary fleet is precious, and that they should only be
committed in the cause of absolute victory over the Xenos and the
Noncompliant.
No longer.
We are fighting a new kind of war now. One that hasn’t been seen since fall of
Old Night. A Galaxy-spanning war of brother against brother. The enemy
has been trained as you have been trained, will fight as you have been trained to
fight, and will sail the very ships you will sail against them. No longer can you
rely on superior tactics, or vessels, or even the endless reinforcements of the
Expeditionary Fleets. You cannot, Emperor preserve us, even rely on the
might of the Legiones Astartes. All the things once counted as our strengths
are now the enemies as well, or lost to us. Your lot will be to fight desperate
holding actions against superior numbers until you die or Lord Gulliman
arrives to save us. Do not fall for the false hope that we who are here can
obtain victory on our own. Against the power that comes against us we simply
cannot win. We can only deny. Deny Horus ships, men, and most of all time.
You must accomplish this mission first in the out-sectors, your ships part of
hit-and-run formations designed to lure the enemy into far away battles and
harry his supply network. Don’t be fooled though, I don’t doubt that these fleet
actions will rival anything seen during the Great Crusade for size or losses.
You will be outnumbered, but at least have the advantage of picking your
battles. Nevertheless we expect casualties to be severe. Next you will fight
holding actions at critical star systems such as Beta-Garmon. In these fights
you will likely find yourselves outnumbered, but you must hold the LeGrange
points until Lord Dorn has decreed that your deaths and the deaths of your
ships and crews no longer outweigh the additional troops and supplies coming
through. Only then will you be allowed to withdraw. Then those of you that
are left will return to Sol for your final acts. By this point two-thirds of you
will be dead. When the Warmaster’s fleet arrives you must hold nothing back,
you must be prepared to commit yourselves and your ships totally. We are
prepared to lose, not just some of us, or most of us, but ALL of us in this final
stage. So that’s it then. You are all dead men. Accept it. But there are deaths
and there are deaths. It is my job to ensure you die with purpose, taking as
many of the enemy with you as possible. So let’s begin, shall we?”
4
SPECIAL RULES
Legions in the Void - In the days of the First Founding, entire fleets were under the
command of the Space Marines and their servants.
Any capital ship of a Legiones Astartes fleet may purchase an Astartes Crew for 15 points
(which can be upgraded to Terminators for a further 20 points). An escort squadron may
purchase an Astartes Crew for 5 points per escort but may not upgrade to Terminators. This
allows the vessel to roll on the Space Marine leadership table for generating leadership (see
below), grants a +1 bonus to Hit and Run attacks (+2 for Terminators), and imposes a -1 to
enemy Hit and Run attacks (-2 for Terminators).
Any ship with an Astartes Crew constitutes an “Astartes ship". Any ship drawn from the Space
Marine fleet list (Battle Barges, Strike Cruisers, Novas, Hunters and Gladius) are assumed to
already be have Astartes crewmen (although must still pay 20 points for Terminators). As they
are custom built and equipped for Space Marines, those specific ships confer a +2 bonus to
boarding actions (+3 for Terminators).
Additionally, each Legiones Astartes fleet will be granted certain bonuses, depending on the
Legion it belongs to. These will be detailed later.
Fleet Carriers - Imperial carriers often held a wide variety of craft to face an equally wide
variety of threats. This was especially true of ships crewed by the Legiones Astartes, who
went to war in mighty Thunderhawks and Stormbirds.
All carriers are equipped only with the ordnance stated in their profile. Astartes ships may
replace this compliment with Thunderhawks and Thunderhawk Annihilators for no additional
cost, or add Thunderhawks and Thunderhawk Annihilators to this compliment for 10pts.
Thunderhawks normally take 2 launch bays to deploy from any ship that is NOT drawn from
the Space Marine fleet list. (IE: A Dictator class cruiser with 4 launch bays could launch 4
fighters/bombers, 2 Thunderhawks, or 1 thunderhawk and two fighters/bombers.)
“They ran alongside us for near two million kilometers, and we pounded each other the whole way.
Hard pounding, that. But t'was us that pounded harder!”
- Senior Gunnery Officer Odah Musashi, on the destruction of the
Dominator-class cruiser Oliphant at the battle of Simm's Landing.
5
FLEET COMMAND
Before the Horus Heresy necessitated the separation of the Legions and what
would become the Imperial Navy, both organizations shared the same resources. While
most Expeditionary Fleets were lead by the post-human Astartes, many smaller
flotillas were commanded by high standing officers of the Imperial Army and Rogue
Traders Militant.
Any Legiones Astartes fleet over 1000pts in composition must be led by an
Astartes Master of the Fleet. Any Armada Imperialis fleet over 1000pts in
composition must be led by an Armada Imperialis Captain, Flag Captain or Lord
Admiral. These officers must be assigned to a ship and replace that ship’s leadership
value with the value shown.
• Astartes Master of the Fleet (Ld.10) (100pts)
The fleet commander comes with a single command reroll, but may purchase more.
• One extra reroll (25pts)
Leadership for individual capital ships and escorts squadrons is determined by rolling
a single D6 and consulting the appropriate chart below.
Ships with Astartes Crew Ships of the Armada Imperialis
1-2 8 1 6
3-4 9 2-3 7
5-6 10 4-5 8
6 9
6
“Captain Lotara Sarrin
Has no soul they say!
The Captain of the Conq’rer
Has a heart of frozen clay!
That on the bridge of the Conq’rer
She throws mens’ lives like dice!
Captain Lotara Sarrin
Her eyes are fire and ice!”
7
FLEETS OF THE GREAT
CRUSADE
Crusade fleets use only warships drawn from the following list, applying all the rules
described beforehand. The costs below replace all costs given in other publications for
Heresy Era fleet lists.
Battleships - One Battleship may be included for every 3 cruisers in the fleet, per 1000pts.
• Glorianna Battleship
• Battle Barge (May not be taken by Armada Imperialis or Rogue Trader fleets) (395 pts)
Grand, Battle and Heavy Cruisers - A fleet may include one Grand Cruiser, Heavy Cruiser or
Battle Cruiser per 2 Cruisers.
• Strike Cruiser (May not be taken by Armada Imperialis fleets) (145 pts)
Escorts - A fleet may contain any number of escorts. These ships may not be given refits.
• Nova Frigate (May not be taken by Armada Imperialis or Rogue Trader fleets) (50 pts)
• Gladius Frigate (May not be taken by Armada Imperialis or Rogue Trader fleets) (45 pts)
• Hunter Destroyer (May not be taken by Armada Imperialis of Rogue Trader fleets) (40 pts)
A single Ramilies Star-fort may be purchased as planetary defenses, or in a campaign (875 pts)
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GLORIANNA BATTLESHIPS
Designer’s Note: Glorianna Battleships are shown here using two different
profiles. Portrayed as the most powerful vessels available to the fleets of the
Imperium, they have been intentionally downplayed in most cases so as maintain
balance. While it makes for a compelling narrative that the Conqueror or the
Fidelitas Lex can single handedly engage and defeat an entire fleet of Ultramarine
vessels, it is considerably less compelling to on the receiving end of their
firepower. They are included, however, in the narrative spirit of Battlefleet Heresy,
so that each Legion may have a unique vessel to deploy in their fleet. In campaign
games, it should be mutually agreed on by all players whether or not to use
Glorianna battleships. Bear in mind that, as always, we have done our best to
balance these units based on our relatively limited experience as designers.
Glorianna Class Battleships may be included into any Legiones Astartes fleet using the
Heresy Era Fleet List for their listed points cost, or into any Armada Imperialis fleet that
has successfully acquired their assistance via the Appeals table. Blackshields may not
make use of a Glorianna. Gloriannas gain the following general benefits.
• Glorianna Battleships are automatically counted as being purpose built for Space
Marines. As such, they count as Astartes vessels and they gain all relevant benefits
such as being sized for Thunderhawks, Legion traits and bonuses to hit-and-run
attacks. Additionally, Glorianna Battleships inflict a further -1 penalty on Hit and Run
attacks launched against them (for a total of -2 before any other modifiers).
• In campaign settings, Glorianna Battleships may not benefit from crew skills or refits.
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• Glorianna Battleships, while unique, follow one of several templates. A Glorianna shall
be based off of an existing Battleship template from the Battlefleet Gothic rulebooks
(Desolator, Emperor, Battle Barge, etc) to represent them on the table, with
modifications made and points costs adjusted accordingly. To further emphasize their
uniqueness, some Gloriannas may be based off of a battleship class not yet created
during the Heresy. As such, all Gloriannas are subject to the relevant restrictions for
Battleships unless otherwise noted.Each of the Legions, and the Armada Imperialis
have one Glorianna that they may include in their fleet, although some legions have
other, unique vessels that they may deploy as well.
I: Dark Angels - Invincible Reason
III: Emperor’s Children - Pride of the Emperor
IV: Iron Warriors - Iron Blood
V: White Scars - Swordstorm
VI: Space Wolves - Hrafnkel
VII: Imperial Fists - Eternal Crusader
VIII: Night Lords - Nightfall
IX: Blood Angels - Red Tear
X: Iron Hands - Fist of Iron
XII: World Eaters - Conqueror
XIII: Ultramarines - Macragge’s Honour
XIV: Death Guard - Endurance
XV: Thousand Sons - Photep
XVI: Sons of Horus - Vengeful Spirit
XVII: Word Bearers - Fidelitas Lex
XVIII: Salamanders - Flamewrought
XIX: Raven Guard - Shadow of the Emperor
XX: Alpha Legion - Alpha/Beta
Armada Imperialis - Amphion
On a war footing your average cruiser expects three deaths a day. Crushed under machinery,
gantry falls, radiation poisoning, atmospheric malfunction, there's a million ways it can happen.
Anyway, three deaths a day from a crew of 60,000 doesn't seem like much, but it adds up. So the
press-gangs were always working. Every time we orbited a planet, the press-gangs went down.
Sometimes they'd come back with a thousand volunteers eager to get off-world. Sometimes they'd
come back with a thousand weeping clerks. Made no matter to us. Or to them, in the end. Three
deaths a day on the lower decks. It don't sound like much, but it caught most of those 'pressed
before they learned the ropes.
- Commander Evaleen Danse, on her time as 3rd Lieutenant
(Personnel Requisitions) of the Gothic-class cruiser Samothrace
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The following rules are meant to represent “narrative accuracy” when
using Gloriannas in your games. These rules should not be used in campaigns,
except by unanimous consent of all players, as they are explicitly written with
the purpose of being unbalanced. It is the authors’ intention that these rules be
used in the provided scenarios, and we encourage players to come up with their
own scenarios to get the most use out of these rules. You may find that certain
rules suit your playstyle while others do not. Feel free to use as many or as few
of these rules as you wish.
Gloriannas are the flagships of the legions and the personal ships of the
Primarchs themselves. They are the pinnacle of mankind’s void artifice. In
addition to all previous rules for Glorianna battleships, the following rules shall
be in effect for any Glorianna in your fleet. A separate profile will be provided
for a Narrative Glorianna, to be used alongside these rules.
Supermassive - A glorianna is vast even by the standards of a voidship, bolstered
with the finest equipment mankind can devise and archeotech from humanity’s golden
age.
A Glorianna suffers no penalty for movement through blast markers. A
Glorianna counts as a larger target when being rammed, and rolls 4d6 for a
command check to ram escorts.
Fleet Killers - Glorianna battleships host firepower surpassing even the strength of
amassed warships, and can mete out murderous damage with surgical precision.
A Glorianna automatically passes all command checks to separate its firepower
against multiple targets, and gains a left shift on the gunnery table before other
modifiers are applied. A Glorianna that has torpedo weapon systems may fire a
wave of any specialist torpedoes, but each type may only be fired once.
Unstoppable: Dense shielding and a world’s worth of ablative armor make even
damaging a Glorianna a daunting task, to say nothing of destroying it. In addition to
a vast army of tech priests and mechanical redundancies, a Glorianna is host to the
finest of their number.
If destroyed, a Glorianna may reroll a result of 11 or 12 on the Catastrophic
Damage table, but the second roll stands. If an 11 or 12 is rolled, a Glorianna
automatically explodes (or implodes) the maximum distance. Even if crippled, a
Glorianna does not reduce its weapons’ firepower values.
If a Glorianna suffers critical damage, roll a D6. On a result of 3+, the critical
damage is ignored. A Glorianna may repair any damage that would otherwise
be unrepairable. Additionally, a Glorianna repairs critical damage on a 4+
instead of the usual 6+. If a Glorianna suffers the disabling of a weapon,
reduce the weapon’s firepower value by half until it is repaired. A second
critical hit to the same position will fully disable the weapon.
Ex: An enemy scores three points of a damage against your Glorianna, and rolls 3D6
to see if any of this damage results in a critical hit. Two 6s are rolled. You then roll
a D6 for each critical scored, to attempt to negate this, and score a 1 and a 5, negating
one of the critical hits. In the end your Glorianna suffers 3 points of damage, and the
results of a single roll on the Critical Hits table.
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Overwhelming Might: To even be in the shadow of a Glorianna is to shake the nerve of
a hostile crew, and many captains know that to stray too close is to court instant death.
At the start of its turn, any enemy ship or squadron within 15cm of a Glorianna
must take a command check. If failed, the ship/squadron must move its full
distance to maneuver as far away from the Glorianna as possible.
Carrier Capacity: A Glorianna contains not only massive stores of ammunition and
weapons, but vast hangars filled with the deadliest attack craft that the Legion can muster.
Often, these crafts are used to ferry even the Primarchs into the fray.
All Gloriannas without launch bays have port and starboard launch bays that can
launch up to 6 squadrons of Thunderhawks or Thunderhawk Annihilators, in
addition to their normal armaments. Once per game, any hit-and-run attack
launched from a Glorianna can be nominated as carrying the Primarch and his
bodyguard. This can be a teleport attack, or a single assault boat. If the attack is
successful, the stricken ship in question will automatically suffer a Bridge Smashed!
critical damage. If the attacking wave is destroyed, there is no penalty. It is
assumed that the proper measures were taken to keep the Primarch safe. If this is
used on another Glorianna, the defending Glorianna may apply its 3+ save to the
damage.
Labyrinthine Vastness: So huge are Gloriannas, that boarding actions against them must
be carefully planned, and must always be conducted by an excessively huge force of soldiers.
It requires two assault boats (or equivalent) to conduct a hit-and-run attack on a
Glorianna.
Pride of the Legion: Glorianna's represent the might of the legion and do not steer from
the fight. Their loss is a catastrophic blow.
A Glorianna may only disengage by leaving a table edge. The Alpha/Beta may
ignore this rule. The Shadow of the Emperor may ignore this rule so long as it’s
shadowfield is active. Additionally, if a Glorianna is destroyed, the opposing player
automatically gains 1000vp. Possession of a Glorianna’s hulk is worth an
additional 1000vp.
Peerless Bridge Crew: A Glorianna is the lodestone for the legion’s best and brightest
officers. Oftentimes, a Glorianna’s junior officers will take the post over captaincy of a
lesser vessel.
A Glorianna automatically passes its first order of the turn, and it may attempt a
second order at a -1 Ld penalty. If successful, any duplicate negatives from orders
do not stack. Legions that automatically pass an order must use the relevant order
first.
Opposing fleets facing a Glorianna in a narrative context will also receive a
number of benefits.
• Ships automatically pass the command check to fire on a Glorianna if it is not
the closest target. The Photep is immune to this rule.
• If a ship is within 15cm of a Glorianna and suffers catastrophic damage, it may
attempt a leadership test. If passed, the ship does not need to roll. Instead, it
automatically suffers a Warpdrive Implosion.
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EXPERIMENTAL SHIPS
During both the Great Crusade, and the Horus Heresy, there have always been
rare ships among Imperial fleets whose configurations have been incongruent with any
existing class. Heavily armed destroyers, atypically fast and maneuverable battleships
and motherships swarming with attack craft have all been seen operating in some
capacity during Man’s wars. While the majority of these vessels were held in
Mechanicum hands as experimental platforms and pet projects, many were known to
operate under the auspices of the Armada Imperialis and the Legiones Astartes.
• Experimental Ships may be included in any fleet. Legion and Armada Imperialis fleets may
take one per part of 1000 points, Mechanicum fleets may take one per part of 750 points.
• Experimental Ships can still be improved with all faction relevant upgrades.
• Experimental Ships are worth 150% their points cost when calculating victory points.
• If an Experimental ship is reduced to a hulk or a blazing hulk, at the end of the battle, roll
a D6. On a 1, not enough of the ship is left to salvage and repair, and it is struck from the
roster and may not be replaced in the usual manner. If an Experimental Ship suffers a
plasma drive overload or warp drive implosion, there is no need to roll. It is automatically
lost.
• If more than 62% of an experimental ship’s overall cost is in its weapons batteries, lance
batteries, ordnance or other weapon systems, increase its total cost by 50 points.
Weapons may be mounted on any facing (Port, Starboard, Dorsal, Prow, Aft)
14
Additionally, any Experimental Ship may purchase from following upgrades
Advanced Firing Solutions (Does not suffer a bad shift for firing batteries outside 30cm): 15pts
Auxiliary Bridge: 30pts
Anti-Boarding Spines: 30pts
Armored Prow: 32.5pts
Assault Boats: 3.5pts
Exterminatus-grade Weapons: 10pts
Improved Sensor Suite: 10pts
Mimic Engine (may not be taken with Nova Cannons) 30pts
Power Ram (May not be taken with Improved Sensors): 10pts
Improved Thrusters :10pts
Maneuvering Thrusters (Improves turn radius to 90°) 90pts
Replace all shields with Holofields (May not be taken with Nova Cannon): 30pts
Experimental Ships may also take a number of flaws to reduce its point cost. Note that these
may be offset by future refits.
• Light Cruisers
An experimental ship counts as a Light Cruiser if it has 6 or fewer hull points
Light cruisers may take Maneuvering Thrusters for free
Light cruisers may not have more than 2 shields
Light cruisers may not take Nova Cannons
• Cruisers
An Experimental ship counts as a cruiser if it has between 7 and 9 hull points.
If 56% or more of an Experimental ship’s total cost is in its weapons, then it counts as
either a heavy cruiser or a battlecruiser, and is subject to the relevant restrictions.
• Grand Cruisers
An Experimental ship counts as a Grand Cruiser if it has 10 or 11 hull points, and should be
modeled on a large base.
• Battleships
An Experimental ship counts as a battleship if it has 12 or more hull points.
Experimental Battleships may not use Come to New Heading or take Maneuvering
thrusters, and must be modeled on a large base.
0545 (shipboard) 04222989.M30: Visual contact with DE1989 made. Shields visible.
Glowing red.
- Excerpt of ship’s log, macro freighter Hera’s Dream
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PANOPLY OF WAR
The Fleets of the Crusade have many a rare and terrible weapon at their disposal,
from ordnance dating to Old Night, to more recent innovations of murderous efficiency.
Ordnance
There are various types of ordnance available to capital ships, listed below. As these are rare
and fairly unusual (not to mention powerful) types of weapons, they cannot be given to any
ship at will. In a campaign setting, a commander must appeal to fleet command to obtain
specialist torpedoes or unique attack craft. Otherwise, they may be purchased for the listed
cost.
Specialist torpedoes - Any capital ship with torpedo capacity may be equipped with
Specialist torpedoes 20pts for salvos with a strength of 6 or less or 30pts for salvos greater
than 6. These may be fired once per game, and are resupplied automatically every game in a
campaign setting. No ship may be equipped with more than one type of specialist torpedo
unless it is explicitly stated in their rules, and no more than 25% of eligible ships (to a
minimum of one) may be equipped with vortex torpedoes.
• Short Burn torpedoes: Short burn torpedoes have a speed of 40cm. However, roll a D6
for each salvo after they have moved and/or attacked. On a 1, the torpedoes run out of
fuel and are replaced by a blast marker.
• Barrage Bombs: Barrage bombs that strike a ship damage shields and leave blast
markers, just like direct fire. Barrage bombs may be fired in low orbit (they are
unaffected by the gravitic pull), where they move just like ordinary torpedoes in deep
space. Each salvo of 6 or less that strikes a planet will score 1 assault point, and each
salvo of 7 or more will score 2.
• Seeking torpedoes: A seeking torpedo will turn up to 45 in the ordnance phase, so that it
is facing the nearest enemy ship (if multiple ships are equidistant away, they will turn to
face the ship with the most hull points. Seeking torpedoes that strike blast markers or
celestial phenomenon will detonate on a D6 roll of 1 or 2. Seeking torpedoes will not
strike friendly ships that move into contact with them.
• Guided torpedoes: Guided torpedoes can make a turn of up to 45 during the ordnance
phase, if the ship which launched them passes a Leadership check. If the test is failed,
the nearest enemy ship may attempt to guide the torpedoes by passing a Leadership
check.
• Melta torpedoes: Hits from melta torpdos do no damage. Instead, each successful hit
inflicts an automatic Fire! critical hit. If a ship carrying unused melta torpedoes suffers a
hit to its prow (or wherever the torpedoes are stored), then it suffers D3 Fire! critical
hits as the ordnance detonates!
• Vortex torpedoes. Hits caused by Vortex torpedoes automatically cause critical damage.
If a ship carrying unused vortex torpedoes suffers a hit to its prow (or wherever the
torpedoes are stored), then it suffers an additional D3 points of damage and suffers an
automatic critical hit as the ordnance detonates!
Attack Craft - Any ship capable of launching attack craft may purchase additional types of
attack craft from the list below, for the given cost .
• Torpedo Bombers: These craft have a speed of 20cm and count as bombers for
interception purposes. A torpedo bomber squadron may be replaced with a Strength 2
torpedo salvo at the start of the ordnance phase. These torpedoes function the same as a
normal torpedo wave but are removed at the end of the phase they are launched. A
wave of torpedo bombers may combine their torpedo salvos together in the same way as
ships. (10pts per strength of launch bay)
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• Thunderhawks: Astartes carriers may launch Thunderhawks and Thunderhawk
Annihilators in addition to their usual complement of attack craft. Thunderhawks
normally take 2 launch bays to deploy from any ship that is NOT drawn from the Space
Marine fleet list. (IE: A Dictator class cruiser with 4 launch bays could launch 4 fighters/
bombers, 2 Thunderhawks, or 1 thunderhawk and two fighters/bombers). A
Thunderhawk may act as both a fighter and an assault boat, and a Thunderhawk
Annihilator may act as both a fighter and a bomber.
• Orbital Mines: One cruiser, heavy Cruiser, Battlecruiser or Grand Cruisers per fleet with
launch bays may replace its attack craft with orbital mines. One orbital mine may be
launched per bay, like attack craft squadrons, but may not be formed into waves, and
count as torpedoes for the purpose of defensive turret fire, blast markers, celestial
phenomenon or other ordnance. If a ship carrying mines suffers damage to their launch
bays, they take an additional D3 damage as mines detonate. A vessel that has run out of
ordnance is not subject to this extra damage.
An orbital mine moves 10cm towards the nearest enemy ship in each ordnance phase.
If it comes into contact with the base of an enemy ship, it detonates, rolling 8D6 to
hit the target vessel. If a mine is hit by defensive turret fire, it rolls four dice instead
of 8D6. (5pts per strength of bay)
Nova Cannons
Author’s note: Two rulesets exist for Nova Cannons, although it is the authors’ intentions that the
below rules be used. Should players wish to use the “guess range” rules for Nova Cannons, it should be
agreed upon by all players involved.
Any capital ship from the Imperial Fist or Iron Warriors legion with 6+ prow armor may
exchange Str6 or less prow torpedoes for a Nova cannon for 20pts or Str7-9 torpedoes for a
nova cannon for 10pts. Nova cannons must be reloaded between shots, and may not be fired
if the vessel is under All Ahead Full, Come To New Heading, Burn Retros or Brace for
Impact special orders. Vessels with a Nova Cannon confer a +1 bonus to Hit and Run attacks
being conducted against them, before any other modifiers.
When firing, the template is placed anywhere desired so that its edge is between 30-150cm
from the firing vessel. It does not have to be centered on a single ship and can be placed in
contact with multiple targets. If placed within 45cm of the firing ship, roll a scatter die and
1D6. Roll 2D6 if the template is between 45 to 60cm of the firing ship, or 3D6 if it is placed
beyond 60cm. Move the template a number of cm rolled by the dice in the direction of the
scatter die roll. If the scatter die rolls a “hit,” the template remains where placed. Any target
that is in base contact of the template after it is moved takes one hit. Any target in base
contact of the center hole of the template takes D6 hits. Replace the template with a single
blast marker if it does not contact a target after being moved.
The Nova Cannon is a line of sight weapon and cannot fire through obstacles or celestial
phenomena that that act as normal line of sight obstructions, such as planets, moons,
asteroid fields, etc. If desired however, these can nonetheless be fired upon. If a direct hit is
scored on the scatter dice, place D6 blast markers in contact with the planet or asteroid field
edge.
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LEGIONS
OF THE
ADEPTUS
ASTARTES
18
16
It was madness. Pure, unadulterated,
madness. We watched the assault boats and
stormbirds and thunderhawks get annihilated
by the fort's defenses. Hundreds of marines
and thousands of men, gone in minutes
because the first wave lost the fire control
room. Thought it was over then. Thought
that the Wolves would pull out and leave the
XVII to their business. Then Torm Guadric,
"Jarl" they call him, commander of the fleet,
gave the order. Pure madness. But I heard
them laughing on the vox. And they were
still laughing as Sonnadal and half the fleet
went into the warp rift at full speed! But it
worked. I don't know what sort of
navigators they have, or maybe the Emperor
himself held out his hand to guide them. But
it worked. Next thing I knew, they were
right amidst the Word Bearers fleet
unleashing broadsides in all directions.
Blew the Word Bearers right to whatever hell
they pray to. Damndest thing I ever saw.
- First Officer Jonathan Carter of the mass-
conveyor Herbert West, on the VI Legion's defeat
of a XVII Legion fleet at Ankaelia Starfort.
61
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I: DARK ANGELS
Survivors of the Age of Strife, the Dark Angels favor
powerful, archaic weaponry, and may bring more of it, more
easily, to battle than their brother legions. Their Glorianna is
Vessels of the Invincible Reason.
the First Legacies of Old Night: The first legion has unique access to
Legion ancient vessels denied to other fleets, and these relics of
humanity’s nightmarish past are often seen leading Dark Angel
fleets in the void.
Austere Dark Angels may take one less cruiser/light cruiser before they
Purification are allowed to take a heavy/battle/grand cruiser. So instead of a
1:2 ratio, The Dark Angels may take them at a 1:1 ratio.
Pridemark
Getting Started
Heavy/Battle/Grand Cruisers are upgunned and more heavily
Star of the First armored (in the case of Grand Cruisers) versions of their
Legion smaller cousins. Normally, to represent their comparative rarity
and dispersal among the legion fleets, a player’s list must have
two cruisers or light cruisers for every larger Cruiser they take.
In keeping with the Dark Angels’ status as the First Legion and
Dark Sovereign survivors of the Dark Age, they have easier access to these more
powerful ships. Naturally, the point costs of larger Cruisers are
higher. So beware the temptation to deploy as many of these
Blade of powerful ships as you are able.
Numarc A starter fleet of Dark Angels would nominally be lead by one
of these larger vessels, which favor longer range firepower
compared to close range brawling. While your fleet could be led
Spear of Truth by a Battleship, bringing a larger class of cruiser allows more
points for upgrades and to make sure you aren’t too heavily
outnumbered by the opponent.
20
The Invincible
Reason does not
suffer a negative
shift on the
gunnery table for
firing through
blast markers or
outside of 30cm.
The Invincible
Reason does not
run out of
Vortex
Torpedoes.
The I Legion is
known to have
many a strange
and esoteric
weapon from
mankind's distant
past. This
extends to their
ships as well,
making the I
Legion an
excellent choice
for those players
who wish to
utilize the
Experimental
Ship rules to
represent vessels
like the Dark
Soverign and
other rare
survivors of
humanity’s
Golden Age.
21
III: EMPEROR’S CHILDREN
Fast and well coordinated, the Emperor’s Children were
ever adept at out maneuvering the enemy and demoralizing
them with panic inducing precision. Given over to darker
Vessels of powers now, they have lost none of their ability to shock
the and disorient. Their Glorianna is the Pride of the Emperor.
They may also field the Wage of Sin.
Emperor’s
Children Disorienting Precision: Whether loyalists or traitors, the Emperor’s
Children quickly overwhelm their enemy from every quarter. Some
with flawless maneuvering, others will broadcasts and practices that
offend every sense that beholds them.
Proudheart
Capital ships with Astartes crews may take the Mark of Slaanesh for
15pts each, inflicting a -2 penalty to leadership values of enemy
ships within 15cm. This effect is cumulative.
Erwhon
Getting Started
The Mark of Slaanesh impose a -2 penalty to enemy ships’ Ld within 15cm
of the bearer, and the effects do stack. Emperor’s Children vessels make it
Suzerain harder for enemy ships to manage their Orders and make for excellent
harassment tactics, confusing enemy ships and leaving them directionless
before blasting them apart. Once the Emperor’s Children are in range and
in position, it is very hard to shake them.
Excessive
An Emperor’s Children Fleet can make excellent use of a long range
support vessel, steadily wearing down vessels that are tied down with
trying to survive the assault of faster and more maneuverable IIIrd legion
vessels. While a light starter force is acceptable, Be careful not to expand
Ravisher exclusively with maneuverable Light Cruisers, as these relatively fragile
ships can find themselves quickly outgunned by larger targets.
1100pt Starter
Pulchritudinous Incubus (Desolator Battleship with Astartes crew) - 315pts
Rapier (Dictator with Astartes crew and Mark of Slaanesh) - 250pts
Andronius Resplendent (Dauntless with Astartes crew and Mark of Slaanesh) - 140pts
22
When
successfully
going under
special orders,
any ships within
15cm of the
Pride of the
Emperor may
choose to
automatically
pass a test to go
under the same
order (provided
they are not
already under an
order or braced).
The Pride of the
Emperor is
equipped with
the Mark of
Slaanesh.
Wage of Sin (430
pts)
The Wage of Sin
may be taken
using the profile
that appears on
page 107 of the
Powers of
Chaos
Publication.
Being a Battle
Barge, the Wage
of Sin follows
all relevant BFH
rules, and before
a battle may
Thunderhawk: elect to carry
20cm
Thunderhawks
Thunderhawk
8 squadrons and
Annihilators: Thunderhawk
20cm Annihilators
instead of its
usual
complement of
attack craft.
23
IV: IRON WARRIORS
The Iron Warriors’ skill at void warfare was often overshadowed by their
more storied brothers, and often are seen as unsubtle. But the sons of
Olympia’s calculating, mathematical approach to spaceborne battles saw
them efficiently sweep aside many an enemy. Their Glorianna is the Iron
Vessels of Blood.
the Iron Void Artillery: Perturabo made good use of his strong ties with the
Warriors Mechancium, and not only saw to it that his fleet swelled with the newest
class of vessels, but that they bore the latest in the Imperium’s
experimental heavy weaponry.
Warbreed For ever 1 in 3 capital ships, one Astartes capital ship with more than 8 hull
points and a 6+ prow may exchange Str6 or less prow torpedoes for a Nova
cannon for 20pts or Str7-9 torpedoes for a Nova Cannon for 10pts.
Additionally, vessels with an Astartes crew may reroll hits for 1/3rd of the
strength of the wave when determining hits with ordnance or bombing
Tyche’s Lament runs (a spread of 6 may reroll 2, a spread of 9 may reroll 3 and so forth).
Getting Started
Contrador In the 31st Millennium, Nova Cannons are not commonplace like they are
in the 41st. They were experimental weapons at this time, and only two
legions (both with a reputation for insane amounts of firepower) had access
to them. The Nova Cannon is a powerful, shipborne artillery weapon that
can disrupt enemy formations and devastate squadrons of tightly packed
Dominator ships. While the Nova Cannon requires some guesswork and some practice
to master (there is no pre-measuring in BFG), it is a powerful tool for
Admirals who prefer long range combat. Beware that ships with Nova
Cannons confer a +1 bonus to enemy boarding parties.
Erinyes
Unlike their defensive cousins, the Imperial Fists, the Iron Warriors are
more adept at pummeling their opponents from afar with wave after wave
of ordnance.
Rebuke An Iron Warriors fleet would do well to make use of a battlecruiser as a
flagship, using smaller (albeit heavily armed) vessels to hold enemies down,
or funnel them into range and firing arc of the Nova cannon. Even escorts,
under Perturabo’s hand, were as heavily armed as possible. The biggest
Sire of Sabaktes guns possible should be the idea as your fleet expands. Beware that the
Nova Cannon, while powerful, can be unpredictable and sometimes
unreliable. Take care not to place all of your faith in it.
24
The Iron Blood
ignores the
first failed
Reload
Ordnance of
the game.
In
Exterminatus
scenarios, the
Iron Blood
counts as an
Exterminator,
but does not
count towards
the total
number of
Exterminators
in the fleet.
The Iron Blood
may reroll
failed To-Hit
rolls against
planetary
defenses (space
stations, mines,
etc).
25
V: WHITE SCARS
The Vth legion’s void tactics closely mirrors their
terrestrial tendencies. Which is to say, going as fast as
possible, and harrying the enemy until there is nothing left.
Vessels of Their Glorianna is the Swordstorm.
the White Riders on The Storm: Known for “doing strange things to his ships”,
Scars the Khan ensured that his fleets would be able to outrun anything
they couldn’t outgun, and such enemies were few and far between.
All Astartes capital ships with a speed of less than 25cm must be
Lance of equipped with an engine upgrade. All Astartes capital ships over
Heaven 25cm base speed may be equipped with an engine upgrade. Engine
upgrades cost 10% of the total base cost of the ship in question. All
Astartes ships Automatically pass “All ahead full” commands.
Sickle Moon
Getting Started
The “Riders of the Storm” upgrade adds 5cm to speed and costs 10% of
the ships total base cost (often costing less than 25pts). As we all know,
Plainsmaster the White Scars are fast. This trait effectively means that all of their
ships can keep pace with each other, and present a unified force of ships
to the enemy. Or, should you so choose, split your fleet into a hail of
lances aimed for the enemy’s weakest parts. Additionally, auto-passing
Thunder and All Ahead Full means that the Scars can outmaneuver enemy ships more
Lightning easily. Getting behind the enemy is a crucial advantage (especially in
escort missions where a convoy may be positioned behind their
defenders) and the Scars’ speed allow them to gain it more easily.
Chaos vessels make excellent starter ships for the White Scars. Sporting
Storm Nomad 25cm movement from the start allows you to circumvent an engine tax,
but still buy the upgrade should you wish to go even faster. Additionally,
their lighter armor fits well with the Vth’s theme of speed. Beware,
however, as rushing to the front and being closer to the enemy can earn
Wayfarer you a punishing salvo of weapons batteries and torpedoes in response.
991pt Starter
26
The
Swordstorm
may use the
Come To New
Heading special
order and
comes equipped
with thruster
upgrades.
All ordnance
launched from
the Swordstorm
increase their
stated
movement
speed by 10cm
on the turn
they are
launched.
Navigational
Shields: This
vessel ignores
movement
penalties from
blast markers
and celestial
phenomena.
27
VI: SPACE WOLVES
An unrelenting force, the Wolves of Fenris sight their
enemy, and run them down. Their Glorianna is the Hrafnkel.
Vessels of The Longboats: There is no escaping the Wolves of Fenris. Asteroid
the Space belts, nebulae and even swirling warp rifts offer no protection with
the wolves on one’s heels.
Wolves
Vessels with Astartes crews may reroll command checks when
Aesrumnír attempting to navigate celestial phenomena and when ramming.
Attack craft launched from an Astartes vessel may reroll any result
of 1 when moving through celestial phenomena (this does not include
blast markers).
Nidhoggur
Ragnarok
Getting Started
From asteroid fields to nebulae, BFG has no shortage of celestial
phenomena for ships to make their way through. Normally, to navigate
obstacles in space, a ship must pass a leadership check to avoid damaging
Wolf-Spirit their vessel. The Space Wolves may reroll this test should they fail, which
allows them to more easily plow through phenomena in order to gain
better position over the enemy, or escape a particularly determined foe.
The reroll also applies to ramming, which is exactly what it sounds like.
Helicon Spear Taking a heavier ship and punching a lighter ship in the face is a time-
honored tactic, and the Vlka Fenryka do not balk from it.
The age and reputation of a ship matters not to the Wolves, and they will
make use of any vessel given to them to crush the enemy. That being
Frey-Slavor said, the Wolves do not grant a particular advantage to either the Chaos
or Imperial Navy line of ships, and can put both to good use in their
fleets.
Nauro 950pt Starter
28
The Hrafnkel
gains a left
column shift on
the gunnery
table when
firing on
targets with 9
or more
starting HP, or
on crippled
targets with 8
or less starting
HP.
The Vlka
Fenryka had a
reputation for
fighting any
war, no matter
the foe. Darker
rumors said
they would do
the jobs nobody
else would.
This meant
they had few
friends among
the Legiones
Astartes or the
mortals who
served in the
Armada
Imperialis.
While not a
hard rule,
players wishing
to field a
thematic VI
Legion fleet
should
generally give
every vessel a
Legion crew.
29
VII: IMPERIAL FISTS
Bolstered by powerful defensive tactics, the Imperial Fists are the
Praetors of Terra, and enjoy the latest in powerful weapons from Mars
to better aid them in that endeavor. Their Glorianna is the Eternal
Crusader, and they have access to their powerful fortress: the Phalanx.
Vessels of
the Imperial Solar Defenders: Due as much to Dorn’s mind for defensive tactics as
Fists their solemn charge, the Imperial Fists are experts at grinding down
their enemies against stalwart defenses and punishing counterattacks.
Oath of Stone For ever 1 in 3 capital ships, one Astartes capital ship with 8 or more
hull points and a 6+ prow may exchange Str6 or less prow torpedoes
for a Nova cannon for 20pts or Str7-9 torpedoes for a Nova Cannon for
10pts. Additionally, vessels with an Astartes crew that are abeam of an
Halcyon enemy weapon that use the gunnery table, forces that vessel to subtract
their number of shots by 1 when firing (to a minimum of 1), once per
turn.
1195pt Starter
Light of Inwit
• Ajax (Battlebarge with bombardment cannon broadsides and dorsal
lances) - 445pts
30
The Phalanx:
1038pts
The Phalanx is a
Ramilies Star
Fort that follows
all rules for a
Glorianna
Battleship. It
increases the
turret, shield and
hull point value
of each quadrant
by 1. The
Basilica Batteries
weapons systems
include a
Bombardment
Cannon (45cm,
Firepower 8).
Double these
values for
purpose of
Narrative
Gloriannas.
In campaigns,
the Phalanx
cannot be lost to
the warp when
moving between
systems.
31
VIII: NIGHT LORDS
Killers and murderers to a man, the Night Lords delight in sowing
despair. Enemy fleets beware, for there are monsters between the
stars. Their Glorianna is the Nightfall.
Vessels of Nowhere to Hide: Never a legion to fight fair, the Night Lords had no
the Night qualms about butchering an enemy crew to disable a ship, and were adept at
Lords seeking out those most weakened in battle, and finishing the job with
ruthless precision.
Echo of Astartes ships do not have to pass a Leadership Check to fire on a crippled
Damnation ship if it is not the closest target. Additionally, for each successful Hit and
Run attack (teleport or otherwise) from an Astartes ship, the player may
elect not to do no damage, but instead inflict a -1 leadership penalty to the
target. This penalty is cumulative with all other modifiers and does stack
with itself. The penalty lasts until the end of the stricken ship’s next turn.
Covenant of
Blood
Getting Started
Hit and Run attacks (be they from teleportation, assault craft, or from
Hunter’s ramming) are an excellent way to disable a ship’s components (such as
Premonition their weapons systems or their engines) and leave it vulnerable to
further attack, or keep it out of a crucial fight. Leadership is crucial to
passing orders or disengaging from a fight, and the Night Lords can
ensure that a ship is neither firing, nor running, before they close in
Serpent of the for the kill.
Black Sea A crippled ship may not be able to kill an enemy vessel, but they can
still prove to be a thorn in your side while their healthier allies use
their distance to keep them safe to continue harassing you or allow
them to disengage safely. This is especially true when they are
Vulterine grouped in squadrons. The Night Lords do not suffer the difficulty of
firing on a ship that is not their primary target. They will finish the
job, one way or another. Take care, however, not to be overconfident
that your shipborne murderers can carry the day with minimal
Tenebor reprisal when they are plying their trade.
1000pt Starter
Throneless King • Merciless (Styx heavy cruiser with Astartes crew) -305pts
32
Each successful Hit-
and-Run attack
launched from the
Nightall impose a
permanent -1
leadership modifier
onto the target
vessel in addition to
any other damage.
This effect is
cumulative.
In Exterminatus
scenarios, the
Nightfall counts as
an Exterminator,
but does not count
towards the total
number of
Exterminators in
the fleet.
*In narrative
campaigns set after
the Thramas
Crusade, we
suggest the
Nightfall not be
used, as it was
destroyed by the
Dark Angels.
“They’re boarding
us… I have the
Enginarium
overloading the warp
core, better all of us
go quickly than what
will happen to us now
those monsters are
aboard! What do you
mean you only hear
screaming? Oh
Emperor they’re
comi-”
- Last transmission
from Captain
Martin L’grasse of
the light cruiser
Graf Yoseff. The
Graf Yoseff
transmitted nothing
but screams for a
further three hours.
33
IX: BLOOD ANGELS
Despite their noble personage, the Blood Angels are utterly
destructive on the warpath, slamming into their foe with a fury
matched by few of the Emperor’s armies. Their Glorianna is the Red
Tear.
Vessels of
the Blood Red Fury: Encarmine angels fall upon the foe with shot, shell and
blade, sparing none their wrath. To be in the guns of the Blood
Angels Angels’ fleets is the court death.
Malevolence Astartes ships that are in a squadron gain a left shift on the gunnery
table when firing weapons batteries, and may reroll to-hit rolls of 1
when firing lances.
Blood’s Son
Getting Started
Chalice
The Blood Angels were ruthless voidsmen, frequently directing all
available firepower to a single target and leaving it dead before
selecting the next. A Blood Angels fleet benefits greatly from keeping
Covenant of their ships together, to maximize firepower.
Baal
A Blood Angels fleet only needs one thing to succeed: guns, and lots
of them. While every fleet has a place for a carrier, the Blood Angels
mastery of the shooting phase means that they can pummel their foe
Victus from afar (or close up, should you prefer) once they have achieved
optimal firing positions. Take care not to discount the importance of
attack craft, however, as wasting a broadside trying to kill an inbound
wave of fighters and bombers can lead to an ignoble end.
Sanguinium 1000pt Starter
Ignis
• Furious Descent (Avenger grand cruiser with Astartes crew) -
235pts
34
The Red Tear does
not suffer a negative
shift for firing
through blast
markers.
Additionally, if
critical damage is
rolled against the
Red Tear, it’s
controlling player
may roll 2D6 and
select which result
is to be applied.
This includes
damage from Hit
and Run attacks.
*In narrative
campaigns set after
Signas Prime, we
suggest the Red
Tear begin the game
as crippled,
requiring resources
to return to full
strength, as it was
heavily damaged by
that campaign.
- Captain Marduc
Plent, 392nd
Expiditionary Fleet
35
X: IRON HANDS
A veritable wedge driving into the enemy, the fleets of the Xth legion
are as unbroken as the marines that sail them. Their Glorianna is the
Fist of Iron.
Vessels of Unbroken Iron: The Iron Hands do not falter easily. That which is
the Iron broken or faulty is quickly replaced, and their ships are constantly
Hands being tended to, even in the heat of battle.
Winter’s Oath Against the first round of fire after going under Brace For Impact,
ships with an Astartes crew may re-roll failed Brace for Impact saves.
Additionally, the flagship may always roll one extra die when
repairing critical damage.
Red Talon
Sisypheum An Iron Hands fleet makes excellent use of the Imperial Navy line. The
armored prow and pugnacious appearance fits well with their aesthetic.
Their slower speed also allows them to stay in close formation with one
another, and provide covering fire. Once you have a core of ships to
Light of Battle break the enemy formation, a good addition would be vessels to range
on the flanks, harassing with long range lances.
980pt Starter
Iron Heart • Endurance of Deed (Vengeance grand cruiser) - 230pts
36
The Fist of Iron
gains a +1 bonus to
all Brace for Impact
saves (increasing to
a 3+), and gains a
6+ save when not
under the Brace for
Impact special
order.
Additionally, in the
End Phase, the Fist
of Iron repairs
critical damage on a
5+ and it may
attempt to repair
critical damage that
is otherwise
unrepairable or
disallowed (such as
shield collapse or
bridge smashed).
37
XII: WORLD EATERS
A byword for unbridled carnage, the World Eaters are an unsubtle
navy, crashing headlong into the enemy lines and lashing out
mercilessly at everything in range. Their Glorianna is the Conqueror.
Vessels of Chariots of Slaughter: Lost to the Nails and a boarding force beyond
the World compare, the World Eaters seek only one thing: to close with the
Eaters enemy and butcher them in close combat!
Clavam Capital ships with Astartes crews must take the Mark of Khorne for
5pts per vessel, which doubles their value in a boarding action.
Additionally, carriers with this mark may elect to launch an additional
D3 attack craft markers of any type if within 30cm of an enemy
vessel, but must Reload Ordnance and not launch the next turn if
Bellicose they do.
38
Ursas Claws may
be fired in the
shooting phase,
as Lances. A
target struck by
Usras Claws
immediately
counts as having
gone under the
Burn Retros
special order for
the next turn, in
addition to any
damage caused
by the claws
(shields do not
absorb their
hits).
Additionally, if
the Conqueror
initiates a
boarding action
against a ship
struck by the
Claws, it gains a
+5 bonus (in
addition to all
other modifiers).
Every turn
subsequent to
being struck, the
ship must pass a
leadership test,
or continue to be
under the Burn
Retros order.
The Conqueror
may elect to
voluntarily
detach the claws.
39
XIII: ULTRAMARINES
Bowed but unbroken since Calth, Ultramarine fleets strike out from
Ultramar to hunt down invaders and bring vengeance to the traitor.
Their Glorianna is the Mcragge’s Honour.
Courage Above
All
Getting Started
Squadron coherency allows for Ultramarine vessels to cover more space
Aequitas and also grants them added protection from incoming ordnance like
torpedoes or nova cannons, which will continue to do damage to ships
that are too close to their intended target. The real benefit here is the
extra command reroll, which allows for an admiral to reroll any attempt
Vinculus to go under Orders. This can be crucial when it is absolutely necessary to
Unitatis brace against incoming fire, or come to new heading to reposition a ship.
Having an extra reroll allows for Ultramarine admirals to ensure their
orders are carried out with minimal margin for error.
Nova Warrior Ultramarine fleets enjoy versatility and reliability, meaning that they can
employ squadroned Imperial vessels or solo Chaos vessels to equal effect.
Beware however, that extra rerolls do little to negate the effects of
leadership reducing sources.
Ceres 1010pt Starter
Sethaln's
Thunder
Objective Truth
40
The Macragge’s
Honour grants an
additional re-roll
and ignores a
single point of
leadership
reduction from
sources such as
blast markers or
the Mark of
Slaanesh.
Additionally, all
vessels may
reroll 1s to hit a
target that the
Macragge’s
Honour has fired
upon that turn
(including any
attack craft it has
launched).
The Macragge’s
Honour is
equipped with an
Auxiliary Bridge.
41
XIV: DEATH GUARD
A legion of stubborn post-humans who refuse to die, the Death
Guard fleets dispense with exotic maneuvering and subtly in favor of
sheer, unstoppable endurance. Their Glorianna is the Endurance. They
Vessels of may also field the Terminus Est.
the Death Legendary Resilience: Even in the face of overwhelming force, the
Guard Sons of Mortarion do not stop in their inexorable advance until the
very last of them lay dead, a feat not easily accomplished.
Necrotore
Ships with Astartes crews automatically pass command checks to go
under Brace For Impact! Orders.
Reaper’s Shroud
42
The Endurance
may elect to fire
its weapons
batteries, or its
torpedoes as
Proscribed
Weapons, which
hit and cause
critical hits on a
4+, but have no
effects on shields.
Additionally, any
hit-and-run or
boarding actions
carried out against
it suffer a further -
1 modifier.
Terminus Est (430
points)
The Terminus Est
may be taken as it
appears in the
Powers of Chaos
publication.
The Terminus Est
is Ld.10, has a
single reroll and
must be the fleet’s
flagship if the
Endurance is not
present.
Being a Battle
Barge, the
Terminus Est
follows all
relevant BFH
rules, and before a
battle may elect to
carry
Thunderhawks
and Thunderhawk
Annihilators
instead of its
usual complement
of attack craft.
43
XV: THOUSAND SONS
Esoteric and misunderstood, the fleets of the Thousand Sons ply
strange tides, and employ even stranger tactics. Their Glorianna is
the Photep. They may also deploy the Scion of Prospero.
Fulcrumesque
Getting Started
Herumon
The Mark of Tzeentch grants the ship that bears it a single
reroll. Thousand Sons ships can more reliably pass Orders
when it is crucial to do so. This is in addition to any rerolls
Achaeonical that you may have bought for your fleet admiral, so a
Thousand Sons fleet can make for a highly reliable (if not
slightly more expensive) force. However, one must still judge
the appropriate time to use these rerolls, and be aware that
Sycrorax they still mean little in the face of severe leadership penalties
from a variety of sources.
44
Successful
Leadership checks
to fire at the
Photep (such as in
the instance of it
not being the
closest vessel)
must be rerolled.
Additionally, once
per phase, the
Photep (or any of
its ordnance) may
reroll any single
die.
The Photep comes
equipped with the
Mark of
Tzeentch.
Scion of Prospero
(450 pts)
The Scion of
Prospero may be
selected i the
profile appearing
on page 106 of
the Powers of
Chaos publication.
Being a Battle
Barge, the Scion
of Prospero
follows all
relevant BFH
rules, and before a
battle may elect to
carry
Thunderhawks
and Thunderhawk
Anhilators instead
of its usual
complement of
attack craft.
45
XVI: SONS OF HORUS
First Among Equals. The Most Honored of Legions. Arch-traitors.
The Sons of Horus are merciless and without hesitation on the attack.
Their Glorianna is the Vengeful Spirit.
Vessels of Tip of the Spear: The brutal, decapitation strikes of the Sons of
the Sons of Horus are their pride, led from the front by the black clad terminators
of the 1st company.
Horus
Your flagship gains terminators for free. Two additional ships may
Bone Jackal upgrade their Astartes to terminators for 15pts. When any ship
equipped with terminators makes a teleport attack, that ship may roll
2D6 and apply both results to the target
Desolation
46
All friendly
vessels in the
same fleet as the
Vengeful Spirit,
gain a +1 to
their leadership
value.
Additionally, the
Vengeful Spirit
may conduct
teleport attacks
from 25cm away.
The Sons of
Horus, being the
Warmaster’s
own Legion,
were superbly
equipped at the
outset of the
Horus Heresy.
As the war
Front
dragged on
Left/Front/Right several of their
ships were
“upgraded” by
the Dark
Mechanicum.
These two facts
makes the Sons
of Horus an
excellent choice
of Legion for
Traitor players
who wish to
make use of the
Experimental
Ship rules.
Front
Left/Front/
Right
47
XVII: WORD BEARERS
Instigators of the Heresy, the Word Bearers sail into the void
accompanied by Hell itself. Their Glorianna is the Fidelitas Lex. They
may also field an Abyss-class battleship.
Vessels of Voidborne Altars: Long since sold their souls to the darker powers, the
the Word Word Bearers enjoy the patronage of the Dark Gods.
Bearers Capital ships with Astartes crew may take any Mark of Chaos, and the
flagship gets a mark for free.
Kamiel
Mark of Khorne: The ship doubles its value in boarding actions. 10pts
Mark of Slaanesh: Enemy ships within 15cm of the vessel suffer a -2
to leadership 20pts
Abyssal Mark of Tzeentch: The vessel gains an additional re-roll. 25pts
Communion Mark of Nurgle: The vessel gains an additional hull point and cannot
be boarded. 30pts
Getting Started
Gospel of Steel Marks of Chaos are an excellent way of improving a ship’s
capability and for a price, the Word Bearers have access to all
four. The Mark of Khorne improves boarding capability, the
Mark of Slaanesh imposes a -2 leadership penalty on enemy
Vox Finalis ships, the Mark of Tzeentch grants a reroll, and the Mark of
Nurgle adds an extra hull point onto the ship and makes it
immune to boarding (but not hit and run attacks). The Word
Bearers become a highly versatile force with these upgrades.
Crown of But beware that they can only be bought for ships with
Colchis Astartes crews as an upgrade (or already included), so the price
can add up quickly.
995pt Starter
Deadsong
• Bleakmaw (Hades heavy cruiser with Astartes crew & Mark
of Nurgle) - 215pts
De Profundis • Altar Eternal (Devastation cruiser) - 190pts
• Pilgrim of the Void (Devastation cruiser) - 190pts
Hand of • Monstrous squadron (Sword escorts x3, Firestorm escorts
Destiny x2) - 185pts
• Sin Drinker (Crusader cruiser with Astartes crew & Mark
of Slaanesh) - 215pts
Infidus Diabolus
48
All friendly
vessels within
45cm of the Lex
may use its
leadership.
Additionally, the
Fidelitas Lex may
not take a Mark
of Chaos.
However, all
enemy vessels and
ordnance markers
that end their
movement within
30cm of the Lex
count as being in
contact with blast
markers. If the
Fidelitas Lex is
destroyed in
campaign, it may
be replaced with
an Abyss-class
battleship.
Abyss-class
Battleship (525
pts)
This counts as a
the Fidelitas Lex
for all intents and
purposes, and uses
the profile for the
Planet Killer
(adding an S:2 aft
launch bay that
may only deploy
orbital mines).
The Abyss cannot
be used in a fleet
that currently has
the Fidelitas Lex.
and there may
only ever be one.
49
XVIII: SALAMANDERS
Warrior mystics of the Promethean Cult, the Salamanders do not die
easily, and will fight to the last to defend humanity, and each other.
This determination only grew in those few XVIII Legion ships and
Vessels of Astartes that survived the Dropsite Massacre. Their Glorianna is the
Flamewrought.
the
Salamanders Promethean Creed: Ships with Astartes crew, when crippled, only
reduce their weapons, turrets and shields to 75%, instead of the usual
Guardian of 50%. Only 1 in 3 ships may have an Astartes crew upgrade.
Flame Additionally, the flagship may take melta torpedoes for free.
Charybdis
50
The
Flamewrought
does not run out
of melta
torpedoes
Additionally, if
there is a
crippled friendly
vessel within
25cm of the
Flamewrought,
then it may
reroll failures to
hit against
enemy units, but
suffers a -2 to
any attempts to
disengage.
*When playing a
narrative
campaign set
after Istvaan V,
we suggest the
Flamewrought
begin the
campaign as
crippled,
requiring
resources to
return to full
strength, as it
was ‘reportedly’
destroyed during
the Dropsite
Massacre.
51
XIX: RAVEN GUARD
The Ravens strike hard, without warning, and from unexpected
quarters. Those still standing after their initial attacks are left reeling
as the sons of Corax fade to strike again. Their Glorianna is the
Vessels of Shadow of The Emperor.
the Raven Wing and Talon: Ships with Astartes crew automatically pass
Guard command checks to Come to New Heading.
Avenger Reflex Shields: Raven Guard ships may elect to drop their shields to
ignore the penalties from enemy markers and ships before attempting
to disengage.
Providence
52
When braced,
instead of the
customary 4+
save, the Shadow
of the Emperor
counts as having
a Holofield. This
ship may use the
Come to New
Heading special
order.
*When playing a
narrative
campaign set
after Istvaan V,
we suggest the
Shadow of the
Emperor begin
the campaign as
crippled,
requiring
resources to
return to full
strength, as it
was ‘reportedly’
destroyed by the
Terminus Est
during the
Dropsite
Massacre.
53
XX: ALPHA LEGION
Insidious and subtle, the Alpha Legion prefer to win a battle before
the enemy is even aware there is a battle to be fought. Their Glorianna
is the Alpha, or perhaps the Beta.
Vessels of
the Alpha False Ident Codes: Ships with an Astartes crew may take a Mimic
Engine for 30pts. If all ships participating in the battle are equipped
Legion with a Mimic Engine, then they may not be targeted until they fire
first, or come within 30cm of the enemy, instead of the usual first
Delta turn only protection. If one ship’s mimic engine is compromised, it is
assumed they all are.
Gamma Mu
54
The Alpha comes
equipped with a
Mimic Engine,
and for the first
turn of a battle,
the enemy fleet
suffers a uniform
-D6 penalty to
their leadership
values.
Additionally, in
a campaign
setting, if the
Alpha is sent out
of system for
repairs, it may
immediately be
replaced by the
Beta until it
returns. The Beta
counts as
destroyed if the
Alpha is, but may
be used in
separate battles
in any system
adjacent via
warp route to the
Alpha’s location.
The two ships
are identical.
55
ARMADA IMPERIALIS
The sailors of the Imperial Army are the brave mortals that sail the
Expeditionary Fleets. As varied in skill as they are in doctrine, the
Armada Imperialis is a fleet made to conquer the galaxy. Their
Glorianna is the venerable Amphion.
+++
INCOMING Naval Veterans: For a cost of 20pts, Naval Veterans may be purchased. Upon
ORDERS being posted, the Veteran adds 1 to the leadership of their vessel.
+++ Additionally, roll a D3. The Veteran in question automatically passes all of
the corresponding orders (there is no need to determine which ship a Veteran
is posted to until after this roll is made). If a Vereran’s ship is destroyed, a
++++ veteran of the same discipline may be generated for its replacement. Fleets
Fleet-to- of the Armada Imperialis may not use ships drawn from the Space Marine
assemble-at- list, or purchase Astartes upgrades.
GRID/2020/A-
[Port Maw] 1. All Ahead Full, Burn Retros and Come to New Heading
++++ 2. Lock On! and Reload Ordnance
3. Brace for Impact
+++
Admiral- Getting Started
Bramstok- The fleets of the Armada Imperialis lack the single focus of
commanding- the Legion fleets, but make up for it with a greater versatility
RESPLENDANT across a greater number of ships. The posting of Veterans
+++ allows you to increase a ship’s natural aptitude for its
+++ battlefield role. Battleships and heavy cruisers would benefit
Battlegroup- greatly from having the offensively oriented Veteran on its
Lethe-to-attend bridge, while maneuverable light cruisers and escort squadrons
+++
+++ will be able to be at the right place at the right time with the
Battlegroup- help of a positioning Veteran. Even a space station, normally
Stalwart-to- hampered by low leadership, is capable of far greater
attend performance under a Veteran’s guidance. Be sure not to be
+++ careless with them, however, as their price tags can start to add
+++ up.
Patrolgroup-
Bretz-to-attend 1000pt Starter
+++
• Lord DuPonte (Eclipse battlecruiser) - 235pts
+++
OPERATION:tot • Austerity (Slaughter cruiser) - 165pts
al-destruction-of-
traitor-forces-by- • Blade of Unification (Dauntless light cruiser) - 110pts
any-means
+++ • Young Ifrit (Dauntless light cruiser) - 110pts
+++ • Champion of Saturn (Dictator) - 220pts
may-your-guns-
be-true-may-the- • Chirion and Velmar’s Lament (Thunderbolts ×2) - 100pts
throneworld-
remember-you • Naval Veterans ×3 -60pts
+++
56
The Amphion has
an Augmented
Crew instead of
an Astartes
Crew. This adds
+1 to all Hit and
Run or Boarding
actions, but does
not grant the
benefits of
Terminators, nor
is it capable of
launching
Thunderhawks.
Additionally, it
counts as a battle
barge for the
purpose of
Planetary
Assault and
Exterminatus
missions. The
Amphion may
only be selected
by Loyalists.
57
BLACKSHIELDS
Forsaking loyalty to both the Warmaster and the Emperor, these
sailors carve out their own fate amidst the turmoil of the Heresy.
They do not have a Glorianna, but may use a Space Hulk.
Retribution!
Having finally tracked down the Blackshield forces, the enemy is eager to put
an end to the pirate menace, and mete out much deserved justice for the loss of
time and materiel. The destruction of their headquarters will teach these
faithless men a lesson.
Forces
This scenario is a battle, and both players should decide on a points
limit. As the Blackshield player is defending their base of operations,
they must roll a D3 against the following table to determine what
forces (if any) are available for the defense.
1. Ambushed!: The warband is taken completely by surprise, with only a
token force on hand to defend their base.
The Blackshield player may only use up to a quarter of the total
points value for the battle.
Battlezone
Pirates frequently secret their bases away in the outer reaches or in
deep space, although more aggressive warbands are known to reside
within the primary biosphere, where raiding and receiving tribute can
be more efficient. Set up celestial phenomena in a way that is
agreeable to both players, or generate the battlezone per the relevant
table.
58
Setup
The defender has most of their fleet stationed near the base, as the enemy approaches, but several
ships or squadrons of ships are out on patrol and arrive later in the engagement. The defender
must pick one capital ship or escort squadron to be on patrol for every 500pts of their fleet.
These are kept to one side, not deployed at the start of the battle. The remainder of the
defending fleet may be deployed anywhere on the battlefield, but not within 30cm of a table edge.
The attacker sets up their entire fleet within 15cm of the table edge which is furthest from the
base.
15cm
50cm
30cm
Special Rules
The defending fleet rolls for the arrival of its patrols at the start of each of the defender’s turns.
Roll a D6 for each defending capital ship and escort squadron which is not in play and compare it
to the table below. If the score equals or beats the number shown, the ship arrives as
reinforcement on a randomly determined table edge.
2-3
1 D6 Roll 6
4-5
Game Length
The game ends when one fleet disengages, or the base is destroyed.
Victory Conditions
If one fleet disengages, then it loses. If the attacker destroys the base, then the attacker wins.
59
Rogue
Traders
Militant
60
16
By Order of the Most Glorious
Emperor of Mankind
61
61
Rogue Trader’s Militant in Battlefleet Heresy
The purpose of this fleet is to give life to the Rogue Trader Militant (RTM) fleets assembled
during the Great Crusade. Thus they are built around a few large “show the flag” type
vessels which still have decent speed. To act as the eyes and ears of the expeditionary fleets
they no doubt included masses of escorts and light cruisers. The Armiger-class light
cruiser, which could overawe planets without a large spacefaring presence with its attack
craft squadrons and lances was likely a popular choice. Likewise the Stalwart-class
reconnaissance/exploratory light cruiser. So both of these ignore the capital ship tax
imposed on RTM fleets. The authors expect the bulk of such fleets were made up of escort
squadrons. Large numbers of small ships would allow an expeditionary fleet to feel out an
area of space much more quickly than with larger ships. Given their lack of ready supply
lines and the fact that escorts need refuel/resupply more frequently than larger ships,
attached transports would be a must. From that the escort and transport requirements came
into being. In the end we wanted something distinctly “second tier” compared to the main
Expeditionary fleets, but with enough flavor to catch people unawares!
The foes RTM fleets were supposed to fight would likewise not be on the same level as the
Expeditionary fleets. When faced with overwhelming force, the RTM would mark the
location and call for the main Expeditionary fleets or the Legions. If they found
unsophisticated xenos species or recalcitrant single-system human civilizations, these light
forces would suffice to bring about compliance. During the Heresy these fleets were likely
used for similar tasks by Loyalists and Traitors alike. Scouting out enemy positions, locating
fleets, or acting as raiders deep behind enemy lines. Conversely it is known that some Rogue
Trader Militants truly did go Rogue, carving out pocket empires of their own and fighting
both Loyalists and Traitors who got in the way.
There are numerous ways to build and upgrade RTM ships, especially the escort squadrons.
Though they have been given generic names the author would encourage users to name each
variant craft they field, especially in campaign situations! Below are some examples to spark
the imagination.
ED-146.3-17/g “Wasp” class escorts- Designated an escort-destroyer these vessels were first
encountered by the 146th Expeditionary Fleet during the pacification of 146-17, and were the third
previously unidentified vessel of similar type and tonnage encountered by the 146th. Code-named
“Wasps” by fleet tacticians, they were little more than a mild inconvenience to the heavy cruiser
squadron that made up the core of the 146th primary combat group. After compliance several of
these vessels were handed over to the Rogue Trader Abrax D’Orvyl, who utilized his ties to the
Mechanicum of Mars to upgrade the weapon mounts prior to departing for the Varaxian Deeps.
(Requisitioned Escort pattern Alpha)
Qang-Class Battleship- Named after a famous wet-navy admiral from Ghavanti history, the
laughably-named “battleship” is a remarkable vessel. Though only a frigate by Imperial standards,
the Quag is more than a match for most Imperial ships of the same tonnage. Boasting advanced
targeting matrices and long-ranged guns backed by a lance-equivalent the Qang “battleship” is a
dangerous foe. When Ghavant peacefully joined the Imperium its navy attempted to join the Imperial
expeditionary fleets. However only the Qang could be made warp-capable, and the smaller vessels
were relegated to planetary defense. Qangs joined several then-local RTM fleets and provided good
service both in the Crusade and later on both sides of the Heresy. (Unconventional Escort, Targeting
Matrix.)
62
A Rogue Trader Militant fleet has the following rules:
Forms Esoteric and Strange: Rogue Trader’s Militants’ fleets are often comprised of ships that don’t
match the specifications of other Imperial vessels. Some may have been ancient before the Age of
Darkness and were gifted to the Rogue Trader before they set out. Other times a recently-compliant
civilization might be forced to send its former fleet into Imperial service with its Admiral as a new Rogue
Trader Militant. Often times pre-compliance and non-STC vessels are added to a Rogue Trader’s fleet
wholesale to make up for losses. Compounding the problem of standardization is the long years spent
away from friendly ports, which lead to ad-hoc refits using non-imperial human or even xenos technology.
Any Rogue Trader Militant capital ship, Rogue Trader Cargo Vessel, Requisitioned Escort, or
Escort Carrier can roll randomly on the Dark Age/Xenos Systems chart for 30pts per capital
ship or 5pts per escort. For an additional 5pts per ship, the player can select the Dark Age
Upgrade instead of rolling for it. For escorts you may roll once for each type of ship in the
squadron capable of receiving the upgrade and apply the result to every ship, or roll once for
the whole squadron. When utilizing escort squadrons comprising both ships that can and ships
that cannot take Dark Age/Xenos Systems upgrades, only the ships that can receive upgrades
are used to calculate cost.
(IE: In an escort squadron of two Requisitioned Escorts, one Escort Carrier, and three Cobra Destroyers,
you could pay 15pts total, roll once for both Requisitioned escorts, and apply a separate roll for the Escort
Carrier. Or you could roll once and apply the results to both Requisitioned Escorts and the Escort
Carrier. The Cobra Destroyers are not eligible for upgrades, as they are of standard Armada Imperialis
design.)
1. Long Range Sensors: The vessel adds +1 to its base leadership (max 10)
2. Esoteric Targeting Matrix: The vessel counts all targets as closing when using the
gunnery table within 30cm and ignores right-shift modifiers for shooting greater than
30cm.
4. Point Defense Grid: The vessel increases the strength of its turrets by +1.
5. Advanced Drive Technology: The vessel adds +5cm to its speed as well as +1D6 when
undergoing All Ahead Full special orders.
6. Gravitic Thrusters: The vessel can double the maximum rate of its normal turn.
Pioneer Companies: The White Scars were famous for their pathfinding ability, and often were part
of RTM fleets during the Great Crusade. When the heresy began these ships frequently stayed with their
mortal allies rather than try to make it back to the Khan through the Ruinstorm.
For every full 1500pts your fleet may include either up to 2 White Scars light cruisers, a
squadron of up to 6 White Scars escorts, or a squadron of 3 White Scars escorts and 1 White
Scars light cruiser. These ships count as part of your fleet for game purposes (though they
cannot take Dark Age/Xenos systems upgrades), as well as benefit from the White Scar Legion
rules.
Eclectic: Despite the long years away from friendly ports, and the strange changes worked on their fleets
for that fact, Rogue Traders’ ships are still (for the most part) churned out of Imperial shipyards, and
follow many conventional designs. At first glance, at least.
In addition to the ships listed later, Rogue Trader Militant fleets may select any cruiser, light
cruiser, or escort available to Horus Heresy Fleet lists, with the exception of a battle barge,
Strike Cruiser, Nova, Hunter or Gladius. White Scars included in a RTM fleet ignore this when
selecting ships.
63
Fleet Composition
Your fleet must contain at least one Rogue Trader Militant for 50pts. You may include an
additional Rogue Trader Militant for every ship with 8 or more hull points in your fleet.
Each Rogue Trader Militant is LD9, and has a single re-roll which may be used on their ship
or any escort squadron in your fleet. Additionally, each Rogue Trader may choose from the
following upgrades for their ship.
Self-Contained: A Rogue Trader Militant’s fleet is expected to operate far beyond known ports of
call and without the help of the wider Imperium. Therefore their supply ships are both more
numerous and more frequently in harm’s way than is usual with the Legions or the Imperial Army.
For every 500pts in your fleet you must include either 1 heavy transport, super heavy
transport, or Star Galleon; or two Rogue Trader Cargo Vessels. In a campaign, when
playing a scenario that requires you to bring transports, you may substitute any of the free
transports with your own cargo vessels, Star Galleons, or Heavy/Super Heavy Transports
for free. Only vessels from your fleet list count for determining the number of transports
and/or cargo vessels in your list, per 500pts. (IE: in a convoy scenario a free heavy transport
would not count as your 1 heavy transport per 500pts, but if it was swapped out for a ship
from your campaign list it would.)
Your fleet may contain one ship exceeding 8 hull points for every 2000pts (Super Heavy
Transports do not count against this total). This ship may be any vessel from the Horus
Heresy Fleet List with a minimum of 20cm speed. Battle Barges may not be taken.
For every 2 hull points of capital ship in your fleet, you must have at least 1 escort.
Superheavy transports, Heavy Transports, Star Galleons, and Armiger class light cruisers,
are not counted for or against this requirement. (IE: A fleet containing a murder class
cruiser (8hp) and a dauntless-class light cruiser (6hp) must include at least 7 escorts. A fleet
containing a Murder class cruiser and an Armiger class light cruiser would only need to
include 4 escorts.)
Remnants of Empires: Often times, a Rogue Trader Militant is a former enemy of the Emperor.
Warlords and merchants and malcontents of great renown that were given the choice of execution or
service. These men and women carry their legacies to the stars, where they are “free” to continue their
reign, as long as they do so in the name of the Imperium of Man.
A Rogue Trader Militant may purchase a Remnant of Empires for 60pts. Only one Rogue
Trader Militant in a fleet may have this upgrade at one time. This upgrade grants the Rogue
Trader Militant special abilities, and a further armory of upgrades to choose from.
Regardless of the sub-type a Rogue Trader selects, it still retains the rank of Rogue Trader
Militant, and all relevant rules and available upgrades still apply, except where explicitly
stated otherwise.
64
Rogue Trader Reavers: Warlords, pirate queens and exiled despots, the Reaver is a soul who has
channeled their fury and their wrath into their ships, forging them into mighty war vessels capable of
challenging many contemporaries and leaving them as spinning space debris. Their left is an iron fist,
their right is a bloody hand.
A Reaver may select any vessel with the Battleship/12 or Cruiser/10 type as their flagship,
without needing a fleet of 2000pts or more in value.
Bloody Handed: If a friendly ship fails a command check, the Rogue Trader will fire upon it
with half of its available firepower in its next shooting phase. Duly chastised, the victim vessel
increases its Ld. by 1 for the rest of the game. If the offending vessel is outside of the Rogue
Trader’s flagship’s firing arc, or weapons range, then nothing happens. If the offending ship is
the Rogue Trader’s, then it counts as being crippled for the turn as the tyrant’s men crack
some heads. If the offending ship has an Astartes Crew, nothing happens. Even fratricidal
madness has its limits, after all.
• Replace prow weapon with a nova cannon (may not join Mechanicum fleets) (40pts)
• Add prow S6 torpedoes (may not be taken with a nova cannon) (20pts)
Rogue Trader Tech Baron: Former leaders of technocracies, mechanical enclaves and enterprising
salvagers, the Tech Barons are abhorred by the Mechanicum, who see them as little more than
heretical thieves hiding behind their Warrants. But the esoteric machines aboard their ships make
them excellent survivors in the dark between the stars, and they are adept at repurposing wreckage
and junk to keep their fleets going.
A Tech Baron may, as their flagship, build an Experimental Ship (pursuant to all relevant rules
and restrictions), but may not select a battleship hull. A Tech Baron may not be taken by a
Mechanicum fleet.
Salvage Kings: At the end of the battle, if the Tech Baron’s side holds the field, then all hulks
are worth twice as much renown (bear in mind that this is cumulative with other factors such
as Gloriannas). Additionally, for each hulk claimed, the fleet gains an additional resource point.
• +1 Shield (10pts)
• Replace shields with Holofield (may not take with additional weapons or shield upgrades)
(30pts)
65
Rogue Trader Magistrate: In the cold reaches of space, the Warrant is law, and the Magistrate’s
interpretation of that warrant is all. Some are charismatic, some are underhanded, but the
Magistrate is capable of bringing almost anyone over to their side. Powerful communication
equipment ensures that their wishes are conveyed to all, even to the enemy at times.
A Magistrate may include Hunters, Novas and Gladius escorts in their fleet.
• +1 turret (5pts)
• Add S:2 R:45cm dorsal lance battery OR S:6 R:45cm dorsal weapons battery (20pts)
Countermand Orders: Once per game, at any time, the Magistrate may take a leadership
test. If passed, they may negate the current order of a single enemy ship within 60cm and
replace it with one of his own choosing. The target may take a leadership test to resist the
new order, but their current one is negated regardless.
• Alpha Pattern
• Beta Pattern
66
Unconventional Escort (50pts)
Whether relics of the Dark Age of Technology, Imperial escorts “upgraded” with archeotech, or highly
effective non-STC frigates from a compliant world’s former defense fleet, Unconventional Escorts are
much prized by Rogue Traders Militants. Though the Expeditionary fleets shun them due to lack of
standardization, Rogue Traders are less picky. Any ship is hard to maintain in the dark beyond the
Imperium’s borders, and the added firepower of an Unconventional Escort squadron can spell the
difference between victory and defeat.
An Unconventional Escort may selected as an upgrade from the “Dark Age/Xenos systems
table”. You may have one squadron of Unconventional Escort for every 750pts.
No more than 25% of your fleet’s total amount of escorts (not including transports) may be
escort carriers.
Cramped Conditions: Escort carriers come in a variety of types, from converted freighters
to non-STC pattern designs laid down by pre-compliance civilizations. They are universally
somewhat unsuited for the rigorous demands of Imperial starfighter launch/recovery and
maintenance, though that doesn’t stop many captains from cramming as many attack craft as
they can on the decks! Escort Carriers suffer -1LD when reloading ordinance. For no charge
an escort carrier can ignore this penalty, but replaces their port/starboard launch bays with a
single launch bay with a Strength of 1 to represent the decreased capacity sufficient space for
normal operations provides.
Multi-Purpose: Rogue Trader’s Militant engaged in ground campaigns as frequently as void-
fights. For air superiority planetside RTM fleets sometimes utilized escort carriers equipped
with the Thunderbolt Strike Fighters. If you are using the H33 or WR33 Ordnance rules,
your escort carrier may be equipped entirely with Thunderbolt squadrons for 5pts. Due to
the small size of the Thunderbolt in comparison to true starfighters, if you take this upgrade
you may ignore the Cramped Conditions special rule.
67
Rogue Trader Transports
For every 500pts in your fleet you must include either 1 heavy transport, super heavy
transport, or Star Galleon; or two Rogue Trader Cargo Vessels. In a campaign, when
playing a scenario that requires you to bring transports, you may substitute any of the free
transports with your own cargo vessels, Star Galleons, or Heavy/Super Heavy Transports
for free.
Suited for War: These vessels have more in common with warships than traditional
freighters, giving up a significant portion of their cargo capacity to mount warship-grade
weapons and drives. They move +4d6 when on All Ahead Full orders. They are worth 1
assault point in planetary assault scenarios when within 30cm of a planet edge and count as
a half-transport (Rounding down in scenarios that require transports.)
Fast Clipper: Instead of taking a refit normally, for no extra cost this vessel type can be
converted to a Fast Clipper. Remove its primary battery armament and gain the Advanced
Drive Technology Dark Age/Xenos Systems result.
Unsuited for War: Despite their size and complexity, heavy transports have little in
common with true warships. Heavy Transports only move +3D6 on All Ahead Full. Heavy
Transports are worth 2 transports (1 if crippled) during convoy scenarios. They are worth
4 assault points (2 if crippled) in planetary assault scenarios.
Fuel Tanker: For no extra cost or change in profile a Heavy Transport can be a Fuel
Tanker. In addition to the special rules above, Fuel Tankers suffer critical damage on a 5+
instead of the normal 6+. If a Fuel Tanker is reduced to 0 hull points it rolls 3D6 on the
catastrophic results table and adds all three together. Every Fuel Tanker that survives a
game without disengaging earns +1 renown for the controlling player, even if crippled.
Repair Tender: For 50pts a Heavy Transport can be upgraded to a Repair Tender. A
Repair Tender grants +1 renown OR +2 repair points to the owning player at the end of
every battle (even if crippled). The enemy gains +1 renown for crippling and +2 renown for
destroying a Repair Tender.
68
Superheavy Transport (100pts)
Extraordinarily vast behemoths of the stars, these ships are most often found plying safe starlanes to
supply raw materials to Forge Worlds, or as the resupply ships of the very largest Expeditionary
Fleets. Some Rogue Trader Militants prefer their admittedly ponderous bulk to smaller transports as
a way to keep supplies centralized and maintain control over the fleet. Their sheer mass also deters
many would-be pirates, though they are not well armed for their size.
A Superheavy Transport may swap its Prow Weapons Battery for a single Dorsal Lance
Battery (Range 15cm Firepower 1 arc L/F/R) for 5pts.
Super-Heavy transports move +3D6 on All Ahead Full and count as three transports (Two
if crippled) for convoy scenarios. They are worth 4 assault points (2 if crippled) in planetary
assault scenarios. The enemy gains +1 renown for crippling and +2 renown for destroying a
super-heavy transport. Note that super heavy transports should be on a large base.
Star Galleons may be given up to two dorsal lances (Range 30cm Firepower 1 Arc L/F/R)
for 10pts each. Because of the additional strain on the reactor and space required to mount
them each dorsal lance reduces the Firepower of the Port & Starboard Weapons batteries
by 1. (IE: A Star galleon with two dorsal lances would have Port and Starboard weapons
batteries with a Firepower of 4.) Star Galleons are worth 1 transport in convoy scenarios.
They are worth 4 assault points (2 if crippled) in planetary assault scenarios.
Unparalleled Sensorium: In scenarios where your opponent has pings or hidden divisions
of ships, you may choose to look at the contents of any marker/division at the start of
each of your turns. Additionally, any ship attempting to disengage within 60cm of a Star
Galleon suffers an additional -1. If the Star Galleon suffers a “Bridge Smashed” critical
result this rule no longer applies.
69
Campaigns in
the Age of
Darkness
70
7e
It is the authors’ firm belief that
Battlefleet Gothic is best enjoyed in
the linked scenarios of a campaign.
The Heresy is, after all, a vehicle
through which the narrative is
told. With that in mind, this
Heresy ruleset changes little of the
original campaign rules found on
pg.148 of the original Battlefleet
Gothic rulebook.
Nevertheless, we have provided you
with some additional resources that
we feel are in the spirit of the
Horus Heresy, as well as some
modifications that allow for more
seamless gameplay. As always, you
are free to use as many or as few of
these rules as you like, as long as
all players can agree.
61
71
Heresy Subplots
When rolling for subplots, these may be taken instead of those found in the basic
rulebook. If a 6 is rolled select the subplot specific to your faction.
Victory is Vengeance
1. Blood Feud: For all their supposed unity, many Imperial forces harbored grudges against one
another for real or imagined slights to honor, decorum or simple decency. As the Heresy
unfolded, those sworn to retribution gladly collected on these debts, and many new ones
were forged in the fires of betrayal.
Nominate one or more enemy capital ships that are the target of a feud. Prove
yourself righteous by destroying or crippling all nominated targets. (+X/-X,
where X represents the total number of nominated targets)
2. Headtakers: Sometimes, the mere mention of a commander of renown’s presence will drive a
fleet to bring them to battle. In the cold void, they will be made to answer for their actions.
Bring honor to your brothers by reducing the pride of the enemy fleet to spinning space
junk.
The flagship of the enemy fleet must be crippled or destroyed. If either player has
a Glorianna participating in the battle, their opponent must take this subplot.
(+2/-1)
3. Oath of Sacrifice: Driven insane by betrayal or by powers darker still, many crews were
willing to sell their lives, if it meant inflicting wounds on the enemy. Such forlorn vessels
were especially dangerous in battle. No amount of damage would stay their hand, and
they could be found in the thick of it, lashing out even as their decks burned.
Secretly nominate a capital ship. It must end the game crippled or destroyed, and
have been responsible for the destruction of at least one enemy capital ship or
escort squadron. (+3/0)
4. Remonstration: The Horus Heresy was a swirling morass of forces, with regiments, fleets,
and even whole sectors switching sides as fortune or survival dictated. When mainline
Traitor and Loyalist fleets clashed, those whose allegiances were fickle were often singled
out. Both Loyalists and Traitors hoped that the destruction of such forces would show
those allied to their enemy, that their only hope of salvation was to change sides.
Cripple or Destroy every allied capital ship and escort squadron in the opposing
fleet. Treat ships in a Legion fleet without Space Marine crews as allied ships for
the purposes of this subplot. (+2/0)
5. Public Display: Misinformation by the Alpha Legion and numerous other factions on both
sides meant that key leaders were frequently declared dead when in fact they were alive and
well. The resurfacing of an enemy presumed dead proved devastating for morale.
Traitors took to the habit of displaying the corpses of notable loyalists on engines and
tanks. As the heresy progressed Loyalists would often distribute vid-captures and stills of
traitor commanders’ corpses to prove to their populations that Horus’ forces could be
beaten. When particularly notable captains and ships were spotted, admirals often ordered
boarding actions against them so that their deaths could be confirmed and used for
propaganda purposes.
Nominate a single enemy capital ship with 8 or more hull points. That ship must
be destroyed via boarding action. (+2/-1)
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6. (Traitors) Offering of Souls: Horus’ forces rapidly came to the realization that sacrifice
was required to earn their new patrons’ favor. Either their own blood, or the enemies. But the
gods are greedy, and failure to offer up sufficient sacrifice at the prescribed time often resulted
in…. unpleasant results.
Completely destroy your opponent’s fleet, or more than 50% of the combined Hull
Points of both players’ fleets must be lost. This subplot may only be taken by Traitor
players. (+2/-1)
6. (Loyalists) Delaying Tactics: For much of the war, Loyalist forces were desperate to slow
down the Traitor advance, so that additional defenders could be brought to Terra. The attempt
to stall Horus’ fleets often led to drawn-out engagements, where Loyalist forces stayed well past
the point a sensible withdrawal, in the hope that the hours their enemy spent destroying them
would make a difference in the Endgame. Often times, these missions were deemed worth the
cost, but sometimes admirals’ desperate to slow the enemy merely provided additional names for
the butcher’s bill.
At the end of Turn 10 (or at the end of the game if a scenario ends in less than 10
turns), have at least one ship within 60cm of an enemy vessel, or completely destroy
your opponent’s fleet. This subplot may only be taken by Loyalist players. (+2/-1)
6. (Blackshields) Prize Hunting: Blackshield commanders were frequently short of ships and
men. Often times they would see battle as a chance to increase their numbers. Elite boarding
teams would be assembled and a target vessel selected. The Blackshields would endeavor to
damage this ship as little as possible with guns, instead boarding the vessel in an attempt to
eventually add it to their fleet.
At the start of the game secretly nominate a single enemy capital ship. You cannot
cause damage to this ship by any means other than boarding actions and hit&run
attacks. If this ship is reduced to 0 hull points, it gains D6 hull points and is treated as
being part of your fleet in all respects. It may not go on orders, cannot fire weapons
or launch ordnance, and can only move its minimum distance. If this ship successfully
disengages it may be added to your Fleet Registry. Additionally your enemy suffers -1
Renown for losing a ship to such an ignominious fate. If the ship’s previous owner
fights a battle including this ship, it counts for the Remonstration subplot, and must be
the nominated ship for Public Display regardless of the ship’s hull points. (+1/0)
“Objective? You’re asking me for our objective? Our Objective Mr. Teeg, is to
slaughter every single one of those bastards. Slay every one of their ships. Burn
every one of their worlds, until their isn’t a single thing left between us and Terra.
Then we will throw the burned-out corpse of their False Emperor from his slagged
throne! I’ll hear no more of your talk of objectives. You knew what they were from
the moment we pledged ourselves to the Warmaster’s cause.”
73
Scenarios in the Horus Heresy
These missions are designed to represent scenarios that are not already covered in other
Battlefleet Gothic publications, and cover plausible or historical scenarios from the Horus
Heresy. For example, the Battle of Phall was a unique scenario, and therefore has its own
mission here. The fleet engagement during the Battle of Calth could easily be played as a
Surprise Attack thus no specific scenario was included. Where a mission says “Generate
terrain as normal” the author means what has become the standard for many groups of
BFG players. Namely generate the Zone per the BFG rulebook, then divide the table into
six sections. Each player rolls for 3 sections, and on a 4+ generates terrain per the
appropriate terrain generating chart in the main BFG rulebook, then deploys whatever
terrain was rolled in that zone however he or she chooses. Players are of course not
required to use this method and may set up their tables in any mutually agreed upon
fashion.
In a campaign, players may substitute these battles for those in the basic rulebook if they
wish. Players should roll for what kind of mission they are playing (raid or battle) as
normal, and then agree that they are going to use a Horus Heresy scenario. Selecting the
mission itself should be a method mutually agreed upon.
Forces: This is a Raid. Both players should agree on a fleet size between 500 and 750pts.
Each fleet has a free heavy transport acting as the “repair tender”.
Battlezone: This battle may take place in any zone., But most commonly in the Outer
Reaches and Deep Space. Generate terrain as normal.
Set-Up: Players will roll off, with the highest rolling player choosing who deploys first.
Players should deploy their entire fleets within their marked zones.
Fleet A
60cm
90c
Fleet B
First Turn: Players will roll off, with the highest rolling player determining whether they
want to take the first turn.
74
Victory Conditions: The game lasts until one fleet has been completely destroyed or
disengages, or the Hammer of Io is destroyed or moved off the table.
• Major Defeat- the enemy fleet has control of the Hammer of Io, all critical damage
has been repaired and all deactivated systems activated, or the enemy was in control
of the Hammer of Io when it moved off the table.
• Minor Victory: You have control of the Hammer of Io and the enemy has completely
disengaged or been destroyed.
• Major Victory- Your fleet has control of the Hammer of Io and all critical damage
has been repaired and all deactivated systems activated, or you were in control of the
Hammer of Io when it moved off the table.
The Hammer of Io: Players alternate placing 5 contact markers, rolling off to
determine who places the first marker. These markers cannot be placed within 45cm of
another contact, and must be 30m from a deployment zone or table edge. These represent
the Hammer’s potential location. If a ship comes within 15cm, or any attack craft wave
comes within 5cm of a contact marker roll a D6, (adding +1 for each contact marker
already revealed). On a 1-5 they have discovered a wandering asteroid or cloud of
debris,, and the marker is removed. On a 6 replace the marker with the Hammer of Io,
facing a random direction and remove all other markers from the table.
The Hammer of Io historically was an Emperor-class battleship, but you may substitute
this for any heresy-legal battleship you have in your collection. When it is revealed
remove D6 of its starting hull points to represent the crippling damage it bears The
Hammer of Io is crewless and largely airless. To represent this, the ship is always counted
as being on Brace for Impact special orders and cannot suffer a fire critical result.
Regardless of battleship type it begins the game with port, starboard, dorsal, and prow
weapon damage, as well as engine room damage. Shields cannot be raised, or turrets fired
unless they have been activated. Launch bays cannot be used and treat its shield and
turret value as halved (rounded down).
To control the Hammer of Io a ship must end its move in base to base contact with it.
Repair Tenders: Repair tenders are treated as heavy transports in all respects, except
that they have a Leadership of 8 (representing the higher-than-average skill of the
Machine-God’s servants who crew such vessels) and a speed of 20cm. Your heavy
transport may board the Hammer of Io and attempt to restart its systems. In the end
phase roll 2D6 and consult the following chart.
• 2: That doesn’t go there…. Hammer of Io suffers one critical hit. Re-roll results of
“Fire” or “Bridge Smashed”
• 3-8: Repairs Ongoing Your crews are working, but no major repairs have been
made. Add +1 to your roll next turn.
• 9-10: System Online! You may either fix 1 critical hit, activate shields, raise turrets
or begin moving the Hammer of Io.
• 11-12: Major repairs completed! You may do two of the following: fix a critical
hits, raise shields, activate turrets, or begin moving the Hammer of Io.
75
2 - Slaughter at Anchorage RX-9
One of the characteristics of Naval Warfare during the Horus Heresy was the tenacity with
which fleets stayed in action. Only rarely did vessels put in for repairs, instead fighting on even
when they’d suffered crippling levels of damage. High commands on both sides knew that the war
would be decided before a ship could finish major refits, and acted accordingly. On the rare
occasion a fleet was mauled badly enough to no longer be considered combat effective without being
outright annihilated, they would put it at High Anchors to effect emergency repairs. This was a
time fraught with danger, as these supposedly-secret facilities were known to admirals on both
sides. Long-range reconnaissance craft would often stake out opposing high anchors, and send
word when they were in use. Then squadrons of rapid-attack craft would descend upon the
crippled fleet to destroy as many ships as possible before disappearing into the warp.
Forces: This is a Raid. The attacker has 1,000pts, and cannot take any grand cruisers or
battleships. The Defender has 1,500pts of ships and a single Space Station. The defender
may spend no more than 300pts on escorts. Additionally, the defender may select
2D6x10pts worth of minefields and/or weapon platforms.
Battlezone: This battle may take place in any zone. Generate terrain for this zone as
normal, but the defender may place every piece of terrain.
Set-Up: The defender deploys first and must deploy their space station in the center of
the battlefield. All weapons platforms and ships must be deployed within 30cm of the
station, and all minefields must be within 60cm of the station. The attacker may deploy
their fleet anywhere within 45cm of either short table edge.
Attacker’s Deployment Zone
Defender’s
Deployment
45cm 45cm
First Turn: Players will roll off, with the highest rolling player determining whether
they want to take the first turn.
Game Length: The game lasts until one fleet is completely destroyed or disengages.
Attacking ships with disengage do not count as destroyed.
Victory Conditions: The attacking fleet must destroy (not cripple) at least 50% of the
enemy fleet, and cannot have more than 75% of its ships destroyed.
76
In Dire Straits: Every time the defending player places a capital ship, it loses D6+2 hull
points if the ship has 10 is a battleship or grand cruiser, D6 hull points if the ship is a
heavy cruiser, battlecruiser or cruiser, or D3 hull points if the ship is a light cruiser.
Surprise Attack: The defender’s capital ships begin the game conducting repairs. At the
start of each turn, before orders are issued every defending capital ship/capital ship
squadron must pass a leadership test to see if it goes On Alert. On the first turn of the
game the defenders are at -1 to this leadership test. If a ship is not On Alert it cannot
raise shields, move, fire, and counts as defenses for the gunnery table. However, any ship
which is not On Alert may re-roll repair dice in the End Phase. The defending fleet’s
escorts are assumed to be on patrol and being the game On Alert.
“Flog me if you must, Sir. But ‘tis not Orks or non-comps out there. ‘Tis
the Sons of Horus. They won’t stop. Not until every one of His ships is
sunk. Three orbital batteries, a pair of laser platforms and forty thousand
square kilometers of minefield? It isn’t enough. We will never be safe.”
- Master of Gunnery (former) Lothos Castor, of the Dagon-class Grand
Cruiser Vision of The Heron, before the Battle of Morox.
77
3- The Battle of Phall Part1: Ambush!
The battle of Phall saw the Imperial Fists’ fleet, under the command of Alexis Polux, engage the
main body of the Iron Warriors commanded by their primarch, Perturabo. Initially the vast
Traitor fleet cut a swath of devastation through the defenders, scattering all before them. Though
on alert for potential attack, the Imperial Fists suffered heavy losses before turning to engage the
enemy fleet elements. Through superior maneuver the Imperial Fists turned the tide, but were
forced to withdraw when orders from Rogal Dorn arrived demanding their immediate return to
Terra. The loyalists suffered massive casualties executing this retreat, and the battle resulted in a
Pyrrhic victory for the Traitors. Afterwards much discussion among non-Fist elements of the
Loyalist occurred ruminating on what could have been had Polux received Dorn’s orders a few
hours later, or had decided against retreat to land a killing stroke against Perturabo and the IV.
As it was the Iron Warriors remained a significant threat for the duration of the Heresy and
beyond.
Forces: This is a Battle. Neither player should play this scenario with less than 2000pts.
The traitors should have 15% more points than the Loyalists. Additionally the Traitors
may include 1 heavy transport for every 1000pts for free, and may up to three Fire Ships
at 10pts each per 1000pts. Also the Glorianna Iron Blood, flagship of the IV Legion,
should be included in the traitor fleet.
Battlezone: This battle occurs in the Primary Biosphere. Phall II should be represented
by a medium-sized planet, and be placed in the center of the table. Generate all other
terrain as normal.
Set-Up: The Loyalists must deploy with 30cm of Phall II (for every full 1000pts over
3,000 we recommend extending this sphere by 10cm.) The Traitors should divide their
fleet into three divisions of roughly equal points, and nominate them to be the First,
Second, and Third division. After the loyalists deploy, the traitors may place a 15x20cm
warp rift (representing a temporary phenomena caused by the mass amount of ships
detranslating so close together) anywhere at least 30cm away from the loyalist
deployment zone. (for every full 1000pts over 3,000 we recommend extending this by
5cm in each direction) At the start of the traitor’s first movement phase the First
Division may be placed anywhere touching the edge of the warp rift and move as normal.
(IE: the traitor player places one ship/squadron from First Division touching the warp
rift, and moves them. Then selects another First Division ship/squadron and repeats the
process until all the First Division ships are moved.)
78
First Turn: Traitors have the first turn.
Game Length: The game lasts 8 turns, or until one fleet has been totally destroyed.
Victory Conditions: The Traitors win if at least 75% of the Loyalist fleet is crippled or
destroyed, and the Iron Blood is not destroyed. The Loyalists win if 50% of the Traitor
fleet is crippled or destroyed AND the Iron Blood is destroyed. Any other outcome
results in a Draw.
Surprised by Unshaken- The Imperial Fists were ambushed at Phall, but were on alert and
reacted quickly to the traitor attack. Nevertheless the opening minutes of the battle reaped a heavy
toll.
The Loyalist fleet starts On Alert, but the constant need to maintain a level of combat
readiness takes its toll on ships. Until a ship is at Battle Stations its shields and turrets
are halved (rounding down), it cannot go on orders, fire weapons, launch ordnance, and
cannot move more than its minimum move distance. At the start of the Imperial Fists’
first turn, they must make a leadership test for every ship/squadron in their fleet. If
passed that ship/squadron goes to Battle Stations and may act as normal. Any ship that
fails Turn 1 must test again on Turn 2. All ships automatically go to Battle Stations on
Turn 3.
Massive Armada: Pertuabo’s fleet numbered more than 400 vessels, and even with the warp
strangely calm it was impossible for so many ships to de-translate so close together. This caused his
fleet to be somewhat strung out as the battle progressed, a fact that the Imperial Fists would
capitalize on.
At the start of Turn 2 the traitor’s Second Division moves onto the table from the warp
rift in the manner described above for the First Division. On Turn 3 the Third Division
arrives in the same manner.
Hell Burners and Macro-ships: At Phall Perturabo had in his fleet several macro-conveyors
full of Iron Warriors and slave troops. With them were the so-called “Hell Burner” fireships.
Together they caused immense damage to the Imperial Fists.
Heavy Transports double their hull points for boarding actions and are considered to
have Space Marine Crews. All Heavy Transports and Fire ships must be placed in the
first two waves.
Never Give Up: Both the Iron Warriors and the Imperial Fists are known for their stalwart
siege mentalities. Their pre-heresy enmity and the stakes involved in this battle meant no captain
was willing to slink away on his own, no matter how badly damaged his vessel.
Neither side may voluntarily disengage. For the purpose of this scenario, Enmity is to be
disregarded.
*Author’s Note: Historically, Phall involved more than 400 ships for the Traitors, and
363 Loyalist vessels. If ever there was a chance to fight a megabattle this is it! We here at
RR30k believe that BFH breaks down at games above 2,500pts as ordinance and blast
makers take longer and longer to work out. This might take all day at 5,000pts a side even
with multiple players per faction. Don’t say we didn’t warn you! Alternatively, 2-3,000pt
games with loosened restrictions on the amount of Battleships, grand cruisers, and
battlecruisers a fleet can take could represent the crux of the battle could make the game
more manageable. Having fewer ships (especially carriers) makes the mechanics run more
smoothly while multiple “big ships” still gives a grand effect.
79
4- The Battle of Phall Part 2: Counterattack
The battle of Phall saw the Imperial Fists’ fleet, under the command of Alexis Polux, engage the
main body of the Iron Warriors commanded by their primarch, Perturabo. Despite being
ambushed in the opening moments of the battle the Loyalist fleet rallied and began to take a deadly
toll on the IV Legion. However the Imperial Fists were forced to withdraw when they received
word from Rogal Dorn to return to Terra with all haste. The Imperial Fists suffered massive
casualties extricating themselves from the battle, and it is widely believed that had they continued
the engagement for just a few hours more Perturabo and his sons would have been destroyed.
Instead the IV Legion’s primarch was shamed by the Imperial Fists’ superior tactics, but he and his
Legion were still a capable and deadly threat for the entirety of the Horus Heresy. This battle
represents the Imperial Fist counterattack and subsequent withdraw from Phall. opening of the
battle.
Forces: This is a Battle. Neither player should play this scenario with less than 2000pts.
The traitors should have 15% more points than the Loyalists. Additionally the Traitors
may include 1 heavy transport for every 1000pts for free, and may up to three Fire Ships
at 10pts each per 1000pts. Also the Glorianna Iron Blood, flagship of the IV Legion,
should be included in the traitor fleet.
Note: If you are playing this mission as a linked battle to Part 1: we recommend using the same
fleets, with each fleet gaining reinforcements equal to 50% of whatever the previous games’ fleet
size was. This represents additional ships pouring through for the Traitors, and for Loyalists
those ships on Patrol across the Phall system being assembled for the counterattack.
Battlezone: This battle occurs in the Primary Biosphere. Phall II should be represented
by a medium-sized planet, and be placed in the center of the table. Generate all other
terrain as normal.
Set-Up: Use the table from Fleet Engagement (see: pg.80 of the Battlefleet Gothic
Rulebook). However the Traitor player must tell the Loyalist which formation they are
choosing. This represents the Imperial Fists’ superior use of fleet tactics during the
battle.
Game Length: The game lasts 8 turns, or until one fleet has been totally destroyed.
Victory Conditions: The Loyalists with if more than 30% of their starting fleet escapes
and at least 50% of the Traitor fleet has been destroyed, including the Iron Blood. The
Traitors win if they destroy at least 70% of the Loyalist Fleet and the Iron Blood is not
destroyed. Any other outcome results in a Draw. (Note that crippled ships/squadrons
count for 50% of their points when calculating how much of the Loyalist fleet escapes.)
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Dorn’s Call- Starting with turn 4, the Loyalist player secretly rolls a D6 at the start of
their turn, before any orders are issued. On a roll of 6 astropathic communications from
Lord Dorn have been received ordering the fleet back to Terra with all haste. Subtract 1
from the result needed for this roll for every turn after 5. (ie: turn 6 communications are
received on a 5+, turn 7 a 4+, and so-on.) Once the Loyalists have received Dorn’s orders
they may begin to withdraw. To do so they must be within 15cm of a LaGrange point.
LaGrange Points: Once Dorns Call is received place 3 Contact Markers 60cm away from
Phall II, using a scatter die to determine their direction. (ie: Roll a scatter die on/beside
Phall, place a marker 60cm away from Phall on that line, and repeat.) If this places the
LaGrange Point inside a piece of terrain the Loyalist player may choose to move it so
that it is still 60cm away from Phall II but no longer inside a terrain feature.To withdraw
a ship/squadron must be within 15cm of a LaGrange Point at the start of their turn, and
pass a leadership test. If passed the ship is removed from play. If a ship is crippled and
fails the test by rolling a natural 12 on the dice, it suffers a Warp Drive Implosion as
unseen battle damage destroys the ship.
Note: The LaGrange points are randomly placed so as to stop the Loyalist player inadvertently (or
on purpose) positioning their fleet to flee the instant they are able. Historically the order came as a
complete shock to the Imperial Fists, and the location of safe places to enter the Warp played no
part in their tactics until that point. If both players wish LaGrange points may be randomly set
up before deployment. This gives advantages to both players, in that the Loyalists know where to
flee and the Traitors know where to stop them, but the author feels this runs somewhat counter to
the actual battle.
Never Give Up: Both the Iron Warriors and the Imperial Fists are known for their stalwart
siege mentalities. Their pre-heresy enmity and the stakes involved in this battle meant no captain
was willing to slink away on his own, no matter how badly damaged his vessel.
Traitor Vessels cannot disengage. Loyalist vessels may only attempt to disengage in the
manner described in the “LaGrange Points” special rule.
*Author’s Note: Historically, Phall involved more than 400 ships for the Traitors, and
363 Loyalist vessels. If ever there was a chance to fight a megabattle this is it! We here at
RR30k believe that BFH breaks down at games above 2,500pts as ordinance and blast
makers take longer and longer to work out. This might take all day at 5,000pts a side even
with multiple players per faction. Don’t say we didn’t warn you! Alternatively, 2-3,000pt
games with loosened restrictions on the amount of Battleships, grand cruisers, and
battlecruisers a fleet can take could represent the crux of the battle could make the game
more manageable. Having fewer ships (especially carriers) makes the mechanics run more
smoothly while multiple “big ships” still gives a Grand effect.
81
5- Clash of Leviathans
During the chaotic early years of the Horus Heresy captains and admirals had to learn how to
effectively fight their own kind. An iconic representation of this was the Battle of Simm’s
Landing, which occurred when a Loyalist Battleship group comprising various fleet admirals and
their attendant escorts arrived at the planet to discuss their options, and were attacked by a
formation of Traitor Battleships sent to oppose them. The traitor fleet was made up of the major
ships of several expeditionary fleets, which resulted in disputes about their course of action. The
debate ended when they were joined by the Son’s of Horus Battlebarge “Throne of the
Underworld” then commanded by Beraddon Fal. Fal ordered a straight-ahead engagement to
annihilate the Loyalist fleet. The battle resulted in the destruction of no fewer than 7 battleship-
class vessels and resulted in a Traitor victory, though Fal himself was killed.
Forces: This is a Battle. Fleets should be between 1500 and 3000pts. Ignore fleet
restrictions, instead divide your fleet into 500pt sections. Each section must include one
Battleship, and the remaining points must be spent on a single escort squadron, or one or
more vessels with the Cruiser/6 type. This represents each Battleship’s support
squadron.
Battlezone: Historically the Battle of Simm’s Landing took place around a medium-sized
planet in the Primary Biosphere. However similar battles took place dozens of times
during the heresy, and players should feel free to select any Zone. Generate terrain in the
usual way.
Set-Up: Players will roll off, with the highest rolling player choosing who deploys first,
and on what side. Players should alternate in deploying one of their 500pt sections, until
both sides are fully deployed. Alternatively, players may elect to use deployment from the
Fleet Engagement scenario (see: pg.80 of the Battlefleet Gothic Rulebook).
Fleet A
60cm
90cm
Fleet B
First Turn: Players will roll off, with the highest rolling player determining whether
they want to take the first turn.
Game Length: The game lasts until the attacker ‘s fleet has disengaged or been
destroyed.
Victory Conditions: Both fleets score victory points as normal, and the fleet with the
highest victory points total wins.
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Ad-hoc fleets: The Battleship on battleship engagements of the early Heresy were frequently
fought by combined fleets. Since battleships were frequently the flagships of expeditions these
combined fleets often had multiple admirals and senior captains, and chain of command was
frequently disputed.
Battleships use the faction rules of whatever fleet they are painted in, and receive a single
re-roll which may only be used by themselves or their supporting escort squadron. The
exception to this, is if the Battleships have their respective fleet’s commander (Astartes
Master of the Fleet, Rogue Trader, Archmagos Navis, etc) aboard, whereupon they may
use any additional rerolls and abilities granted by said commander.
*Author’s Notes: The authors realize that most players have only one or two battleships. However
this is a perfect multiplayer battle. Each traitor or loyalist brings one section of ships to use in the
battle.
Players may wish to use their big centerpiece models in scenarios other than this one. Should that
be the case, simply apply the “Forces” and “Ad-hoc Fleets” rules to any other scenario which you
wish to play. Bear in mind that this may have unintended side-effects in terms of balance or game
length. In all cases, make judicial use of common sense and narrative judgment.
83
6- Recon Mission
While less well-documented than the massive clashes the Horus Heresy was known for, the
independent actions of small craft were crucial to the outcome. Small groups of escorts and light
cruisers were used by both sides as pathfinders and reconnaissance, and the intelligence they
provided was invaluable to Loyalists and Traitors alike. Perhaps the most famous of these actions
were the persistent incursions into the Sol system by traitor forces. These small patrols were used to
assess Dorn’s strategic posture in the system as well as identify strongpoints and potential
weaknesses. Though they took heavy losses, the information survivors brought back allowed
Horus’ forces to launch an unstoppable attack against Dorn’s defenses when the time came.
Forces: This is a Raid. The attacking fleet should be 500pts, and should comprise only
escorts and light cruisers. It should not contain more than a single carrier, and all ships
should have a speed of 25cm or greater. The defending fleet should be 300pts and should
contain no ships with Launch Bays. Additionally the defender gains 5d6x10pts worth of
space stations, weapons platforms, and minefields.
Battlezone: These battles can take place anywhere from the inner biosphere
(representing a mission against a single planet) to Deep Space (representing recon against
a critical and populous system like Sol, where the defenses were pushed out as far as
possible.) Generate terrain as per normal. If you have generated a planet place it in the
dark grey zone.
Set-Up: The defender must divide their defenses into 4 groups, and deploy each group in
a separate Defensive Zone, in the center of the table. Note that weapon platforms in each
zone must be within 10cm of another weapon platform in the same zone. After that the
defender may deploy their ships anywhere in the green zone. (each box is 15cm wide by
approximately 30cm long on a 4x6ft table.
1
Defender’s Deployment Zone
2 approx
30cm
Game Length: The game lasts until the attacker ‘s fleet has disengaged or been
destroyed.
Victory Conditions: The defender scores victory points as normal. The attacker scores
50% victory points for every defending ship destroyed. The defender gets no points for
destroying enemy defenses. (This represents the fact that if defending ships or stationary
defenses are destroyed the defender may replace them with something else, rendering the
reconnaissance worthless.) Additionally the attacker scores 100VP for every Defensive
Zone swept so long as at least one attacking ship leaves via the attacker’s board edge after
the sweep has been made.
84
Close Reconnaissance: Patrols were frequently called upon to make close passes of enemy
defenses to gauge reaction times and ascertain specific details about the platforms and stations
being used by the defender.
At the start of the game place a single Contact Marker in the center of each Defensive
Zone. To sweep a zone an attacking ship must come within 20cm of the zone’s contact
marker. To sweep a planet an attacking ship must come within 30cm.
*Author’s note: Yes this means that if a planet is on the table this mission gets much harder for the
attacker. War isn’t fair. However feel free to simply not generate a planet if you want. After all
these are homebrew missions for a homebrew ruleset of a dead game!
Not Here to Fight: Recon Patrols were not expected to destroy the enemy, and captains
frequently spent their time training their crews to handle extreme maneuvers at the expense of
gunnery and damage control practice.
The attacking fleet receives +1LD All Ahead Full, and Come to a New Heading special
orders, but receives -1LD for Lock On and Brace for Impact special orders.
Get Home With the Goods: Attacking ships that leave the table via their own board
edge after at least one Defensive Zone has been swept are worth 0 VP.
Nowhere to Hide: Attacking ships cannot attempt to disengage, unless leaving via their
own board edge as described in Get Home With the Goods.
85
Heresy Appeals
In the Aftermath portion of a campaign, this table replaces the Space Marines and Powers
of Chaos Appeals table. These appeals are granted on a D6 roll of 5+. Roll 2D6 against
this table.
2: Deceived! Where the commander sought allies, he finds only enemies. Whether a contingent is not
as loyal to the cause as previously expected, or was long ago overcome by assailants from another
quarter, no help can be found here.
In the player’s next game, the enemy may include (for free) a single vessel or squadron of
vessels that do not exceed 200pts (including upgrades).
3: Chanting their binary hymns, a contingent of Mechanicum vessels answers the commander’s call.
In the player’s next game, they may include (for free) a single vessel or squadron of
vessels drawn from the Mechanicum fleet list not to exceed 300pts (including upgrades).
These ships do not have to be modeled to represent Mechanicum loyalty, but gain +1 to
their leadership if they are.
6. The commander requisitions or conscripts (whichever most appropriate) the local system’s cutters,
derelicts, patrol or hauler craft for use in their fleet.
In the next game, the player may include (in any combination) D3+2 Fire Ships, System
Ships, Defense Monitors, Armed Freighters, or Escort Carriers for no additional cost.
These ships do not count towards victory points. Use whatever models are available/
appropriate to represent these vessels.
7. The commander is granted authority to station a single maniple of void-aegis automata on their
ship of choice.
Add +1 to any boarding actions (cumulative with any existing modifiers) conducted by
this ship for the remainder of the campaign. Additionally, enemy hit and run attacks
suffer a -1 (cumulative with any existing modifiers).
8. An elite command company of Terminators has been sent to aid the commander, stationed on the
ship of their choice.
This ship counts as being equipped with Terminators for the remainder of the campaign.
Additionally, this ship does not suffer the -3 leadership penalty of Bridge Smashed!,
although the critical damage is still applied and must be repaired in the aftermath of
battle.
86
9. A friendly commander has come in person to aid their stalwart ally!
In the player’s next game, they may include (for free) any single vessel with the
Battleship/12 or Cruiser/10 type. If the vessel is modeled as that of a different legion,
it may use the appropriate legion trait should the player wish. Use common sense and
narrative context to determine what upgrades, if any, are appropriate. If the necessary
models are not present to be used, reroll this result. (NOTE: A Glorianna can only be
taken if it is from the same Legion as the player’s fleet.)
10. By sabotage or judicial hit and run attacks by a friendly fleet, the commander finds planetary
defenses and enemy fleet elements smashed ahead of their advance.
In the player’s next game, the enemy must reduce their points value for the battle by
D6x30. If this battle is one that involves planetary defenses, reduce the available points
of those defenses by D6x30 instead.
11. Desperately needed materials and supplies are brought to you by the world’s under your aegis. The
war continues.
When spending resource points, the player has an extra 2D6 for this campaign turn.
12. Loyalist: Commendation or heartening news comes directly from Terra itself. Let none be found
wanting!
In the next game, when using a command reroll, roll a D6. On a roll of 4+, the reroll is
not expended.
Blackshields: Carefully placed intelligence elements have relayed enemy plans to the renegade
admiral, allowing them to better encircle the foe.
In the next game in which the player’s ships arrive from a randomly determined table
(such as Retribution!), roll a D6 before determining a vessel’s successful entry. On a 4+,
the player may determine from which table edge the ship enters. In a Fleet Engagement
mission, the Blackshield’s opponent must reveal their formation before the Blackshield
player picks theirs.
87
FLEET
COMPENDIUM
88
76
“The entire purpose of void
warfare is to go wherever
you want with every damn
ship you have.”
- Vice-Admiral Har Mahaan Al-Friid, on the
Strategy of Interstellar War.
61
89
Without exception, the
Battle Barge is the
most ubiquitous class
of battleship to be
found among the Space
Marine Legions.
90
Ancient and
venerable, beyond
even the reckoning
of the
Mechanicum, the
Desolator is highly
valued as a fleet
support vessel for
its long range
firepower. The
Angel Eater
(renamed by its
traitorous captain)
was a XVIIth
Legion Desolator
present at the
grand betrayal on
Istvaan V, where it
accounted for the
destruction of six
loyalist cruisers and
an uncounted
number of smaller
craft desperately
attempting to
return to their
mother ships and
escape the
*Battleships are slow and ponderous vessels. This vessel cannot use Warmaster’s trap.
Come To New Heading orders. The Angel Eater
was also recorded
to have engaged in
a series of running
battles with the
Space Wolves in
There are no gods in the galaxy. The closest you’ll come to both the D43
seeing one is meeting a commander of one of the Emperor’s Cluster and the
Battleships. Ullanor system.
- Common saying among the Armada Imperialis Famous Ships of
the Horus Heresy
Imperator Eternus
(Armada
Imperialis)
91
RETRIBUTION BATTLESHIP....365 PTS
Distinctively Imperial,
with its armored prow
and multiple tube
plasma engines, the
Retribution is
considered a mainstay
of the Great Crusade.
92
EMPEROR BATTLESHIP....345 PTS
The Emperor-class
battleship is a vessel
known to be serving
in the fleets of
Humanity for at least
three millennia before
His Great Crusade.
It is a reliable and
durable class favored
by every branch of
the Crusade from the
Armada Imperialis to
the Mechanicum of
Mars to the Space
Marine Legions, to
the Rogue Traders
Militant. With a huge
compliment of void
and atmospheric
capable craft within
her holds and a
sophisticated sensor
suite housed in its
prow, the Emperor is
frequently chosen as
the flagship of
Expeditionary fleets.
With such versatility
to its name, it is often
chosen as the first
Imperial vessel
presented to newly
discovered worlds, a
symbol of Humanity
resplendent..
*Battleships are slow and ponderous vessels. This vessel cannot Erewhon (Emperor’s
use Come To New Heading orders. Children)
93
OBERON BATTLESHIP.............335 PTS
An incredibly ancient
class of vessel, and an
early variant of the
Emperor class, the
Oberon was rare even
in the halcyon days of
the Great Crusade.
It was designed in an
attempt to create a
battleship that could
theoretically deal with
all manner of threats
while dispensing with
the constant need of
other classes to rely
on escorting vessels.
While it sacrifices
much of its
predecessor’s
ordnance capacity, it
retains the fearsome
firepower of the
previous design, and
adds punishing salvos
from its additional
lance turrets. While
frequently placed in
reserve fleets and
patrol squadrons in
favor of other class of
vessels, the Oberon
has found a home in
several legions that
make use of far
ranging and
decentralized tactics.
Famously, the White
Scars Oberon Mazian
conducted a thirteen
month campaign of
sabotage ahead of the
main fleet, smashing
aside Ork defenses
before the bulk of the
Legion purged the
region of the xenos.
Famous Ships of *The Oberon-class dispenses with the normal armored prow, instead
the Great Crusade carrying a mass of sensor probes and forward turrets. This gives it a +1 to
its leadership rating.
Sonnandal (Space
Wolves) *Battleships are slow and ponderous vessels. This vessel cannot use
Come To New Heading orders.
Mazian (White
Scars)
94
VICTORY BATTLESHIP................360 PTS
Conqueror (Armada
Imperialis)
95
APOCALYPSE BATTLESHIP........375 PTS
The Apocalypse-class
battleship is an
ancient design
believed to be a
precursor to the
Retribution, millennia
ago.
The superior
technologies used to
construct the magna-
class lance turrets of
the Apocalypse have
all but been forgotten,
and so it is extremely
difficult to replace
even the small
number of these ships
that still sail. The loss
of even one will be
keenly felt. By the end
of the Warmaster’s
conflict and into the
bloody Scouring, both
sides had lost almost
all of their
Apocalypse
battleships, with only
those loyal to the
Throne able to claim *If this ship uses Lock On orders, it may elect to increase the range of its lances
more than half a to 60cm for that shooting phase only. However, if this is done, the ship will
dozen. It has been suffer an immediate Thrusters Damaged critical hit.
noted that the lance
arrays are capable of *Battleships are slow and ponderous vessels. This vessel cannot use
operating at much Come To New Heading orders.
greater ranges, albeit
at the cost of sapping
the ship’s main drives Any Apocalypse Battleship in the fleet may take:
of power, leaving it
sluggish in the midst • Power Ram (10pts)
of battle.
Crown of Thunder
(White Scars)
96
MARS BATTLECRUISER............270 PTS
Imperious (Armada
Imperialis)
97
ECLIPSE BATTLECRUISER...........215 PTS
The Eclipse-class is
frequently based on
upgraded Lunar-class
hulls, with the refit
taking place as old,
crippled cruisers come
to dock and are in
need of complete
overhaul anyway.
Theocoles
(Ultramarines)
Basilisk (Salamanders)
98
RETALIATOR GRAND CRUISER....270 PTS
*Thanks to improved thrusters, this vessel moves +5D6 when under All Ahead Full orders.
99
AVENGER GRAND CRUISER........220 PTS
A mainstay line
breaker of the
Armada Imperialis.
While eschewed by
many Space Marine
legions as inelegant
and needlessly risky,
the Avenger has found
kindred souls among
the fleets of the
World Eaters, Iron
Hands and Death
Guard. The former do “You think you know war dirtsiders? HA! I've seen plasma roll through half a
not balk easily from deck in the time it takes to blink and take 2,000 souls with it. I've seen a
charges that most
others consider ill- pinprick of light a million kilometers away that was the death of 180,000
advised, while the men who were bent on killing me a moment before. I've been in crush-fights
latter stubbornly meet where men were fighting each other with pikes and wrenches and bare teeth
the enemy headlong, until they died of asphyxiation because the scrubbers were drowned in blood.
handing out a I've seen a hundred men happy at mess one second and sucked screaming out
mauling twice as what of a hull breach into the void the next. You dirtsiders know war under an
they receive. open sky. I know war in a metal box full of the worst deaths you can imagine.
But you'll learn dirtsiders, you'll learn. Those of you that live, anyway.”
Famous Ships of the
Horus Heresy
100
VENGEANCE GRAND CRUISER...230 PTS
Regarded as
something of a failed
experiment in ship
design, the Vengeance
often finds itself
lacking the armor of
more forward
thinking Imperial
designs, but unable to
match the speed of
earlier classes of
vessel.
A lack of dorsal or
prow weapons make
the Vengeance clumsy
to engage, as it must
present its broadsides
to the enemy in order
to obtain a firing
solution at all. The
vessel does however,
sport a punishing
array of weapons, and
shall be
underestimated at the
foe’s peril. While it
often finds itself
relegated to reserve
fleets and patrol
missions, the
Vengeance
nevertheless has
proven to be stalwart
and reliable, and in
the Age of Darkness,
many a loyalist fleet
has found themselves
“Take, burn, or destroy the enemy fleet!” thankful for a number
of these massive
- Admiral Harmon to the former 243rd vessels left in their
Expeditionary Fleet at the defense of the Ichar inventory.
system
Famous Ships of the
Horus Heresy
101
GOVERNOR GRAND CRUISER...250 PTS
The long-range
firepower of a
Governor allows the
ship to remain out of
harm’s way while
delivering truly
terrifying amounts of
firepower on a target.
This, combined with
larger fleets replacing it
with the Desolator,
made it a common site
among Rogue Traders
Militant.
Iron Mistress
(Flagship of the Rogue
Trader Ahbigayle Rhyce)
102
DAGON GRAND CRUISER......230 PTS
The Dagon is
archetypal of a
noteworthy but
relatively uncommon
class of vessel: the
Grand Cruiser. These
vessels are something
of a “pocket
battleship”. A halfway
point between a cruiser
and a battleship in
terms of size and
firepower. They are
intended principally to
be capable of
operating on their
own, instead of part as
a larger fleet.
103
EXORCIST GRAND CRUISER......230 PTS
104
STYX HEAVY CRUISER......290 PTS
A great multitude of
Styx-class hulls were
laid down in the
dockyards of Cypri
Munda in service to
the Great Crusade.
Facing fierce
competition from
Mars, it is estimated
that several hundreds
of these vessels were
constructed over the
course of the
Crusade, many
quickly being put into
service among those
Legions who
frequently found
themselves at the very
edge of known
Imperial space. The
Word Bearers took on
seven Styx cruisers in
965.M30, and three
went to the Blood
Angels late in
004.M31. In
particular, the Horn
of Gabriel was among
the battered vessels to
return with the legion
from Signas Prime,
although the vessel
was so badly damaged
that it had to be
scuttled and set to
drift at the edge of
the solar system when
the Blood Angels
“We pressed in closer, within two thousand. The starboard guns came back returned to Terra.
into action. The crew had ejected a burning magazine into the void and The Word Bearer
brought up another. With a flash of flame, the little frigate crumpled like a Styx Hangman is the
paper model. It disintegrated and disappeared. Our shields shimmered as the subject of many oaths
rain of metal fragments were shunted aside. The next enemy was about five of the Space Wolves,
thousand ahead, slightly ahead and throwing everything she had at us. The as it has escaped final
other frigates had disappeared, with our sister ship, The Scorpion, in pursuit. destruction at their
We cut across the enemy’s wake, firing on her as we crossed. She was turning hands several times.
rapidly, panicking to get away, as I increased to full speed to overtake her, and For its its part, the
drew up abeam at a range of about four thousand. “ enmity is entirely
mutual.
- Flag-Captain Dennett, at the pacification of
Mau’Van
105
HADES HEAVY CRUISER......200 pts
Famous Ships of
the Horus Heresy
Caestus
(Ultramarines)
106
HELLFIRE
HELLFIREHEAVY
HEAVYCRUISER......285
CRUISER.......285PTS
pts
107
CARDINAL HEAVY CRUISER.....190 PTS
The Cardinal-class is a
rare, but reliable vessel
to be found only among
those fleets with strong
ties to the Mechanicum.
Frequently used as a
test bed for weapons
systems rediscovered by
the Great Crusade as it
swept across the stars,
Cardinals were
frequently sailing back
and forth between the
front lines and their
home ports, their
armaments ever
changing as shipmasters
grafted the newest
generation of weapons
to their decks. Before
the fires of war engulfed
the Imperium, there
were said to be plans
made for the
replacement of the
Cardinal with a more
modern successor. Such
designs would not bear
fruit for thousands of
years later, with the ill-
fated creation of
BF/67-A.
108
CRUSADE CRUISER..........180 PTS
A brute of a cruiser,
built in massive
numbers for the Iron
Warriors legion at
Kar Duniash, the
Crusade was
originally intended as
a fleet support vessel.
It has, however, found
much more common
use as a siege ship.
Flanked on both sides
by powerful macro
cannons, the
Crusade’s engagement
solution is short
ranged, but powerful.
While uncommon in
Segmentum bastion
fleets, where its
massive firepower is
blunted in defensive
actions, the Crusade is
a favorite among the
Expeditionary fleets.
The exception to this
rule was the Imperial
Fist vessel Ardent
Any Crusade cruiser may: Resolve, which had
been refit with the
• Increase the range of its weapons batteries to 45cm and reduce the firepower experimental Nova
to 6 (No cost) Cannon. When the
fleet of the
• Purchase a Power Ram (5pts) Warmaster arrived at
Terra, the Ardent
Resolve sold itself
dearly, blasting huge
chunks from traitor
vessels with the
weapon before the
suicidal ramming of
the Death Guard
We got the range on them at 2309. By 2409 two were drive-dead and awash battleship Mia Donna
Mori.
in flame, and the third was nothing more than a cloud of plasma. By the
Emperor, they may outrun us, but they cannot outrun a Nova Cannon shell! Famous Ships of the
Horus Heresy
- Sergeant Andulius, 53rd Company of the Imperial Fists and
Master Gunner aboard Ship of Stone , describing the destruction of Burning Brand
three unknown light cruisers attempting reconnaissance of the Sol (Salamanders)
System, 012.M31
Ship of Stone
(Imperial Fists)
Northern Sword
(Emperor’s Children)
109
LUNAR CRUISER......180 PTS
A mainstay of the
Expeditionary Fleets,
there are over six
hundred Lunars serving
in Segmentum Solar
alone, and twenty
serving in the Ullanor
campaign.
The uncomplicated
design allows for the
vessel to be constructed
on almost any world,
even those nominally
unable to muster the
expertise to build a
capital ship, although
the majority of Lunars
are churned out of the
shipyards of Mars (the
so-called Phobos pattern
Lunar, which features
heavy laser batteries in
place of macro cannons
but is.otherwise
identical) or Jupiter (also
a proprietary design, the
blunt nosed Io pattern
Lunar). The most
decorated Lunar of the
Crusade was the
Saggitarius, named in
honor of one of The
Emperor’s own
Custodians. The Any Lunar cruiser in the fleet may take:
Saggitarius fought in
the early years of the • Power Ram (10pts)
Crusade, where she
earned the distinction
of delivering the death
blow to an Eldar “We were hitting her heavily. We had the bitch cold, when the prow lasers overheated. I made
craftworld when she the choice to ram her, rather than risk her escape. Ringing the alarm for ‘ramming stations’, I
delivered a payload of let her draw ahead, before bearing down at top speed.
the Life Eater virus into
a rent in the xenos We struck her about twenty yards from the main drives. The adamantium of my prow
vessel’s superstructure,
spelling doom for every smashed into her spine. She broke in two as if made of brittle glass. The stern tore off and
Eldar aboard. slid down my starboard side and the remainder tumbled away to port. We had bitten right
through.”
Famous Ships of the
Gret Crusade - Flag-Captain Dennett, at the pacification of Mau’Van
Saggitarius (Armada
Imperialis)
Khabir (Armada
Imperialis)
110
GOTHIC CRUISER......180 PTS
Mounting powerful
lance batteries, the
Gothic excels at
pulverizing enemy
shields abeam while its
accompanying kin
attack from the bow or
stern. When acting in a
squadron of similar
vessels, however, the
Gothic’s broadsides
can reduce even a
battleship to spinning,
lifeless debris. During
the Istvaan V atrocity,
the Iron Warriors
cruisers Olympia
Ascendant, Babylon
and the Bloodied
Any Gothic cruiser in the fleet may take: Spear formed a
staunch battleline
• Power Ram (10pts) against the breakout
attempts of the
loyalists, reaping a
terrible toll on their
unsuspecting cousins.
Likewise, the same
tactic was used by the
Ultramarines during
the Betrayal at Calth,
where a pair of
Gothics vented their
wrath at elements of
the Word Bearers
trying to retreat from
the ground war.
Hrathrathr (Space
Wolves)
Illuminator (Thousand
Sons)
111
DICTATOR CRUISER......220 PTS
Versatile as a part of a
larger fleet, or operating
on its own in patrol
actions, the Dictator is
built on the Lunar hull,
replacing its lance decks
with launch bays and
repair stations.
Originally designed as a
stop-gap method in the
early days of the Great
Crusade, the Dictator
soon found a place
among the Legions, ever
hungry for vessels
capable of aiding in
planetary assaults. They
are particularly
treasured by those
legions with proud
martial traditions such
as the World Eaters, for
their ability to quickly
deliver warriors into the
fray, be it on the ground
or against enemy
vessels.
112
108
MURDER CRUISER......170 PTS
113
SLAUGHTER CRUISER......165 PTS
It is a source of
continued mystery to
the adepts of the
Mechanicum that a ship
with the displacement
and mass of the
Slaughter can achieve
such high speed, even
without full burn on its
main engines.
Viirmak (Armada
Imperialis)
114
DEVASTATION CRUISER......190 PTS
Highly valued by
legions that operated
well when cut off
from central
command for long
periods of time, the
Devastation-class
served in huge
numbers in the Vth,
XIXth and XXth
legions.
115
ARMIGER LIGHT CRUISER......110 PTS
Shunned by the
Legions, who prefer to
use their own Strike
Cruisers, the Armiger
is found most
frequently in the
ranks of the mortal
Battlefleets and
Expeditionary Fleets.
The Armiger is a
support vessel,
primarily. While it has
been shown to
perform poorly in fleet
engagements (where
‘proper’ carrier vessels
hold more sway), it’s
speed and
independence make it
highly effective in
anti-pirate and system
control operations. In
the dark epoch of
Horus’ rebellion,
Armigers were seen in
greater numbers on
both sides, used to
ensure loyalty
through fear of
retribution or to
oversee the paying of
tithes due.
In a doomed act of
defiance, the penal “Well, the Iterators landed on this little dirtball of a moon, them and a full
world of Mercy fired company of Solar Auxilia. The 227th. No, the 229th. Anyway these
its single battery of savages barely had any technology left, except for a Knight house that could
laser silos at the only muster half a dozen suits. But there’s the thing, the kek-headed morons
Houndmaster, crippling didn’t believe us when we said we were from Terra! Crucified the Iterators
it and forcing it to at a meeting, then assaulted the Solar Auxies’ camp. Made the Captain
disengage. Mercy was well and truly put out, so it did. SO the captain says, says he, ‘launch the
utterly obliterated birds to cover the mudcrunchers, and have the main guns target the Keep.’
days later when the
Cthonian So I pass the word to the gunners and we get the marauders launched, and
Headhunters paid the wouldn’t you know it, t’wasn’t thirty minutes later that the auxie Major
act back with cyclonic downstairs says the birds took out all the knights, the lances had slagged the
torpedoes. Keep, and all the locals left alive were on their knees, BEGGING for the
Imperial Truth. Well the birds came back ok, and the Solar Auxies too,
Famous Ships of The minus the twenty killed before the marauders got there. ‘Course the Captain,
Imperial Army he ain’t one to take such things lightly. So we slagged the twenty biggest
townships they had with lances b’fore we left. That’s Justice!”
Baron Ibex
- Voxman 1st Class Jegg Walder of the Armiger Light
Terra’s Gaze Cruiser Baron Ibez, regarding the Compliance of 355-9
Nothram
116
ENDEAVOR LIGHT CRUISER......120 PTS
Famous Ships of
the Ullanor
Campaign
Sinister (Death
Guard)
Aggressor (World
Eaters)
117
ENDURANCE LIGHT CRUISER.....120 PTS
Produced in great
numbers on the Forge
World of Voss, the
Endurance is often
deployed in support
of larger numbers of
Endeavors, laying
down heavy lance fire
once a target has been
made vulnerable.
118
STRIKE CRUISER.......145 PTS
• Replace prow bombardment cannon with a S:1 R:30 lance firing L/ Famous Ships of the
F/R (no cost) Horus Heresy
• Add port and starboard S1 launch bays launching Thunderhawks and Oblivion (Sons of
Thunderhawk Annihilators (30pts) Horus)
Any Strike Cruiser may replace it’s prow launch bay with: Waning Moon (Blood
Angels)
• Firepower 6 torpedo tubes (no cost)
*In Planetary Assault
• Firepower 5 30cm front firing bombardment cannon (no cost) missions, every turn a
Strike Cruiser spends
landing troops or
bombarding the planet,
they score 2 assault
points, instead of the
usual 1.
119
HERETIC LIGHT CRUISER.......120 PTS
120
SILURIA LIGHT CRUISER.......90 PTS
The Siluria-class
Light Cruiser is a
much older design
than the Dauntless,
but numerous refits to
the surviving ships in
this class have kept it
fighting in the space
lanes of the
Imperium.
Shunned by the
Legions for its
relatively small
armaments and lack
of launch capacity, the
Siluria nevertheless is
capable of of causing
great damage, even to
a heavy cruiser,
unleashing the fury of
its massed laser
cannons with pinpoint
precision. The wise
Admiral will keep the
Siluria well screened
until the time to
unleash its weapons
arrives.
Shantyman: Oh, ‘twas broadside to broadside a long time we During the war in the
lay, Cyclops cluster, the
Voidsmen: Be stern, fight hard, and so sailed we; Siluria Cruisers
Titania and Beatryce
Shantyman: Until the Prince of Terra shot the xenos guns suicidally charged the
Death Guard
away! battleship Pallid Hand
of Death,
Voidsmen: Cruising down the Rimward Edge of Sector D- courageously
Four-Three! detonating its
magazine with
Shantyman: “Oh quarter, oh quarter,” those Xenos then did overcharged salvos of
cry! their batteries. All
three ships were
Voidsmen: Be stern, fight hard, and so sailed we; vaporized in the
ensuing explosion.
Shantyman: But the quarter that we gave them- We blew them
to debris!
121
DAUNTLESS LIGHT CRUISER......110 PTS
Necrotore (Death
Guard)
We came up to them at 2216, so close you could see them through the bridge
Iron Wasp (Battlefleet windows. Suddenly they started a yaw-roll, like they were gonna hit us with
Solar) a full broadside. Well, the Shipmistress wasn't one to be caught with her
knickers down by a ship-of-the-line, and she'd had the tubes loaded and
armed since we pulled out of dock. Fired a full spread at them less than
200,000 klicks out. They might have got one of the torpedoes, but the rest
broke 'em in half and vaporized everything aft of their prow before they
realized their mistake!”
- Lt. Commander Gnauis M'butu, Second
officer of the Dauntless-class light
cruiser Forbearance
122
FIRESTORM FRIGATE.........40 PTS
As maneuverable as
an escort, while
packing the punch of
a light cruiser, the
Firestorm was a much
welcome addition to
the Great Crusade
and was particularly
effective at battling
the Eldar in the
Northern Rim.
Patrol Group
Armatura
(Ultramarines)
Daughters of Chemos
(Emperor’s Children)
123
SWORD FRIGATE.......35 PTS
Famous Squadrons of
the Horus Heresy
Young Drakes
(Salamanders)
4th Raukaan Attack “Everyone wants to talk about the big guns and big ships. That newfangled
(Iron Hands) Nova Cannon, the Battleships, the Gloriannas. But it’s escorts that won the
Great Crusade. Who wants a great hulking battleship when they’re trying
to root out an ork nest in an asteroid field? Who wants a Nova cannon
when you’re fighting a swarm of some non-compliant pre-warp human
civilization’s “dreadnoughts” barely bigger than corvettes? Not I! No, for
my money the finest ship ever crewed by mankind is the Sword-class frigate.
More worlds were brought into compliance and threats to mankind
destroyed by a Sword’s guns than any other class of ship in the Imperium!”
124
COBRA DESTROYER......30 PTS
125
FALCHION ESCORT........35 PTS
Produced by
Voss as a means
of
supplementing
lighter escorts
with heavier
firepower, the
Falchion was a
relatively new
addition to the
Armada at the
outbreak of the
Horus Heresy.
Unlike other
innovations in
naval designs,
however, the
Falchion did not
catch the
Warmaster’s eye
the way larger
vessels did, and
so its numbers As small-ship captains boarding and, more importantly, counter-boarding
were not actions will be critical for the continued survival of your ships and crews.
restricted to While escorts do not normally initiate boarding actions, being able to repel
those legions boarders efficiently will be of utmost importance. Against the Legiones
still loyal. The Astartes there is not much hope, but the enemy utilizes Solar Auxilia and
irony being that standard shipboard armsmen with far greater frequency than Space
many of these Marines. But even against marines an alert and attentive captain and crew
ships were still may be able to avert catastrophe. All boarding actions concentrate against
denied to the three main sections of a ship. First is the enginarium and warp drive, the
later war effort, capture of which can lead to the complete destruction of your ship.
their carcasses Secondly is the magazine, the loss of which can likewise be deleterious to the
left floating in health of both you and your vessel. As escort captains these must be your
orbit around priority, since escorts are rarely boarded so as to claim the vessel, but rather
worlds like are boarded by elite strike teams in the hopes of causing a catastrophic
Istvaan, Calth detonation. Thirdly the seizure of the bridge may bring about the
and Caliban. surrender of the ship entire, as the attacker will be in command of all ship
functions. As Captain you are charged by the Emperor Himself to not give
up the ship. The first and best way to prevent that unhappy occurrence is to
keep your shields up and your anti-ordinance crews alert. Secondly you
must remember that as Captain it is up to you to fight the ship, not to go
haring off after intruders sabre in hand! That being said you better be
good with those sabres gentlemen. I always find it embarrassing to hear of
Armada officers being killed in boarding actions without giving a good
account of themselves. Now let us examine the ways in which the
deployment of shipboard armsmen can best defend against various types of
boarding actions...”
- Captain Carolyn Gweir, from her lecture “Principles
of Counter-Boarding” given to Accelerated Officer’s
Training Class 009a 891.009M31
126
HAVOC DESTROYER.........40 PTS
An older pattern
of destroyer, the
Havoc was well
liked by the
Armada
Imperialis for its
ease of
maintenance and
robust firepower.
It is believed that
the Havoc is a
precursor to the
heavily armed
Thunderbolt, as
the two designs
share many
similar
subsystems and
construction
methods. More
lightly armored
and armed,
however, the
Havoc is a faster
ship and more
suited to the
While the Type 78 anti-ship torpedo has a range of 75 million harrowing of the
kilometers before auto-detonation, it is recommended that a semi- enemy. In the
stationary target be selected within 2 million kilometers to ensure a conquests of the
clean strike. For ship-to-ship combat 700,000km is considered the Coronid Deeps,
farthest a torpedo can launched against a foe maneuvering to avoid Havocs of the
and still have a chance of impact. However, studies conducted during 507th Attack
the Great Crusade indicate that full-launch target strikes spike Squadron
dramatically when fired within 380,000km. At that range most presaged the
capital ships are unable to successfully maneuver away from a torpedo arrival of the
salvo given the short amount of time between launch and contact. At Sons of Horus
such short ranges the firer will be within the engagement envelope of cruiser Ikon, as
a target’s primary weapons. Thus a careful balance must be struck that fell vessel
regarding the efficacy of a launch at optimal range and the return came to enforce
fire incurred as a result of exposing the ship to enemy gunnery. so-called “Dark
-Excerpt from “Armada Imperialis Tactical Compliance” on
Manual CXLIV: Un-crewed Naval Ordinance the worlds in that
and Their Employment” published 976M30 by cluster.
the Imperialis Auxilia Publishing Directorate.
127
THUNDERBOLT HEAVY FRIGATE..50 PTS
The heavily
armed
Thunderbolt
frigate is actually
only one of many
varieties of the
Thunderbolt hull.
Used by almost
every branch of
the Imperial fleets,
the Thunderbolt
enjoys popularity
brought on by its
versatility, despite
seemingly being
anathema to many
Imperial admirals’
thinking
regarding escorts.
128
ICONOCLAST........30 PTS
An ancient
design, in the
process of being
phased out in
favor of the more
heavily armed
and armored
Sword-class, the
Iconoclast was
mostly relegated
to reserve fleets
and mothballing
by the time the
Heresy broke out.
Surprisingly
lethal for a ship
of its size, the
Iconoclast
mounts an
impressive array
of cannon
batteries, and
quickly proved
itself as a
peerless raider.
Hit and run
tactics forced
commanders on
the fringes the
war to take the
Iconoclast
seriously, and to
“Do you want to be a Hero in the Sky?” guard their flanks
and supply trains
- Common recruitment slogan for the Armada Imperialis against their
predations.
Daring strafing
runs from
Iconoclast
squadrons badly
mauled the
orbital defenses
near the
agriworld
Tocasta IV,
clearing the path
for a lone Alpha
Legion cruiser to
bombard the
planet with the
Life Eater virus.
129
STALWART MINEKEEPER.....60 PTS
The Stalwart-class
minekeeper was a
staple of Imperial
bastion and
blockade fleets.
Seeding the void
of space with
atomantic mines in
their millions, the
Stalwart’s efforts
saw that many
xenos infested
quarantine zones
remained
reinforced against
the monsters
between stars.
130
NOVA FRIGATE........50 PTS
The Nova is a
rare ship among
the crusade fleets
of the Legions.
Ostensibly, it is
too small to truly
fulfill the role of
a planetary
assault vessel so
favored by the
Legions. It's
speed and lance
armament,
however, make it
a formidable
gunboat in its
own right, and at
least one or two
Novas may be
found among the
raiding fleets of
marauding
legions, or their
castoffs.
“I will have no ship which cannot sail fast. For I intend to go in harm’s
way.”
- Attributed to the Primarch
Jaghatai Khan of the V Legion
131
HUNTER.....40 PTS
Commissioned from
Mars by the 1st
Legion, the Hunter
fulfilled a much
needed role among
the Dark Angels at
the time: delivering
of high yield
torpedo ordnance.
Highly distrustful
and secretive, the
Legion wished not
to rely on the
Cobras of the
Armada Imperialis,
and so the Hunter
was created on their
behalf. By the third
decade of the Great
Crusade, the
Hunter had been
adopted by fully
half of the legions,
and by all before
the fourth. The
Iron Warriors and
the Imperial Fists
both found a great
affinity for the craft.
The Hunter fell
into almost
exclusively Loyalist
use by the end of
the Horus Heresy,
as the Traitor fleets
had been badly
depleted by the
long march to
Terra and the siege
itself.
132
GLADIUS FRIGATE.....45 PTS
A more heavily
armored
evolution of the
aging Gladiator
class frigate, the
Gladius is a
staple in Legion
fleets.
Although large
by frigate
standards, the
Gladius is
considered small
by their Astartes
masters, seldom
carrying more
than a single
tactical squad.
This tends to rob
the ship of the
punch of its its
more powerful
family members
in assault roles,
but it has proven
itself admirably
in more mundane
operations such
as patrol and
blockades, where
it is a foremost
ship of the line.
133
Apocrypha
134
11
16
Apocrypha Primus:
Notes on Historical
Context
Apocrypha Secundus:
Alternating
Activations
Apocrypha Tertius:
Advanced Ordnance
Rules
135
Notes onApocrypha
Historical Context
Primus
Our approach selecting the BFH fleet list was twofold. First, we wanted lists that, as
accurately as we could, reflected the late Great Crusade/Horus Heresy era. Second, we wanted
a game where people’s existing collections of BFG ships would be usable more-or-less as they
were. This meant our first priority was scouring every bit of BFG literature to find out what
types of ships were used when and by who. This yielded our first batch of “Heresy Legal”
ships, as vessels like the Emperor Class Battleships were mentioned as having served since the
Great Crusade. Our second stop was the vast collection of HH Black Library and Forgeworld
books. There are hundreds of references to dozens of ships in these, and all of them were
cross-referenced to ID as many existing ships as possible. When the original BFG literature
and HH books clashed, we took the newer HH documentation as cannon. This is how Nova
Cannon and Firestorm-class frigates came into being, despite BFG sources indicating they
were post-heresy designs. When this was finished we had a surprising amount of both Chaos
and Imperial ships positively identified as being Heresy Legal. The final step was more finicky.
At this point there were still numerous BFG hulls that were not legal in BFH play. There were
also numerous ship classes mentioned in Black Books and HH novels which were completely
unknown in BFG. We took it upon ourselves to designate several of these new ship types as
being roughly analogous to BFG ships already in existence. We only did this when it was clear
the class and at least some of the weaponry of a HH-era ship was comparable to a BFG vessel.
This is how the Apostate-class Heavy Raider became the Thunderbolt Heavy Frigate, among
others. The Imperium is a baroque and secretive bureaucracy which dwarfs anything currently
in existence. So we felt it wouldn’t be out of the common way for ships with similar designs to
“new” ships from about M38 onward to have existed during the Horus Heresy.
For the Space Marine fleet we went a slightly different way. We know from various points of
lore that “Strike Cruiser” and “Battle Barge” were not specific classes of ships in the Horus
Heresy, but rather referred to a whole gamut of vessels that were re-purposed or specifically
built for Legion use. Indeed, BFG provides players with the ability to take Emperor-class
Battleships and other designs as ancient “Battle Barges” usable in Space Marine fleets.
Nevertheless we decided based on HH fluff that ships much in keeping with modern Space
Marine vessels (up-armored assault ships with prow bombardment cannon) were in use during
the Heresy. Our answer was to allow the generic Space Marine vessels in BFH as stand-ins for
what was probably a much wider array of vessels all of which performed the same role.
This still left some gaps, especially among the bigger Imperial Navy vessels. If, as the Siege of
Terra rolls onward, new ships classes are mentioned some of these may be added to the BFG
ship list. However we feel that for narrative the best thing to do is vote “no” on a ship rather
than be all inclusive. This is of course a fan made ruleset for a dead game, so do with it as you
will. But just like you can’t take Land Raider Crusaders in a 30k list because it would “break
immersion” and “not be historically accurate” we hope the reader understands that we feel
taking vessels outside the list provided here isn’t really in keeping with the Horus Heresy spirit
we’re trying to maintain in BFH. In the end experimental ships can provide those of you who
must live “outside the box” with a place to stretch your creative muscles.
As every faction in BFH would have the same fleet list to draw on, we felt is was supremely
important for each Legion to have their own specific rules to give the various lists some flavor.
With the inclusion of Mechanicum, Imperial Army, and Rogue Trader fleet lists this has
become a little less pressing, but nevertheless as most games would be Legion vs. Legion we
wanted each to stand out. We also didn’t want any one legion to be distinctly second tier or
overpowered compared to the rest. For the most part we settled on re-purposing rules from
other parts of BFG for Legion use; for example, the various marks traitor legions must take, or
the Alpha Legion rules which are only slightly modified from their first incarnation as Dark
Eldar Mimic Engines. It was felt that these rules would be easier to balance against each other
than coming up with 18 new rules out of whole cloth. We hope that these rules provide a
sense of how the Legions operate in the fluff, and of all the rules these are the most likely to
see tweaks and updates as we get ever-increasing amounts of feedback and learn more about
how the Legions changed their void tactics as the Heresy progressed.
136
Xenos in the Age of Darkness
While this ruleset is primarily intended to represent the battles during the Age of
Darkness, it naturally extends into the Great Crusade as well (indeed, the original name of
this project was “Great Crusade Fleets”). This means that it is entirely possible to play this
fleet list against xenos races! Orks are Eldar (the Authors steadfastly refuse to refer to them as
the Aeldari, Drukhari, T’au or any other rebranded name! This is the Glorious Time of Man,
and what xenos call themselves is of no consequence!) are the main focus here, as Tau had not
yet achieved space flight, the Necrons had not yet awakened, and the Tyranids had not yet
arrived in the Milky Way. The Authors can find no reason to limit the classes of ships available
Xenos fleets. As always, players should use good sense and narrative judgment to determine
what is appropriate for a given scenario. For those wishing to be as accurate as possible, it
should be noted that Orks did not have teleport technology during the Great Crusade. It
should go without saying that while we endeavored to keep the Heresy fleet lists as internally
balanced as possible, they have not been compared to Xenos fleets in any meaningful way.
While it is a fact that that the Ten Thousand and their allies were abroad during the
Horus Heresy, the Authors did not find sufficient evidence to suggest that they had their own
dedicated fleets, outside of the Black Ships of the Adeptus Telepathica, which followed their
own agenda and did not mingle with the Expeditionary Fleets. Therefore, they have not been
given a profile in the same way as the Legions and the Mechanicum.
Many of the flavor text that you see in the Ship Compendium is adapted from
established lore present in the basic rule book and Armada. Several ships (such as the
Apocalypse-class battleship) are described as being rare; difficult to build, repair and replace.
Others are relatively new to the fleets of the Imperium, and there are not yet enough ships to
replace those lost with any efficiency. It is this Author’s opinion that there should be some
optional rules to present this.
In campaigns, players using rare vessels will be unable to replace them in the usual way, if they
are lost in battle.
• If a rare vessel is reduced to a hulk or a blazing hulk, and its owner holds the field at the
end of the game, roll a D6. On a 5+, the vessel can be salvaged. It is not struck from the
player’s roster, but must have at least one hull point repaired before it can be used again,
and it still suffers the leadership penalty. If the vessel suffers a plasma drive overload, or a
warpcore implosion, there is no need to roll. The vessel is lost.
• When a rare vessel is lost, do not replace it with another vessel of the same class. Instead,
replace it with another vessel of the same type (Battleship, Cruiser, etc), of an equal or
lesser points value.
• A rare vessel may be (re)obtained by a player via the reinforcements appeal. Instead of the
usual 2+ roll, a 5+ is required to obtain one of these mighty ships. If the result is a 2, 3 or
4, an additional ship may still be added to the roster, but it may not be a rare vessel.
Oberon-class Battleship
Apocalypse-class Battleship
Ark Mechanicum
Governor-class Grand Cruiser
All Battlecruisers, except in Mechanicum and Traitor Astartes fleets.
137
Barred Classes of Ship
Not all classes of ship available to Battlefleet Gothic players are considered historically viable,
and are therefore disallowed from usage in the described ruleset. That is not to say that an exact class
cannot be recreated and deployed using the Experimental Ship rules, only that they may not be taken as
part of a regular fleet. This list is not comprehensive, and serves as a merely a guide as to the exclusion
of certain classes of ship.
When Specialist Games was shut down in 2010, Battlefleet Gothic did not die as such, and has
been continually worked and improved upon by groups such as the esteemed High
Admiralty. Publications such as Warp Rift and the Book of Nemesis contain a veritable
treasure trove of new gaming material made by fans and experienced Battlefleet Gothic
players. Much of the material in those works could be considered “Heresy Legal”. However,
for the sake of simplicity and due to the varying levels of experience of the writers of this
material as designers, we have excluded them from the official (insofar as any this is official)
Battlefleet Heresy fleet registries. The Authors encourage the players to determine for
themselves what other homebrew materials they wish to include in their games, and as
always, suggest judicial use of good sense and narrative judgment in any given scenario.
Battleships
• Desecrator-class Battleship: This ship’s master, Heinrich Bale, was a former student of the Young
School, a cadre of officers not seen until M.36. Presumably, it was Bale’s idea to convert a Desolator
into what would be known as the Desecrator, and no other attempts had been made prior to his flash
of inspiration.
• Despoiler-class Battleship: A product of the Gareox Perogative in M.36, the Despoiler misses the
mark of historical validity by about five thousand years. Despite the appearance of what appears to
be a Despoiler battleship in Book 8: Malevolence, there is no evidence to suggest that it is a distinct
class of vessel available at large to the Expeditionary Fleets. That being said, a similar class of ship
can be achieved by using a Battlebarge with additional launch bays and adding dorsal and prow
mounted lance batteries.
• Invincible-class Fast Battleship: The ill-regarded Invincible was created in Segmentum Tempestus
as a response to chaos raiders, a problem that did not exist before the Heresy.
• Nemesis-class Fleet Carrier: Nemesi are always modified Emperor-class ships. The Emperor was
not rediscovered by the Imperium until long after the Heresy (although it did serve during the
Heresy), and the Authors reasoned that if Nemesi carriers served concurrently with the Emperor-
class, then the former would not have disappeared and then rediscovered. Which is to say, Emperors
could have been remade from Nemesis hulls.
• Planet Killer: While ships with the capacity to destroy planets are not uncommon in the Imperium, a
vessel matching the armaments of the Planet Killer was completely unheard of until its introduction
in the Gothic War, in M.41. It should be noted that the Planet Killer does serve as the foundation for
the Furious Abyss class ship which can be taken by Word Bearers fleets in narrative play.
• Vanquisher-class Battleship: The Vanquisher misses the mark by a millennia, as the Heresy had
ended by M.32. Records are admittedly fragmentary and hard to come by, surrounding the
Vanquisher’s origins, and vessels of this class may indeed have existed before to the Vae Victis’
service record begins. However, the Authors have made it a point not to include ships on the grounds
that “you can’t prove that they weren’t around”, and so the Vanquisher remains non-viable.
138
Cruisers
• Acheron-class Heavy Cruiser: The Acheron’s initial description as a one-of-a-kind vessel, unnamed
until the 41st millennium, led the Authors to consider it unlikely that it existed in its originally-published
form during the Age of Darkness. Book 3: Extermination lists the Cardinal-class (the vessel upon which
the Acheron was based) as a vessel commonly in use among the Legions, and so of the two similarly
armed ships, the Cardinal was included and the Acheron was not.
• Armageddon-class Battlecruiser: Not to mention being named after a planet that goes by a different
name in M30, the first Armageddon was built from a ship that had suffered while fighting Chaos
raiders, a problem that did not exist until after the Heresy.
• Carnage-class Cruiser: The Carnage did not see combat until the so-called Skalathrax Landing, in
which Imperial forces attempted to claim the world from ‘renegades’, presumably elements of either the
Emperor’s Children or World Eaters legions. This places the ship’s origins either during or after The
Scouring, and therefore after the Heresy.
• Daemonslayer-class Cruiser: Despite the fact that the Daemonslayer’s main gun appears to predate the
Imperium, the ship itself seems to be singularly unique, and so even if it did exist during the Heresy, it
seems doubtful that there was ever more than one.
• Emasculator-class Cruiser: This ship was first seen among Slaaneshi fleets. Seeing as warbands being
singularly dedicated to a single god of chaos (the ‘cult’ legions notwithstanding) were not encountered
until mid-to-late-war, the Authors thought it unlikely that the Emasculator would have been in service
before or during the Heresy.
• Furious-class Grand Cruiser: There is a lot of ambiguity surrounding the creation dates of the
Furious. But we look to the Repulsive-class, upon which the first Furious were built, and see that the
latter class was not commissioned until M.34, three thousand years after the Heresy.
• Hecate Heavy Cruiser: Evidence suggests that this class of vessel was a creation not of the Imperium,
but of the chaos raiders that emerged after the Heresy, seeking to supplement the shortcomings of the
Styx-class. So despite a lack of creation date, it does not seem likely that the Hecate was in service before
or during the Heresy.
• Inferno-class Cruiser: The Inferno is mostly dated by its classification as a later counterpart to the
Carnage-class, which did not enter service until the Scouring, at the earliest.
• Inquisition Black Ship: While the Black Ships certainly existed under the purview of the Adeptus
Telepathica, such ships followed their own agendas and were not included among the Expeditionary
Fleets.
• Jovian-class Battlecruiser: This vessel is brand new (by Imperial standards anyway) at the outbreak
of the Gothic War, in M.41.
• Long Serpent-class Battlecruiser: Another Gothic War alumnus. Far too late to participate in the
Heresy.
• Overlord-class Battlecruiser: Despite a definitive lack of creation date for the Overlord, the Authors
determined that their designs were made to replace the Acheron, which itself is a post-heresy creation.
• Repulsive-class Grand Cruiser: This class of ship was not commissioned until M.34.
• Tyrant-class Cruiser: Definitively a creation of the 38th millennium, the Tyrant’s role can be fulfilled
by a Crusader (otherwise known as the Dominator).
Escorts
• Viper Missile Destroyer: Another creation of the 36th Millennium's ill fated Gareox Prerogative.
139
Alternating Activations
Apocrypha Secundus
With the advent of Adeptus Titanicus and the general move away from I-Go-You-Go
gaming systems in recent years, some gamers are turned off by BFG's relatively antiquated
mechanic of all one fleet moving/shooting/etc then the other. The following are highly
experimental rules that the Authors feel help modernize the existing core mechanics of
Battlefleet Gothic, and make them more realistic (if we can say such a thing about a spaceship
game where boarding-and-chainswording is a viable tactic!). As always, players are free to use as
many or as few of these rules as they wish (they are, after all, optional rules for a fan-made
version of a dead game). As of this publication, these rules have gone through very little
playtesting, and so players may find instances in which it is unclear how interactions should
proceed. As always, players are encouraged to use good sense and narrative judgment in any given
scenario.
1. Priority Phase
2. Orders Phase
3. Activation Phase
4. Ordnance Phase
5. End Phase
Priority Phase
Each player rolls a D6, and the player with the highest result may choose who has “priority” this
round. In this case “priority” refers to the player who acts first in any given phase. In the case of
a tie the player which did not have priority last round gains priority. Re-roll ties on the first turn.
The priority roll is subject to the following modifiers, which cease in application at any point in
which the relevant circumstances are no longer true. Conversely, if any of the following
circumstances become true where they were previously not, then the relevant modifier is applied.
These modifiers can produce a D6 roll higher than 6.
• A player has more escort ships on the field than their opponent.
• A player has more ships with a base speed of 25cm on the field than their opponent (including
escort ships).
• A player has more Astartes ships of Raven Guard or Alpha Legion on the field than their
opponent.
Ex 1: Dave and Robbie roll for Priority. Dave’s defending fleet contains 7 escorts to Robbie’s 4, and two
Murder-class cruisers (which have a base speed of 25cm) to Robbie’s one Desolator-class battleship (which
has a base speed of 25cm). Dave has a total modifier of +2 to his priority roll (+1 for more escorts, and
+1 for more ships with 25cm base speed), and Robbie has a +1 modifier for being the Attacker. Dave rolls
an 8 (6+2), and Robbie rolls a 5 (4+1). Dave has Priority. By the start of Turn 4, Robbie has smashed
Dave’s Murders, crippling one and destroying the other, and Dave’s escorts have been forced to Disengage.
Now Dave must rely on the flat D6 roll, having both his lost speed and numerical advantage to casualties,
whereas Robbie still maintains his +1 modifier for being the Attacker. At the start of Turn 4, Dave rolls a
5 (5+0), and Robbie rolls a 6 (6+1). Robbie has Priority this turn.
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Ex 2: Dave and Robbie are playing an Escalating Engagement scenario. At the start of the game, the only
ship that Dave deploys from his defending fleet is his Murder-class cruiser. Robbie has deployed a squadron of
4 escorts. Robbie has a +2 modifier to his roll, for having more escorts deployed than Dave and for being the
attacker. Dave has no modifier, because his single Murder does not equate to “more ships with a base speed of
25cm than the opponent. By the start of Turn 5, Dave has brought on four more ships with base speed of
25cm, and escorts of his own, while Robbie has not. Dave may now claim the +1 modifier for having a faster
fleet.
Orders Phase
After resolving beginning-of-turn effects such as Celestial Phenomena, each player, starting with the
player who has Priority, takes turns attempting to issue orders to a ship or squadron of ships as per
the normal rules. For simplicity’s sake, we shall refer to these as a unit.
The +1 to leadership checks for enemies being on orders applies if any unit in your opponent's fleet
was on orders the previous turn.
Activation Phase
Each player, starting with the player who has Priority, selects a single ship or squadron.
This unit may then move and shoot as per the normal rules.
Additionally, if the unit has the ability to launch torpedoes or other “unguided” ordnance, it may
select a single friendly torpedo wave (or equivalent) to activate. This is done after the unit has moved
and fired. This wave moves its usual distance per the usual rules. If a unit launches ordnance during
its activation, that ordnance must be moved. Each instance of ordnance may only be moved once
during the Activation phase, and its ‘parent’ unit must be used to do so, unless it is incapable of
doing so (such as disengaging or being destroyed). Note that a ship can activate ordnance as long as
that ship has the weapons on its profile. IE, a unit with Prow Weapon Damage or that has run out of
ordnance may still choose a torpedo wave to move when it is activated.
Ex: Dave activates his Dictator-class cruiser Heirophant. After moving and shooting with it, he chooses to
launch torpedoes. He places the torpedo marker in base to base contact with Heirophant, and then measures out
its standard 30cm before moving the wave. He has two other torpedo capable vessels yet to be activated, but they
cannot be used to further activate and move Heirophant’s torpedo wave, and must instead launch their own.
In the following turn, upon activation, Heirophant may activate its on-the-move torpedo wave and send it a
further 30cm along its course.
If a unit has the capacity to launch attack craft, it may select two tokens of attack craft per strength
of launch bay to activate. This is done after the unit has moved and fired. These tokens move and
interact with other units per the usual rules. If a unit launches attack craft during its activation,
then the attack craft must be moved. Each instance of attack craft may only be moved once during
the Activation phase. Note that a ship can activate attack craft as long as that ship has the weapons
on its profile. Any attack craft tokens on CAP are activated alongside the vessel, and do not count
towards the number of markers that the unit can activate.
Ex: Dave activates his Dictator-class cruiser Heirophant. After moving and shooting with it, he chooses to
launch attack craft. He places four craft tokens in base to base contact with Heirophant, (a Dictator has two
bays with a strength of 2 and so can launch a total of four tokens) and then measures out their maximum
possible movement before moving the tokens. He has one other carrier vessel yet to be activated, but it cannot be
used to further activate and move Heirophant’s attack craft, and must instead launch its own. In the following
turn, upon activation, Heirophant launches four attack craft a second time, and may activate the four
previously launched tokens, moving them along their course in whatever combinations he wishes. In effect, upon
activation, a unit may direct a previously launched set of tokens, as well as launch and direct a new one.
Ordnance Phase
Each player, starting with the player who has Priority, selects a friendly torpedo wave OR an amount
of friendly attack craft tokens (up to the highest strength of launch bays in the player's fleet) that
have not already moved in the ordnance phase, to move as per the usual rules.
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If a player has no carriers left , then their attack craft move AFTER all of their opponent's
attack craft. This is to represent the command and control breakdown as flight crews try to
operate without the broader picture of the battle provided by flight controllers on carriers.
If a torpedo wave was not activated during the Activation phase, it moves twice the distance
stated on its profile*. Note that this does not apply to attack craft, as pilots will work to
conserve as much fuel as possible when given no specific maneuver instructions.
Once all hulks/blazing hulks have been moved, each player, starting with the player who has
Priority, selects a unit to make repairs, resolve critical hits, and similar actions, as per the
usual rules.
Remove all orders issued in the Order Phase (remembering to keep track if you get a +1 for
enemies on orders!) and move to the next turn!
Notes
• A unit may still go under Brace for Impact! orders at any point at which it may receive
damage, unless specifically disallowed.
• If a unit is boarded before it has a chance to be activated in the Activation Phase, then it
is locked into the boarding action, and may not be activated in that Activation Phase. If a
unit wishes to not be boarded, it should activate sooner!
• Ships may only use their turrets to target either torpedoes or attack craft in a single
phase. So in the Activate Ships phase a ship may use their turrets to engage torpedoes
but not attack craft, and in the ordinance phase could either continue to fire at torpedoes
or switch to shooting attack craft.
• If one player runs out of activations or ships to give orders to, the other player may
activate/give orders to every remaining ship/squadron/ordnance marker he/she wishes,
in whatever order he/she wishes.
• *Author’s Note: The movement of ordnance in this ruleset can seem especially tricky. An
important thing to remember, when interpreting these rules, is that a “normal” game of BFG
requires two turns in order for both players’ actions to be fully carried out. In this ruleset, both
players’ actions are compressed into a single turn. Ergo, consider the following:
When you fire torpedoes in your shooting phase, they move 30cm come the ordnance phase. And when
they move again, in your opponent’s ordnance phase, they go another 30cm. So between you and your
opponent’s turn, they move a combined speed of 60cm.
The next turn, when your ordnance phase comes, they go another 30cm, and in your opponent's
ordnance phase, they'll go another 30cm. So assuming they miraculously haven’t hit anything by then,
they have moved a further 60cm.
So a torp wave will move 60cm in the single turn, to replicate their function in a "normal" game.
Attack craft behave differently. Attack craft with no orders or a base to return to, are more likely to
conserve power for as long as possible in the hopes of eventual pickup then they are to go out in a
blaze of glory! Yes this means that a fleet without carriers, or a fleet with huge amounts of attack
craft on the table, will have slower-moving attack craft. Partly this is a mechanic to discourage
massive attack craft buildups, and partly this reflects what is known about real-life carrier operations.
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Alternative Ordnance Rules
Apocrypha Tertius
Battlefleet Gothic has no shortage of extra rules and add-ons for the Ordnance
Phase. It is the intent of the Authors that players of Battlefleet Heresy use the ordnance
rules found in the 2010 FAQ, or the H33 rules below. However, for the sake of completion,
other rules that we have enjoyed using are included here, so that players can deepen their
gaming experiences as they so desire. Players may use as many or as few of these additional
rules as they like, or even write ones of their own.
I never really liked the token-removes-token aspect of BFG’s attack craft rules, nor the fact that every
launch is exactly what the admirals needs in the moment. Historically, both real-world and in
various sci-fi settings (to include GW’s own fluff) carrier attack craft usage was dictated by the
amount and types of fighters/bombers/what-have-you that the carrier had when the fight began.
While the 2010 FAQ was right that infinite attack craft on the table (except the vagaries of doubles
on a reload ordnance roll) was too powerful, I felt that having to essentially recall your fighter screen
to deploy bombers, and being able to launch wave after wave of bombers even though they kept being
destroyed, was unrealistic and a bit dull. I really enjoyed the WR33 ordnance rules, and modified
them slightly to (in my opinion) better show how the various ordnance interacts in the fluff. The
following rules are my attempt to balance what I think makes a “good” set of carrier attack craft
rules. . - Austin
Before the game begins (or when a new ship with launch bays is first added to your
campaign fleet list) you must select what mix of attack craft is being carried by every ship
with launch bays in your fleet. A carrier may carry 3x its number of launch bays in
squadrons, with Thunderhawk squadrons counting as 2 for all ships except for Battle Barges
and Strike Cruisers.
• For example the VI Legion Dictator-class Cruiser “Saetta” with space marine crew (4 launch
bays) may normally carry Fighters, Bombers, and Thunderhawks. It could be equipped with 6
fighters and 6 bombers, or 4 fighters, 4 bombers, and 2 thunderhawks, or even 12 bombers.
Carriers launch attack craft per normal, but do not run out of Ordnance for attack craft if
you roll doubles when attempting to Reload Ordnance. (Torpedoes still cannot be loaded if
doubles are rolled.) Instead, they may only launch the attack craft they started the game
with, and if all these craft are on the table/destroyed, cannot launch any more attack craft.
You may have as many attack craft on the table as you are capable of launching.
• Let’s say Saetta chose to carry 4 fighters, 4 bombers, and 2 thunderhawks. On Turn 1 she
launched 2 thunderhawks for CAP. Saetta now has 4 fighters and 4 bombers she is capable of
launching. Saetta Reload’s Ordnance, and Turn 2 launched 2 fighters and 2 bombers. Saetta
now only has 2 fighters and two bombers left in her hangers. Nevertheless she launches them
Turn 3. On her Turn 3 the first wave Saetta launched attacked an enemy cruiser, losing one of
its fighters. The remaining fighter and two bombers would return to Saetta, allowing her to
launch 1 fighter and 2 bombers later. In the Enemy’s Turn 3 Saetta’s second wave of fighters
and bombers attacks, and loses both fighters and a bomber. The remaining bomber returns. Now
on Turn 4 Saetta has 1 fighter and 3 bombers capable of being launched.
As you can see these rules add a new layer of strategy for burgeoning carrier commanders.
Throwing away attack craft against heavily defended opposition now could mean no attack craft for
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later use! Conversely these rules allow players to put out a “fighter screen” capable of existing even as your
carriers deploy bomber waves to destroy the enemy, or mass your carrier’s entire compliment of attack craft
for a massive strike. It leads to interesting choices pre-game as well, as you try to gauge how many fighters
you’ll need vs how many bombers or assault boats you want. Plus scraped-together waves of
“suboptimal” makeup late game can lead to some excellent gaming moments!
It should be noted that the following rules in no way change the way ordnance interacts with
ships. All the normal rules for how attack craft, torpedoes, and mines attack or are attacked by
ships in BFG/BFH remain unchanged.
Type
Each Attack Craft is given a Type. This dictates how the Attack Craft will interact with ships.
Additionally this describes which capital ships can take them. A ship may only have one variety
of squadron for each Type it is capable of carrying. For example, a Dictator can take “fighters and
bombers.” This means it could be equipped with Swiftdeaths, thunderbolts, OR Furies for it’s fighters,
and Marauders OR Starhawks for bombers. It cannot carry both Furies and Thunderbolts. In fluff
terms this represents the fact that carriers almost exclusively operate one type of starfighter, bomber, etc to
simplify logistics. In game terms this simplifies the varieties of attack craft running around on the table,
as many people only have one type of marker for the various types of attack craft.
Attack
Fighters have an Attack value which they use to engage other ordnance markers. This
represents a mix of weapons, general training of pilots and crew, and the characteristics of the
attack craft in question. Markers with Attack value may engage other Ordnance and roll a
number of dice equal to their Attack value if, they have any. Any dice which equal or beat the
Armor value of the target ordnance will remove the ordnance marker. Markers with an Attack
value are also capable of suppressing anti-ordnance turrets on capital ships and so count as
Fighters when using the Turret Suppression rules with mixed waves. Note that all squadrons
roll dice simultaneously when attacked. If a squadron has no Turret value, use the Attack value
when engaged by other attack craft.
Turrets
Ordnance that has no Attack value cannot engage other ordnance deliberately, just like in the
main BFG rules. The Turrets value is provided to represent their defenses against fighters.
This involves the various defensive weapons and countermeasures a squadron has against
attackers, and in some instances represents certain attack craft being less able to defend
themselves compared to when they initiate a fight. . They use their Turret value in the same
manner as Attack value. Because you must have an Attack value to engage other ordnance
markers, squadrons that only have a Turret value cannot initiate engagements against other
Ordnance Markers.
Torpedoes and mines have a turret value just like other ordnance. This (usually) doesn’t mean
they have in-built defenses like bombers. Instead it represents vagaries of fate such as
detonating mines engulfing the attacking squadrons, and the comparative hardiness of such
weapons forcing attacking fighters to drain their magazines to destroy them.
• Any Attack rolls of 5 or 6 remove 2 torpedoes instead of 1. In game terms this allows a single
squadron of fighters to theoretically remove a “full spread” of torpedoes fired by a cruiser. In fluff
terms this represents a torpedo's destruction knocking nearby torpedoes off-course or otherwise
damaging them such that they no longer function.
• When playing with the H33 Limited Attack Craft Rules any squadron removed from play by
torpedoes or mine turrets is, on a 4+, not destroyed. Instead the squadron is removed from
play and counts as having returned to its carrier.
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Author’s Note: The following table has been modified from its appearance in WR 33, to account for
the variety of craft available to the Legions, Armada Imperialis and the Basilikon Astra. Players
are highly encouraged to keep the markers they use for ordnance as simple and easy to interpret as
possible, to avoid confusion as the game carries on into later turns.
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ELDAR ATTACK CRAFT**
RANGE/ FIREPOWER
NAME TYPE ARMOR TURRETS
SPEED /STRENGTH
Darkstar Fighter 30cm 3 5+ 0
Fighter
Eagle Bomber Bomber 20cm 0 6+ 2
Eagle Torpedo Torpedo- 20cm 0 6+ 2
Bomber Bomber
Phoenix Fighter-
Fighter- 25cm 2 5+ 0
Assault Boat
Bomber
Vampire Fighter- 25cm 0 4+ 2
Raider Bomber
RANGE/ FIREPOWER
NAME TYPE ARMOR TURRETS
SPEED /STRENGTH
ORDNANCE
RANGE/ FIREPOWER
NAME TYPE ARMOR TURRETS
SPEED /STRENGTH
*Thunderbolts are void-capable, though less agile in space than purpose-built starfighters.
They are one of the premier Imperial aircraft however, and should be taken as part of an
Air Base’s compliment of attack craft. While capable of performing bombing missions
against ground targets, the Thunderbolt’s payload is too small to allow it to operate
effectively in this fashion against voidships. Therefor a Thunderbolt Squadron rolls a D3
when determining how many attacks they generate when attacking ships, rather than a D6.
**Xenos attack craft are included here for completeness’ sake, and should be used by any
Eldar or Ork player daring to take on the Imperium during the Great Crusade!
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Substituting Attack Craft: The array of attack craft available to ships using these rules
means that carriers have access to different attack craft other than what is shown on their
profiles. Before the game begins (or when a new ship with launch bays is first added to
your campaign fleet list) you must select what mix of attack craft is being carried by
every ship with launch bays in your fleet. A carrier may carry 3x its number of launch
bays in squadrons, with Thunderhawk squadrons counting as 2 for all ships except for
Battle Barges and Strike Cruisers.
Carriers in Armada Imperialis fleets may take any combination of Furies, Starhawk,
Starhawk Torpedo Bombers and Thunderbolts for no additional cost. Ships that are
capable of buying Shark assault boats may do so per their usual costs.
Carriers in Legiones Astartes fleets are equipped only with the ordnance stated in their
profile. Astartes ships may replace this compliment with Thunderhawks and
Thunderhawk Annihilators free of cost, or supplement this compliment with
Thunderhawks and Thunderhawk Annihilators for 10pts. Thunderhawks normally take 2
launch bays to deploy from any ship that is not originally drawn from the Space Marine
fleet list. (IE: A Dictator class cruiser with 4 launch bays could launch 4 fighters/
bombers, 2 Thunderhawks, or 1 thunderhawk and two fighters/bombers.) Astartes ships
may add Stormbirds to their compliment of attack craft for 10pts. Astartes Ships may
replace the attack craft shown on their profile for any combination of Fire Raptors, and
Storm Eagles for no additional cost. Any Astartes ship capable of launching Dreadclaws
or Shark Assault Boats may replace them with Caestus Assault Rams for 5pts, or
Kharybdis for 10pts. When launching Hit-and-Run attacks with a Stormbird or a
Kharybdis, apply the inflicted critical hit twice. Glorianna Battleships (Narrative or
otherwise) may take any combination of Legion attack craft for no additional cost.
Carriers in Basilikon Astra fleets may take any combination of servitor crewed Furies,
Starhawk, Starhawk Torpedo Bombers and Thunderbolts for no additional cost. Ships
that are capable of buying Shark assault boats may do so per the usual cost. Ships that are
capable of launching Furies may replace them with Vulturax void-automata for 10pts.
These changes are limited to how Ordnance interacts with other Ordnance, and does not
effect the way that Ordnance interacts with capital ships or defenses.
Ordnance is not held in place after being intercepted, and can continue to move after
carrying out its interactions, in their own turn. This should encourage interception
further from your fleet if possible, but still make CAP fighters on ship bases useful. Note
that ordnance may still only make one interaction per phase, and still interacts with the
first ship or ordnance marker they come in contact with per their normal rules.
Ordnance is still launched as normal, and is limited in quantity to the number of launch
bays available as per the most recent rules [the 2010 FAQ - RR]. The option to remove
existing ordnance in play, in order to launch fresh ones is, I prefer, one you would be best
to ignore if using these rules,. This allows you to redeploy your forces where they are
needed, rather than them simply disappearing from the combat. Whether you do this is
not is up to you, but it always frustrates me to send a wave of fighters to one side of the
board to intercept some bombers simply to have them disappear and launch from point
blank range from a different carrier. When engaging a mixed wave, fighters must be
engaged first as per the normal rules - this restriction is not removed. With fighters
being harder to take down than bombers, this makes mixed waves far more useful again
too!
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The use of existing terms should hopefully allow you to adopt these rules with little
difficulty. They are applied slightly differently however, and remember that they only
work against other ordnance! Those fighters can’t start shooting up battleships on their
own! All ordnance has been their type, speed, and then three new values —Firepower,
Armour Value and Turrets.
Firepower: Only Fighters have a Firepower value and they can use this to engage
another Ordnance markers. The two markers engage each other and both sides roll a
number of dice equal to their firepower (if they have a value). Any results which equal or
beat the armor value of the respective target will remove the squadron. In this way both
sides may be destroyed or both sides survive. The firepower chart is not used in this
method. Markers with a firepower value may also be used to strafe larger ships and so
count as Fighters when using the Turret Suppression Rules with mixed waves.
Turrets: Ordnance that has no firepower value cannot voluntarily engage other ordnance
in the same manner as the BFG Rulebook dictates. However, the turrets value is provided
so that they may defend themselves against fighters. When engaged against fighters, they
use their turrets value in the same manner as a Firepower Value to shoot down enemy
fighters. Because you must have a firepower value to engage another marker, Bomber
squadrons may not engage each other using their turrets.
Armor Value: This is used to distinguish how hard a target is to hit, to balance the
effectiveness of fighters and bombers when engaged by each other. In general, a bomber
is easier for a fighter to shoot down. Eldar and Thunderhawks have a much higher value
to replace the mechanic of their 4+ save from being removed. You will also notice that
lumbering torpedo bombers are far easier to intercept, and that bombers will suffer more
from fighters than other fighters will.
Torpedoes: Torpedoes have been modified very little, but really, the only interaction they
have with these rules is when being intercepted by Fighters. Although a torpedo wouldn’t
have defensive turrets they have been assigned a value to represent the fact that attacking
fighters could run out of ammunition before destroying the entire salvo. A fighter that
attacks a torpedo salvo, makes its attacks as normal and reduces the strength of the salvo
by one for each hit, meaning that large salvos of torpedoes aren’t so easy to destroy
instantly by a few fighters and even harder by slower fighters that only get a few snap
shots off, but the fighters can still engage smaller salvos easier and still survive the
engagement to intercept other salvos or different ordnance.
Notes: With the extra vulnerability of Torpedo Bombers and the slightly reduced
effectiveness of Fighter Bombers as Fighters, it is reasonable to allow these options for
no extra points cost. Some craft should be limited to certain types of ship however - IE:
Fighter Bombers to Cruisers and Torpedo Bombers to Battleships. This is up to you
however. I have included a few extra craft in this list for Imperial and Eldar forces as
standard availability, as these would be deployed from the same ships as those used in
blockades and supporting invasions. So it makes sense to have them available in battlefleet
gothic too. Where a fighter previously had a save against being removed, they now
instead have a 6+ armor value to make them more resilient to being intercepted. They
can still be shot down however. Where Eldar Bombers were harder to hit from ship
turrets only, this has not been changed, as I didn’t want to change the balance of things
too much. On the whole, I have tried to introduce an extra layer without changing the
way the craft interacted with each other originally.
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2010 FAQ Ordnance Rules by: High Admiralty
These rules are considered the “official” BFG ordnance rules, and were published in the 2010
FAQ. In most events, and in many gaming communities, these are used to varying levels of
verbatim. Should you find yourself among a new group of BFG players, this is likely the
ordnance rules they are most familiar with. BFH utilizes the 2010 FAQ in most respects, to
include the massed turret, turret suppression, and CAP rules included here.
Attack craft are represented by 20mm square markers. When used in a wave, they must
be spread and moved so they are always in contact with each other, and they cannot be
stacked. Attack craft waves must be assembled into the smallest circumference possible,
such as a block of four, two rows of three, etc. For example, a single wave of eight
ordnance markers cannot be stretched out into a single-file line eight markers long. On
the other hand, individual markers not in a wave can be organized in any formation
desired as long as no single marker moves farther from its launching vessel than its
maximum possible movement.
Once separated, attack craft markers cannot be re-combined into waves. Attack craft can
make as many turns as desired in the course of their movement, and they are not
required to attack the closest target. They are assumed to be able to avoid or ignore
closer targets or obstructions unless the course of their movement unavoidably brings
them in contact, such as traveling through blast markers or celestial phenomena. When
doing so, no part of the wave may move more than its speed. For example, you cannot
gain extra speed by turning at the end of your movement making markers on the corner
edge move further than the wave’s maximum speed. If you are intending on attacking at
the fringe of your total movement, the player should measure the distance before moving
the wave. Attack craft can ignore any targets they are not actually in contact with, but
they cannot “fly through” enemy ship bases to attack a desired target behind them.
However, attack craft can select to target vessels with small bases “hiding” inside the
footprint of a large ship base as long as the attack craft actually have the range to reach
the smaller base (this is the only manner in which attack craft may ignore the first ship’s
base they come in contact with). Torpedoes still behave normally and cannot select
targets in this manner (this includes boarding torpedoes or any other “special” torpedo
type). Ships with bases stacked in this manner may mass turrets against ordnance as
described in the relevant section. When attacking ships, an assault boat or bomber wave
that destroys a ship expends the entire wave to do so and is removed, even if individual
markers have not yet rolled their attacks.
Fighters: Fighters can escort a-boats in a wave in the same manner that they can escort
bombers, though they offer no bonus to a-boat attacks. Fighters escorting other attack
craft are always removed first when attacked before resolving any other attacks. Fighters
must always interact with ordnance they come in contact with for any reason. This
includes attack craft that behave as fighters but fulfill other roles, such as Space Marine
Thunderhawks or Ork fighta-bommas.
Torpedo-Bombers: Fleets that do not normally have access to bombers also do not have
access to torpedo bombers. Attack craft that function as both fighters and bombers (such
as Ork fighta-bommas) lose their fighter ability when converted to torpedo bombers and
function ONLY as torpedo bombers. Ships that pay an extra cost to be equipped with
torpedo bombers do not replace their bombers with torpedo bombers. When taken,
torpedo bombers become an additional type of attack craft available to the carrier.
Torpedo bombers always move no more than 20cm, regardless of how fast other bomber
types move in a given fleet list. Torpedo bombers may not launch their torpedoes (convert
to a torpedo salvo marker) in the same ordnance phase they were launched from their
parent carrier. This includes if they make contact with their target in the same turn they
were launched. In such cases, use normal bombers instead if desiring to attack an enemy
ship in close range.
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Resilient Attack-Craft: Attack craft that are “resilient”, meaning they have a 4+ save against
other ordnance such as Thunderhawks or Eldar fighters, can only attempt this save once per
ordnance phase, regardless of attacking or being attacked. Even if they roll a 4+ to remain in
play, they have to stop movement where the ordnance interaction took place and cannot move
further for that ordnance phase, and they lose their 4+ save for the rest of that phase as well (or
movement phase if save is made while in CAP). In all cases, resilient attack craft that fail to make
their save are immediately removed. Resilient attack craft that behave as fighters must always do
so when in contact with other ordnance, even if they may serve another function as well, such as
Thunderhawks. Attack craft that do not function as fighters but have a save against fighter
attacks, such as Tau Manta bombers, ignore any other type of ordnance except fighters in the
same manner other bombers or assault boats do.
Multiple Attacks: Any second interaction in the same ordnance phase such as attacking multiple
markers in the same phase will cause the marker to be automatically removed, as normal fighters
would be were they not resilient. The attacking player always decides the order of the ordnance
interaction. For example, if two Thunderhawks move in contact with two Chaos Swiftdeath
fighters, the Space Marine player decides in which order the ordnance interacts. He can decide
Thunderhawk #1 removes one fighter, makes its 4+ save and remains in play, then decide
Thunderhawk #1 removes the second Swiftdeath, in which case Thunderhawk #1 is
automatically removed but Thunderhawk #2 remains in play without using its save and can thus
move full distance. Conversely, the Space Marine player may decide to engage the Swiftdeaths one
apiece, in which case both Thunderhawks remain in play if they both make their saves, but both
expend their saves for that ordnance phase in the process. In this case, both Thunderhawks end
their movement where they came in contact in the Swiftdeaths and may not continue to move full
distance.
Opposing Resilient Ordnance: If two markers that both have a 4+ save attack each other and
both remain in play by successfully rolling their saves, they stop movement and remain in contact
until the next turn’s ordnance phase. However, if any marker that saves is attacked again in the
same phase, it (along with the marker that attacked it) is automatically removed. Following is an
extreme example:
1. Two Tau Mantas are attacked by two Eldar Darkstar fighters, and the Eldar player elects that
Darkstar #1 attacks Manta #1, and both markers immediately stop all movement. If they
both roll a 4+, both remain in play. If Darkstar #2 now attacks Manta #1, the Manta is
automatically removed. If Darkstar #2 now rolls a 4+ save, it may remain in play but the
Eldar ordnance phase is now complete because both ordnance markers rolled saves and can no
longer move or attack.
2. It is now the opponent’s turn to move his or her markers this ordnance phase. Manta #2 may
now elect to move away from the two Eldar fighters because it itself is not a fighter and is not
obligated to engage ordnance in play, or it may elect to remain in contact. If it does, it
automatically removes one Darkstar fighter because both fighters already rolled their saves
for that turn. If Manta #2 now successfully rolls its save and no other ordnance is on the
table, the ordnance phase ends for that turn, and both it and the remaining Darkstar fighter
remain in contact for the rest of the turn.
If a wave containing resilient attack craft attacks or is attacked and a save is made, ordnance
markers that make saves may no longer move. However it may be split from the wave to allow the
rest of the wave to continue its movement. Attack craft in the wave that were not attacked (and
thus didn’t use their 4+ save) complete their movement normally. For example, instead of
ignoring it a wave of four Thunderhawks in the course of their movement attacks a single Ork
Fighta-bomma not in base contact with a ship (rules for attacking ships with fighters on CAP
remain unchanged). One Thunderhawk attacks the fighta-bomma, removing it. If it rolls its 4+
save it may remain in play, but it must stop where it made contact with the fighta-bomma and not
move until the next ordnance phase. The remainder of the Thunderhawk wave may continue to
move its full distance. In essence, the Thunderhawk marker that engaged the fighta-bomma
peeled off the wave to engage it while the rest of the wave continued on to its target.
150
Combat Air Patrol (CAP): One or more fighter markers on CAP may elect to move with its
ship in the Movement phase (thus remaining in base contact) to intercept ordnance that may
be in its way, but if it does so it may NOT then move in the ordnance phase. In other words,
no double moves. Fighters on CAP then stay on CAP for that turn unless removed. If when
doing so they move farther than the attack craft can move normally in a single ordnance
phase (such as 20cm Thunderhawks escorting a Cobra that moves 30cm), they then cannot
move in the opposing player’s ordnance phase as well, though they are still capable of
defending the ship they are in base contact with normally. An ordnance marker or wave is
considered to move with the ship it is escorting and will protect the ship against enemy
ordnance it encounters even in the midst of the ship’s movement. Multiple fighters on CAP
in base contact with a single ship function as independent markers in all respects and are not
a wave. When encountering blast markers, roll once per squadron marker. This includes if
the ship is subsequently destroyed, at which time the fighter markers roll separately against
the effects of the explosion. Any markers that survive subsequently act as separate ordnance
markers and may move again in the subsequent ordnance phase. Only fighters and ordnance
markers that behave as fighters can be used as CAP. Bombers and attack craft cannot be used
as CAP to protect against ramming or hit and run attacks by other ships the escorted ship
encounters in its own movement phase. For example, a bomber can’t be placed on CAP to
escort a cruiser so that it immediately makes attacks upon an enemy ship the cruiser moves
in base contact with. This includes resilient bombers such as Mantas. Multi-role ordnance
markers that can still act as fighters on CAP are capable of attacking ships (such as Fighta-
Bommas and Thunderhawks) can only attack ships during the ordnance phase unless an
attacking ship moves into contact with them during the enemy’s movement phase. They may
not otherwise attack a ship until they leave CAP first. See the following two examples:
1. An Ork Terror Ship with two fighta-bommas in base contact serving as CAP rams
and/or boards an Imperial cruiser. The fighta-bommas it dragged along in the course of
its movement do not automatically attack the Imperial cruiser as well but must wait until
the ordnance phase, and even then may only do so if the attacking ship ends its
movement in base contact with the target vessel because attack craft that escort a ship in
the movement phase cannot also move in the ordnance phase. If engaged in a boarding
action and the Terror Ship ends its movement in base contact with the Imperial cruiser,
the fighta-bommas may attack it in the ordnance phase before the boarding action takes
place in the end phase.
2. An Imperial cruiser rams and/or boards an Ork Terror Ship that has two fighta-bommas
in base contact serving as CAP. In this case the Imperial cruiser must follow all rules for
moving in contact with enemy ordnance. After resolving the ram attack (if successful),
the fighta-bommas immediately attack the Imperial cruiser and are removed. If engaged
in a boarding action and the Imperial cruiser ends its movement in base contact with the
Terror Ship, the fighta-bommas still resolve their attack immediately, before the
boarding action takes place in the end phase.
Note: The same example would apply for other multi-role attack craft that behave as
fighters on CAP, such as Thunderhawks. Note that because the markers are not in a wave, if
a ship is destroyed by markers in CAP, no further markers are lost to attacking the destroyed
ship. Fighters and attack craft that behave as fighters can at any time in their normal
movement be placed on a friendly ship as CAP. However, only these types of attack craft can
behave as CAP. Fighter-type attack craft must be split from attack craft in a mixed wave of
ordnance that don’t have the fighter rule before they can subsequently serve as CAP.
There are only two situations where fighters can leave CAP excluding their destruction. 1.)
At the beginning of the owning player’s movement phase. 2.) During the owning player’s
part of their opponent’s ordnance phase. Note: If the attack craft on CAP is resilient, it still
moves with the ship even if it has made a save.
151
Fighters on CAP and Other Friendly Attack Craft: It is possible to defend friendly attack
craft by putting them within the perimeter of a ship’s base that has fighters on CAP. Note:
If enemy fighters intercept attack craft that are “hiding” on a ship’s base in this manner,
they will not be repelled by turrets. Fighters on CAP don’t attack torpedoes or mines being
launched from a friendly ship it is protecting or from friendly ships in base contact including
when launching a massed torpedo salvo. However, they will defend against torpedoes and
enemy mines in any other instance. Resilient attack craft such as Manta bombers and
Thunderhawks that end their movement in base contact with a ship escorted by CAP
(meaning they are already in base contact with a ship when stopped by the fighter), use their
4+ save to survive the attack and subsequently survive against turrets may no longer move
or attack other ordnance markers. However, they may complete their attack run against the
target vessel normally as long as they do not have to move any more to do so. For example,
two Mantas attack an Ork Terror Ship with a fighta-bomma in base contact serving as CAP.
Orbital Mines: Once mines are in play, they are always active until destroyed. This includes
individual mines purchased separately from a minefield as well as mines launched from
modified carriers. Individual mines purchased separately count for victory points when
destroyed, regardless of how they are removed from play. Individual mines deployed from a
minefield do not normally count for victory points when destroyed. Toward friendly ships, a
minefield behaves as an asteroid field in all respects, and they may traverse a minefield as
they would an asteroid field normally. Foolhardy enemy vessels may attempt to do so using a
leadership check as when traversing an asteroid field. Shields protect against hits from mines
normally. Enemy ships inside a minefield will affect activating mines just as if they were
outside the minefield normally, in which case they would be the first ship(s) targeted by any
activated mines. If multiple enemy vessels enter a minefield and activate mines, the player
owning the minefield determines which vessels activated mines attack first. Attack craft are
not large enough to activate mines and can hide in a minefield the same way they may do so
in an asteroid field (destroyed in a D6 roll of six). Friendly attack craft (including fighters)
will not attack activated mines. Torpedoes that contact a minefield are destroyed. A
minefield blocks line of sight in the same manner as an asteroid field. Orbital Mines and
Launch Bay Strength: Orbital mines completely replace ALL the attack craft in a ships
launch bays in a one for one manner. For example, an Imperial Dictator has four launch bays
in total so if mines were taken it would have four mine launchers in total with no capability
for other types of attack craft, though torpedoes would be unaffected. For purposes of
number of launch bays, mines count as torpedoes as opposed to attack craft in that as many
mines may be in play as the ship is capable of launching. However, launch bays of ships
carrying mines do not count toward the total number of launch bays in the fleet for
purposes of ordnance limits.
Massing Turrets: Ships in base contact may mass turrets together, each increasing the
turret strength of a ship under attack by 1. Regardless of how many ships are in base
contact with each other, no single ship can mass turrets with more than three others,
providing a maximum of +3 dice when rolling turrets. The ships that mass turrets with a
ship under attack take on the same ordnance restrictions as the ship under attack, such as
using turrets to defend against either attack craft or torpedoes (not both) in a given
ordnance phase. Only the ship actually being attacked can apply its own turret value as a
negative modifier to bomber attack dice rolls. Ships that are braced can mass turrets and
have turrets from other ships massed to defend it. Ships that are crippled cannot mass
turrets but can have turrets from other ships massed to defend it. No more than one ship can
be moved at a time for any reason; ships will only be able to benefit from massed turrets after
or before the movement phase is complete but not during. This does not affect how and in
what order ships escorted by CAP are moved. An extremely unusual circumstance may
occur where a ship extremely near to but not actually touching an enemy ordnance marker
has a friendly ship move in base contact with it while it simultaneously contacts the
ordnance marker. In this and ONLY this case can it then mass turrets while moving!
152
Turret Suppression: Each fighter in a wave of bombers actually attacking a ship will add
+1 attack to the total attack runs of the wave, regardless of whether they are shot down
by turrets or not. The maximum number of bonus attacks that can be added in this way
cannot exceed the number of surviving bombers in the wave. There must be at least one
surviving bomber in the wave after turret fire to gain these bonus attacks, and fighters
are removed before any other type of ordnance. Fighters that never made it because they
were intercepted by defending fighters (even those on CAP) don’t add to this suppression
bonus. See the following examples:
1. An Emperor battleship (foolishly) launches a single wave of three bombers and five
fighters against a Devastation cruiser with three turrets and no CAP. The
Devastation’s turrets roll 4,5,6 to knock down three fighters. The three bombers now
each roll 1D6-3 (minimum zero) attacks regardless of whether or not any of the
fighters survived against turrets. Now only three of the five fighters that escorted the
bombers provide an additional+1 attack because there are only three bombers in the
wave, for a single total addition of +3 attacks.
2. An Emperor battleship launches a single wave of four bombers and four fighters
against a Devastation cruiser with three turrets and no CAP. The Devastation’s
turrets roll 4,5,6 to knock down three fighters. The four bombers now each roll 1D6-3
(minimum zero) attacks regardless of whether or not any of the fighters survived
against turrets. Now all four of the fighters that escorted the bombers provide an
additional+1 attack because there are four bombers in the wave, for a single total
addition of +4 attacks.
Note: See p.26 for how Ork fighta-Bommas work slightly differently when suppressing
turrets as applied to the preceding example. Turrets always reduce bomber attack runs,
even if they have been used to defend against torpedoes and thus cannot be used against
attack craft.
Massed Turrets and Ships with 0 Turret Strength: A ship with 0 turret strength (such
as Eldar or hulked vessels) cannot offer a bonus to massed turrets, but may itself benefit
from massed turrets from a ship with turret strength 1 or more. This applies both to
ships desiring to defend a friendly hulk or a fleet defending an allied Eldar vessel.
153
Quick Reference
Legion Traits
I: Dark Angels: May take one less cruiser before adding a Battleship, Grand Cruiser, Heavy Cruiser
or Battle Cruiser
III: Emperor’s Children: Astartes ships may take the Mark of Slaanesh for 15pts each, inflicting a -2
modifier to the leadership of enemy ships within 15cm.
IV: Iron Warriors: For every 2 capital ships, one Astartes capital ship with more than 8 hull points and a 6+
prow may exchange Str6 or less prow torpedoes for a Nova cannon for 20pts or Str7-9 torpedoes for a Nova
Cannon for 10pts. Any ship with an Astartes crew may reroll the failed hits of 1/3rd of the strength of
a torpedo wave (a wave of 6 may reroll 2 hits, a wave of 9 may reroll 3 and so on).
V: White Scars: All Astartes capital ships with a speed of less than 25cm must be equipped with an
engine upgrade. All Astartes capital ships over 25cm base speed may be equipped with an engine
upgrade. Engine upgrades cost 10% of the total base cost of the ship in question. All Astartes ships
Automatically pass “All ahead full” commands.
VI: Space Wolves: Vessels with Astartes crews may reroll command checks when attempting to navigate
celestial phenomena and when ramming. Attack craft launched from an Astartes vessel may reroll any
result of 1 when moving through celestial phenomena (this does not include blast markers).
VII: Imperial Fists: For ever 2 capital ships, one Astartes capital ship with more than 8 hull points and a 6+
prow may exchange Str6 or less prow torpedoes for a Nova cannon for 20pts or Str7-9 torpedoes for a Nova
Cannon for 10pts. Vessels with an Astartes crew that are abeam of an enemy weapon that use the
gunnery table, forces that vessel to subtract their number of shots by 1 when firing (to a minimum of
one), once per turn.
VIII: Night Lords: Astartes ships do not have to pass a Leadership Check to fire on a crippled ship if
it is not the closest target. Additionally, for each successful Hit and Run attack (teleport or otherwise)
from an Astartes ship, the player may elect not to do no damage, but instead inflict a -1 leadership
penalty to the target. This penalty is cumulative with all other modifiers and does stack with itself.
The penalty lasts until the end of the stricken ship’s next turn.
IX: Blood Angels: Astartes ships that are in a squadron gain a left shift on the gunnery table when firing
weapons batteries, and may reroll to-hit rolls of 1 when firing lances.
X: Iron Hands: Against the first round of fire after going under Brace For Impact, ships with an
Astartes crew may re-roll failed Brace for Impact saves. Additionally, the flagship may always roll one
extra die when repairing critical damage.
XII: World Eaters: Capital ships with Astartes crews must take the Mark of Khorne for 5pts per
vessel, which doubles their value in a boarding action. Additionally, carriers with this mark may elect
to launch an additional D3 attack craft markers of any type if within 30cm of an enemy vessel, but
must Reload Ordnance and not launch the next turn if they do.
XIII: Ultramarines: Squadron coherency for all vessels is extended by 5cm. Additionally, the fleet
commander gain one extra command re-roll free of cost.
XIV: Death Guard: Ships with Astartes crews automatically pass command checks to go under Brace
For Impact! Orders.
XV: Thousand Sons: Capital ships with Astartes crews must take the Mark of Tzeentch for 20pts,
providing an extra command reroll.
154
XVI: Luna Wolves/Sons of Horus: The flagship gains terminators for free. Two additional ships
may upgrade their Astartes crew to terminators for 15pts. When any ship equipped with
terminators makes a hit and run attack, that ship may roll 2D6 and apply both results to the target
XVII: Word Bearers: Capital ships with Astartes crew may take any Mark of Chaos, and the
flagship gets a mark for free.
• Mark of Khorne: The ship doubles its value in boarding actions. 10pts
Mark of Slaanesh: Enemy ships within 15cm of the vessel suffer a -2 to leadership 20pts
Mark of Tzeentch: The vessel gains an additional re-roll. 25pts
Mark of Nurgle: The vessel gains an additional hull point and cannot be boarded. 30pts
XVIII: Salamanders: Ships with Astartes crew, when crippled, only reduce their weapons, turrets
and shields to 75%, instead of the usual 50%. Only 1 in 3 ships may have an Astartes crew
upgrade. Additionally, the flagship may take melta torpedoes for free.
XIX: Raven Guard: Ships with Astartes crew automatically pass command checks to “Come to
New Heading”. Additionally, those ships may also elect to drop their shields to ignore the penalties
from enemy markers and ships before attempting to disengage.
XX: Alpha Legion: Ships with an Astartes crew may take a Mimic engine for 30pts. If all ships
participating in the battle are equipped with a Mimic engine, then they may not be targeted until they
fire first, or come within 30cm of the enemy, instead of the usual first turn only protection. If one
ship’s mimic engine is compromise, it is assumed they all are.
Blackshields: Blackshields may purchase Augmented Crews for 5pts, Astartes Bridge Masters for
10pts or Astartes Crew for 15pts. Ships with Astartes Bridge Masters roll 2D6 when generating
leadership and select the higher result. The flagship must have either Astartes Crew or Astartes Bridge
Masters.
In a campaign, Blackshields follow all relevant rules for Pirates (IE: Orks and Eldar), but may elect
to fight a Fleet Engagement scenario instead of a Major Raid. If the Blackshield base is
discovered, instead of playing Planetary Assault or Exterminatus scenarios, the Blackshield player
may elect to play the Retribution! Scenario (see page 58).
Armada Imperialis: For a cost of 20pts, Naval Veterans may be purchased. Upon being posted, the
Veteran adds 1 to the leadership of their vessel. Additionally, roll a D3. The Veteran in question automatically
passes all of the corresponding orders (there is no need to determine which ship a Veteran is posted to until
after this roll is made). If a Vereran’s ship is destroyed, a veteran of the same discipline may be generated for its
replacement. Fleets of the Armada Imperialis may not use ships drawn from the Space Marine list, or purchase
Astartes upgrades.
155
Astartes Crews
A capital ship may purchase an Astartes Crew for 15pts, which may be upgraded to
Terminators for an additional 20pts. Escorts may purchase Astartes crew for 5pts per
squadron, and may not purchase Terminators. Battle Barges, Strike Cruisers, Hunters, Novas
and Gladius-class vessels already come stock with Astartes Crews. Battle Barges and Strike
Cruisers may purchase Terminators for 20pts.
Ships with Astartes Crew add +1 to all Hit and Run attacks, and Boarding actions, and
inflict a -1 penalty to enemy Hit and Run attacks and Boarding actions. This is
increased to +2 and -2 when launched from Battle Barges, Strike Cruisers, Hunters,
Novas and Gladius class vessels.
Ships with Terminators add +2 to Hit and Run attacks, and Boarding actions, and inflict
a -2 penalty to enemy Hit and Run attacks and Boarding actions. This is increased to
+3 and -3 when launched from Battle Barges, Strike Cruisers, Hunters, Novas and
Gladius-class vessels.
Common Refits
Anti-Boarding Spines: A vessel with Anti-Boarding Spines cannot be boarded.
Armored Prow: A vessel with an Armored Prow has an armor rating of 6+ on its front
arc.
Augmented Crew: A ship with an augmented crew adds +1 to Hit and Run attacks, and
during Boarding Actions.
Auxiliary Bridge - A vessel equipped with an Auxiliary Bridge ignores the effects of the first
Bridge Smashed critical damage, although any other instances of the same damage still apply.
Engine Upgrade: Vessels with upgraded engines increase their movement speed by
5cm.
Exterminatus-grade Weapons: A ship with exterminatus-grade weapons fires
Exterminators on a 3+.
Improved Sensor Suite: A ship with this upgrade adds +1 to its leadership value when
making command checks. It may not be taken with Armored Prow or Nova Cannon.
Improved Thrusters: Vessels with this upgrade add an extra D6 to their movement
when under All Ahead Full special orders.
Mimic Engine: Vessels with Mimic Engines may make a move at the start of the game
as if it were their movement phase. Additionally, a vessel with a Mimic Engine may not
be targetted or fired upon unless it fires weapons or launches ordnance, or moves within
30cm of an enemy ship. In a fleet with multiple Mimic Engines, if one ship’s disguise is
compromised, it is assumed that all are.
156
Plasma Destructor: A plasma destructor uses the following profile
A plasma destructor, never hits on worse than a 5+, regardless of the target’s armor,
and always inflicts critical hits on a 5+.
Power Ram: A ship with a power ram adds one extra attack die when ramming.
Shadowfields/Holofields: Ships that have replaced their shields with shadowfields or
holofields gain a 2+ save against all damage from a weapon that uses the gunnery
table. Damage received from ordnance and lances is unaffected.
Targeting Matrix: A ship with a targeting matrix gains a left column shift on the
gunnery table when firing with its weapons batteries.
157
BATTLEFLEET GOTHIC 2010
FREQUENTLY ASKED QUESTIONS, ERRATA AND RULE ADDITIONS
The intent of this FAQ/Errata along with the rest of the 2010 Compendium is to finally tie up some loose ends that needed fixing for quite some time. The
Compendium also incorporates many of the rule sets introduced in the Battlefleet Gothic Magazine, 2002 Annual and Fanatic Magazine. This document is intended for use
with the most recent online versions of the Battlefleet Gothic Rulebook and Armada and the files at Games Workshop’s Specialist Games Battlefleet Gothic Resources
website as of December, 31st, 2010. It is also heavily cross-referenced; any references listed in italics refer to pages in this same document. For all intents and purposes this
supersedes any previously released FAQ and Errata. Note that the online rules correct a number of deficiencies in the printed rulebook, not all of which are reiterated here.
Please note that besides additions and changes, the intention of this document is to address unusual circumstances and situations that do not normally come up in
gameplay, and so by intent some of the topics are discussed in far greater detail than would normally be covered in the standard rules. However, it is almost guaranteed that
in the course of gameplay, some situation is going to come up that is not covered by this FAQ. Additionally, keep in mind that this does not preclude two players adjusting or
“breaking” the rules as they see fit as long as both players agree. In all cases, Johnson’s Razor applies: if there is more than one way to interpret an unusual situation,
always go for that fairest to both players. As this is a GAME and therefore played for FUN, there is no reason why these cannot be resolved simply by looking at which
solution is the fairest for all players should the situation be reversed. Should this not work, make a coin toss or D6 roll to decide the outcome, game on and enjoy!
TABLE OF CONTENTS Reserve Fleets and Reinforcements- 17
Set-Up- 2 Allies, Subjects and M ercenaries- 18 ORK CLANZ
Orders/Leadership- 2 Imperial Navy, Space M arines and Adeptus Page 146
M ovement- 3 M echanicus fleets- 19
Shooting -4 Chaos fleets- 22 TAU KOR'OR'VESH
Blast M arkers- 4 Eldar, Craftworld Eldar and Dark Eldar fleets- 24 Page 155
Nova Cannon- 5 Ork fleets- 26
Area Effects and Special Weapons- 6 Necron fleets- 28
Ordnance- 6 Tyranid fleets- 29 BAT T LE F LE E T GO T HI C
Torpedoes- 7 Tau and Demiurg fleets- 31 Andy Chambers, Gavin Thorpe, Jervis
Johnson, Matt Keefe, Andy Hall, Pete Haines,
Attack Craft- 8 BATTLEFLEET BAKKA Tim Adcock and Warwick Kinrade
Resilient Attack Craft- 8 Page 32
Combat Air Patrol- 9 T HE 2 0 1 0 COMP E N DI UM
Orbital M ines- 10 ORDERS OF THE INQUISITION Battlefleet Gothic Rules Review Committee
M assing Turrets / Turret Suppression- 10 Page 45 Bob Henderson, Ray Bell and Nate Montes
Ramming, Boarding and Base Size- 11
Hit and Run Attacks / Critical Damage- 12
SPACE MARINE DOMINIONS S pecial Thanks to
Catastrophic Damage- 13 Page 53 Roy Amkreutz, Fred Martinson, W.S . S cott
Squadrons- 13 ADEPTUS MECHANICUS Boyd, Robert C.M. Passovoy, Aaron Dickey,
Disengaging- 14 S am S tewart, S tephen Cundiff, Colin Young,
Page 62
Celestial Phenomena- 15 Dex S y, Brandon Pooley, Wesley Herndon,
Planetary Defenses- 16 ROGUE TRADERS Florian Piening, John Lambshead
Transports- 16 Page 70 and Matt S prange
General Fleet Restrictions and Options- 16
POWERS OF CHAOS Graphic design and layout by Nate Montes
Page 101 All illustrations and intellectual property
©1999-2011 Games Workshop
CRAFTWORLD ELDAR
Page 124
20 10 COMPENDIUM 1
SET-UP In effect, a leadership check roll of 11 or 12 always the Fleet Commander has a lower leadership than the
fails unless SPECIFICALLY stated otherwise. ship he is embarked on!
Definition of Game Turns: A game turn is both player
turns, so a game that lasts eight turns has sixteen If a ship through a combination of effects is reduced Just like ship‟s captains and crews, Chaos Lords, Ork
player turns. to Ld1 or less, it cannot make any special orders or Warlords, etc. can gain experience (leadership) in a
leadership tests of any kind unless some combination campaign. Note that improvements can only be based
Pre-measurement: You may pre-measure movement of modifiers brings the leadership test it is attempting on the ship‟s or commander‟s natural leadership, not
and range unless all players agree not to. Note: To aid to make at least 2 or more, such as attempting to on any bonuses gained by the ship itself. For
in pre-measuring, use a couple of empty flying bases disengage near celestial phenomena, etc. example, an Emperor battleship with a natural Ld7 is
with bearing compasses dropped over the stems. effectively Ld8 in battle because of its inherent +1Ld
When rolling special orders, a decision to use free bonus, but it can only gain crew skills once its natural
Secrecy of Fleet Lists: Fleet lists are not normally command checks (such as with an Elite Command
secret. However, to add a degree of subtlety to a Leadership is at least Ld8. Crew skills can only be
Crew or when Orks use All Ahead Full special
campaign, fleet lists may be kept secret until the end gained by ships, not Fleet Commanders
orders) must be taken before a special order is failed.
of the game (or campaign) if both players agree. Once special orders are failed, no more special orders If a ship containing a fleet commander, Warlord,
However, it must be written down, complete with all can be declared except Brace For Impact. M ark of Chaos, etc. is destroyed, the cost of any
refits and point totals. If at any time your opponent embarked commanders or other improvements are
wishes to see your fleet list, both players must then Only one re-roll can be spent on a vessel or squadron
included in the Victory Points earned by the enemy,
immediately reveal their fleet lists to each other. per leadership check. In other words, if a vessel or even if it can be assumed the fleet commander
squadron fails a leadership check and then fails a re-
Secrecy of Subplots: Subplots are normally rolled for escaped to fight another day. For example, if an Ork
roll, another re-roll cannot be expended on it for the
in front of both players at the beginning of the game. Kill Kroozer (155 pts) with an embarked Warlord and
same leadership check or special order on that vessel,
However, subplots may be kept secret in the same M ad M eks (+65 pts) is destroyed, the opponent earns
even if more re-rolls are available.
manner as described previously for fleet lists if both a total of 220 pts, and obviously the Warlord and his
players agree. However, they must be written down at A capital ship squadron always rolls special orders or M eks are lost for the game. However, in a campaign,
the beginning of the game, and if at any time your leadership tests together, benefiting from the the Warlord manages to get his hands on another Kill
opponent wishes to see your subplot(s), both players leadership of the highest leadership of any surviving Kroozer (or whatever) and gather around him some
must then immediately reveal them to each other. If vessels in the squadron, even if crippled (this differs M eks. Or, if you like, another Warlord showed up to
kept secret, they must nonetheless be revealed at the only if an individual capital ship wishes to take his place with his own mob of M ad M eks!
end of the game. disengage). They also take advantage of any If a Fleet Commander with particular bonuses (such
leadership bonuses of any vessel in the squadron, as as Chaos M arks or Ork benefits) moves to another
long as it does not exceed that of the highest
ORDERS/LEADERSHIP leadership in the squadron. For example, if a capital
ship that already has particular crew skills, they may
be combined as long as they do not contradict each
ship squadron has a ship that is Ld8 and a ship that is
Special orders are declared during the movement other. For example, a Chaos fleet commander with a
Ld6 but gets an additional +1Ld when the enemy is
phase by choosing a vessel or squadron, declaring the M ark of Slaanesh using the 13th Black Crusade fleet
on special orders (to Ld8), the squadron cannot
order and rolling leadership, then moving it. This is list cannot use as a flagship a vessel with the M ark of
combine these effects, meaning its leadership will
repeated until a vessel fails its command check, after only be Ld9 if the enemy is on special orders.
which any remaining ships finish moving normally . Conversely, the squadron suffers leadership modifiers
A ship or defense can never be on more than one if any one vessel in the squadron is in contact with
special order at a time unless described otherwise in blast markers, regardless of whether or not it is the
its special rules, such as a Ramilies Star Fort. vessel with the highest leadership. See p.14 for more
about capital ship squadrons as well as how
Under no circumstance can a ship‟s leadership be individual capital ships may disengage.
modified higher than Ld10, though various
combinations of effects all affect the ship or squadron A ship with an embarked Admiral, Warmaster, etc.
normally. For instance, an Admiral with Leadership has its leadership superseded by that of the embarked
10 aboard a ship in contact with Blast M arkers (-1Ld) fleet commander. This includes circumstances where
while the enemy is on special orders (+1Ld) is Ld10.
20 10 COMPENDIUM 2
Khorne. Crew skills also cannot be multiplied; an Ork catastrophic damage and p.15 for more on how ships Brace For Impact Against M ultiple Damage
Warboss Fleet Commander with M ad M eks that take damage from asteroid fields. Weapons: When making brace saves against multiple
moves to another ship that ship already had M ad damage weapons, such as Ork Heavy Gunz or Dark
In all cases Brace For Impact REPLACES whatever
M eks gains no additional benefit from this. Eldar Phantom Lances, total the damage caused and
special order the ship or squadron may currently be then save for each point of damage caused past
Any ship described as being on standby may not on. However, the special order previously in effect
shields as normal. Example: Heavy Gunz hit a braced
move, fire weapons or launch ordnance. It may remains so, in that ships that reloaded ordnance are squadron of Swords 5 times, total the damage to 10
however attempt to Brace and repair critical damage. still reloaded, a ship or squadron moving All Ahead then make a save roll per hit past shields.
Turrets and shields work normally. While on standby, Full must continue to do so, etc. Ships and squadrons
ships obviously count as defenses against the gunnery still cannot take special orders in the next turn. COME TO NEW HEADING: This special order
table, with all modifiers applied normally. Ships on does not allow capital ships to double their turn rate
Brace For Impact DOES NOT protect against critical
standby must follow the rules in the particular all at once; they may instead turn twice in a single
damage caused by hits that were not saved against
scenario to come out of standby, after which they movement phase instead of once, each time turning
normally, nor any damage caused during a boarding
behave normally in all respects. no more than they would normally. Capital ships
action (including critical damage). Being braced under this special order must move their minimum
ALL AHEAD FULL: Ships in a squadron all go the protects against actual damage taken by the ship
distance before turning for BOTH their turns. For
same +nD6cm distance when on All Ahead Full itself, NOT hits absorbed by shields, reactive armor, example, an Imperial cruiser must move 10cm, turn,
special orders unless they use less dice, are slowed holofields, etc. then move an additional 10cm before turning again. If
down by celestial phenomena, being crippled, etc.
A decision to brace for impact must be made before it cannot because of movement modifiers, then it
If a squadron with multiple D6 values when All any attempt to shoot (rolling dice) by the opponent is cannot take advantage of this Special Order. See p.15
Ahead Full take this special order, the ship(s) that made, including modifier rolls for variable weapons about how gravity wells can affect this.
takes less D6 uses the highest rolled dice in its move. such as Ork Gunz. When being attacked by ordnance, All Ahead Full, Come to New Heading and Burn
the decision must be made before rolling turrets.
RELOAD ORDNANCE: Any reference or mention Retros halves firepower and lance strength but not
in the rules concerning running out on doubles when Brace For Impact does NOT halve turret values. torpedo or attack craft launch capability.
rolling to Reload Ordnance no longer applies and However, it is the only special order that halves a
may be ignored. ship‟s ability to launch ordnance, provided the MOVEMENT
launching vessel is already reloaded. This effect is
Reload Ordnance and M ovement: M ovement is A ship can only count forward movement made
cumulative if a capital ship is crippled, see p.4.
unaffected by the reload ordnance special order. during a given movement phase before turning. In
A ship that fails an attempt to Brace For Impact other words, a cruiser that moves straight ahead at
BRACE FOR IMPACT: Brace For Impact special
cannot attempt again to Brace until the ship, least 10cm without turning in a movement phase
orders can be undertaken ANY time a ship faces squadron, ordnance wave or other event causing cannot count that movement to immediately turn in
taking damage before the actual to-hit result is rolled, damage to it completes its attacks, finishes causing the next movement phase. This does not apply to
including when ramming or being rammed or against damage, resolves its effects, etc. It can however again Space Hulks or other vessels specifically addressed as
damage from asteroid fields. For example, you do not attempt to brace before the next ship, squadron or utilizing special turning rules.
have to make the leadership check to brace until you
ordnance wave attacks it, it faces another potentially
know a ship has successfully passed its test to ram, Flying Bases Overlapping: As ships can overlap by
damaging event, etc.
but it must be made before any damage rolls are flying over/under one another it is possible to stack
made. In the same manner, one does not have to When a ship‟s or squadron‟s weapons are halved for ships. When ships overlap it is common practice to
brace for damage against traversing asteroid fields whatever reason (such as being Braced), total up the remove the models from their flying bases. To keep
until after one actually fails the leadership test to combined strengths (rounding up) before halving or things clear, it is usually best to have a few stemless
traverse the field but before any rolls to inflict splitting firepower. For escorts in particular, total all flying bases around with a straight line draw from the
damage are made. When facing damage from an combined strengths for the entire squadron before central hole to the bases edge to indicate direction. If
exploding vessel, one may wait until the 3D6cm halving or splitting firepower. For example, if a desired, numbered contact markers can be used for
measurement for blast radius is made but before any squadron of five or six Eldar Hemlocks are braced, this as well. The drastic weakening of their shield
hits are rolled. It may now also be used to protect they have a total of three pulsar lances. See p.14 for strength usually discourages this as described in the
against critical damage from any kind of H&R attack. more about squadrons affected by being Braced. section on blast markers, but it is completely legal.
See p.11 for more on ramming, p.13 for more on
20 10 COMPENDIUM 3
Stacking Ships and Escort Squadrons: Cruisers and crippled (reduced to half its starting number). See make a leadership check to split its fire between
escorts can be stacked to follow the movement of p.13 for more about escort squadrons. ordnance targets, just as it would have to split fire
battleships and other models that use a large base. If normally. It also must make a leadership check to fire
When shooting and the line of fire is on the line in-
the models do not physically fit where they should be on an enemy ordnance marker, wave or salvo if it is
between arcs, the shooting player chooses which arcs
located, a contact marker or similar can be used for not the closest enemy ordnance marker in range. See
to use, whether it is the attacking or defending ship.
this purpose. As a rule, ship s should only be stacked p.6 for more on ordnance.
or overlap as an unavoidable consequence of US ING THE GUNNERY TABLE: If a ship or
movement or to attain a particular shooting solution squadron has multiple weapon types that rely on the BLAST MARKERS AND DAMAGE
and should not be used solely because it is allowed. gunnery table, such as Bombardment Cannons,
Heavy Gunz or standard Weapons Batteries, they A ship in base contact with a blast marker means the
When a ship is forced to stand still, it counts as being
may be fired simultaneously. Calculate the dice on whole base is affected. It counts as being in contact
targeted as Defenses. People have taken this to mean, all around it and in every arc for purposes of
the gunnery table separately for each type of gunnery
“If I stand still in high orbit I count as defenses, but if leadership, movement, shooting, ordnance attacks,
weapon. This means you do not suffer gunnery shifts
I move 0.5cm, I don‟t.” M inimum move distance to being boarded, or every other respect where blast
due to blast markers caused by other members of the
not count as defenses is at least 5cm. markers have an effect. This includes if it ended its
same squadron in the same shooting phase. The order
At no time do ships count as moving simultaneously in which these weapons hit is up to the shooting movement in contact with a blast marker for any
(even if in a squadron) and must always be moved player, so Bombardment Cannons can hit after reason. A vessel is considered to be moving through
one at a time, in any order desired by the owning weapons batteries have taken down shields for blast markers even if it is moving away from blast
player. instance, or vice versa if desired. markers it is in contact with at the beginning of the
movement phase, such as blast markers in its rear arc
Any battery weapon that always counts targets as or in base contact due to a previous round of
SHOOTING closing on the gunnery table still uses the far left shooting.
Escort squadrons have their total firepower halved column when targeting defenses, applying any
modifiers as applicable. If a ship moves into base contact with another ship
when on special orders that affect weapons that already has a blast marker but the blast maker
strength/firepower (See p.3). Capital ships have their No target aspect or modifier adjusts shooting beyond does not touch its own base, it does not count as
firepower/strength halved individually, even if in a the far left or right columns on the gunnery table. having a blast marker in contact as well. In other
squadron. Escort squadrons do not have their weapon
If a combination of ships in a squadron has a words, a ship in contact with a blast marker does not
strength halved solely because the squadron is
firepower value greater than 20, look up 20 and the in and of itself count as being a blast marker for
remaining firepower values separately and add them purposes of being in base contact with other ships.
together. For example, a squadron of two Carnages Ships firing weapons that rely on the gunnery table
can have up to firepower 32 in one broadside, or suffer a right column shift if they or their targets are
firepower (20+12). in base contact with blast markers or if the line of fire
S PLITTING FIRE: You cannot split weapons crosses any blast markers. Ordnance attacking ships
battery or lance fire of any type at a single target! with blast markers in base contact must first roll a
Splitting fire is still allowed normally when firing at D6, removing the entire wave or salvo on a roll of 6.
multiple targets, as described on p.21 of the rulebook. When shooting at ships, the first blast marker is
Ships with multiple weapons in a given fire arc may placed directly in the line of fire from the shooting
split their weapon strength between two or more vessel, with subsequent blast markers fanning out
targets but must still make a leadership check to fire around it. Blast markers cannot be stacked unless
on any target besides the closest. See p.13 for how there is physically no more room to place blast
this applies to hulked vessels. markers around a target‟s base. See p.13 for how
catastrophic damage can affect this.
A ship electing to fire at ordnance does not have to
make a leadership check to ignore closer ship targets, When a ship has multiple bases in contact when
nor does it have to make a leadership check to ignore taking fire, the blast marker is placed between the
enemy ordnance if it is the closest target. It must still base of the ship taking fire and the ship closest in the
20 10 COMPENDIUM 4
line of fire to the ship taking fire. In other words, a A ship only risks damage from moving through blast at once in the beginning of the shooting phase. When
single round of shooting from a ship or squadron markers if it has suffered a Shields Collapse critical firing, the template is placed anywhere desired so that
cannot place blast markers in base contact with more hit or if the vessel does not have shields, such as its edge is between 30-150cm from the firing vessel.
than one other vessel besides the vessel it is shooting Eldar. Ships with shields overloaded by taking fire It does not have to be centered on a single ship and
at (for two in total) except in the following cases: but are otherwise functional do not risk taking can be placed in contact with multiple targets. If
1. A ship with multiple shields (like a battleship) damage on a D6 roll of 6. placed within 45cm of the firing ship, roll a scatter
takes three or four blast markers that when die and 1D6. Roll 2D6 if the template is between 45
M ovement through blast markers reduces speed by a
fanned out normally contact more than one to 60cm of the firing ship, or 3D6 if it is placed
total of 5cm, regardless of how many are moved
vessel in actual base contact (as opposed to beyond 60cm. M ove the template a number of cm
through in each movement phase. This affects each
“close to but not actually touching”). In other rolled by the dice in the direction of the scatter die
separate movement phase for Eldar vessels. Ships
words, if a ship in base contact with the ship roll. If the scatter die rolls a “hit,” the template
that do not have shields, such as Eldar or vessels with
under fire comes in contact with blast markers remains where placed. Any target that is in base
a Shields Collapsed critical, only need to test once
being normally fanned around the base of the contact of the template after it is moved takes one hit.
against a D6 for damage regardless of how many
ship taking fire, then it comes in contact with a Any target in base contact of the center hole of the
blast markers they encounter in their movement.
blast marker as well. When merely in base template takes D6 hits. Replace the template with a
Eldar however have to do this one time for each of
contact with the ship fired up on, the blast marker single blast marker if it does not contact a target after
their two movements per turn if they encounter blast
must physically touch the bases of the ships it is being moved.
markers in both their movements.
affecting in this manner.
The correct dimensions of the Nova Cannon template
2. Any and all ships with bases that are actually If a ship cannot elect to slow down (such as when on are a 5cm outer diameter with the hole‟s diameter at
stacked or are in any way overlap on the base of All Ahead Full special orders) and comes into contact 1.2cm. The Nova Cannon template‟s dimensions can
a ship in contact with blast markers, which is with a blast marker within the last 5cm of its be found on Games-Workshop‟s small green blast
different from mere base contact and is movement, it must instead stop no farther than the template where the perimeter is marked with a 2, this
explained separately. point it comes in contact with the blast marker (and does not include the width of the line. Use the larger
not before).
When ships have stacked or overlapping bases, there hole in the center of the template if there are two
is no limitation to the number of ship ‟s shields a blast DES TROYED ES CORTS : When an escort is sizes.
marker can take down if one of them is in contact destroyed replace it with a blast marker placed as
The Nova Cannon is a line of sight weapon and
with blast markers. A ship overlapping a ship in centrally as possible to where the escort was. As a cannot fire through obstacles or celestial phenomena
contact with a blast marker also counts as being in blast marker is smaller than a small flying base, the
that act as normal line of sight obstructions, such as
contact with it. However, in situations where multiple only way it is possible to take down a ship ‟s shield planets, moons, asteroid fields, etc. If desired
ships are overlapping each other, this does not with this blast marker is if their bases actually
however, these can nonetheless be fired upon. If a
cascade to other vessels. For example, Ship #2 overlapped. direct hit is scored on the scatter dice, place D6 blast
overlaps on Ship #1, which has a blast marker in
CRIPPLED CAPITAL S HIPS : Being crippled markers in contact with the planet or asteroid field
contact with it. Ship #3 overlaps on Ship #2 but not
halves shields, turrets, ordnance, all weapons and edge.
on Ship #1. Ship #2 counts as having a blast marker
on it, but as long as the blast marker does not affects boarding. This effect is cumulative if the ship Nova Cannon are unaffected in any way by Lock-On
physically touch Ship #3, it does not count as being in is braced, meaning if a ship is both braced and or Reload Ordnance special orders.
contact with a blast marker. crippled, its weapons and ordnance are halved
(rounding up) again! For example, a Styx heavy After the attacking player designates which target is
Blast markers placed in base contact with a ship that cruiser that is both braced and crippled has a total being fired on, the defending player must decide
took fire do not affect ships near to but not actually in launch bay strength of 2, or 6/2 =3, then 3/2 =1.5 whether or not to brace ships or squadrons BEFORE
base contact with that ship. Place blast markers so (rounding up) =2. If it suits you, assume it is a the weapon is fired. This includes targets the weapon
they do not touch the bases of ships nearby but not quarter, rounding up. may hit due to miss distance or scatter.
actually in base contact. This is not a “counts as”
rule; one cannot declare a ship is actually not in base HOLOFIELDS : Holofields and similar systems save
NOVA CANNON against the shell hit, not the subsequent damage rolls.
contact if it is making physical contact.
Nova Cannon are no longer a guess-range weapon, For example, if an Eldar vessel is hit by a Nova
and it can be fired per-ship normally as opposed to all Cannon round and fails to save, it must immediately
20 10 COMPENDIUM 5
take as many hits as the damage roll allocates unless where the hole is over the base as well as against the recalled in this manner must be removed immediately
it successfully braced beforehand. single automatic hit for coming in base contact with and not expended on other targets, including enemy
the blast template. If this save is successful the effect ordnance. This prevents a carrier from attacking a
Holofield saves are taken against a direct hit from a of the Armageddon Gun is negated, and a blast target to expend its attack craft in play and then
Nova Cannon where the hole is over the base as well marker is placed normally for the save. Being braced launching a new attack craft wave in a single turn.
as against the single automatic hit for coming in base
saves against any damage taken normally. This rule does not apply to torpedoes, which do not
contact with the blast template. If this save is run out and do not have launch limits.
successful the effect of the Nova Cannon is negated,
and a blast marker is placed normally for the save. ORDNANCE Launching ordnance of any amount expends
Being braced saves against any damage taken Ordnance no longer runs out when rolling a double ordnance for that turn and must be reloaded to launch
normally. See p.24 for more on holofields. again. For example, a carrier with four launch bays
when attempting Reload Ordnance special orders.
Any reference to running out of ordnance can be that due to ordnance limits cannot launch more than
AREA EFFECTS AND SPECIAL ignored. When launching attack craft, no more attack two attack craft cannot “save” the other two markers
and must reload ordnance again before it can launch
WEAPONS craft markers can be put in play than the number of
more attack craft. This same concept applies to
available launch bays, even if it has successfully
Some weapon systems such as the Necron Nightmare torpedoes, though there are no launch limits for
reloaded. Any model or fleet described as not able to
Field and Star Pulse Generator are area-effect run out of ordnance (such as Ork Space Hulks, the torpedoes. Launching only torpedoes does not affect
weapons that do not aim nor are directed at a Tyranid fleet, etc.) may launch up to twice this launching attack craft later, and vice versa.
particular target. Such weapons or effects are not number and provide double their number of launch If a ship equipped with both torpedoes and attack
blocked by line of sight obstructions such as hulks, bays to the total amount of markers the fleet may craft launches only one or the other, it may still
minefields or celestial phenomena, nor can they be have in play. This total limit applies to the fleet as a launch the other before having to reload again. For
saved against by holofields. See p.13 for more on whole and not to individual ships in the fleet. Any example, if an Imperial Dictator launches its attack
catastrophic damage and exploding ships. individual carrier may launch attack craft if they have craft but not its torpedoes in a turn and in the
Chaos M arks that affect nearby ships based on area as successfully re-loaded (even a partial amount) as long subsequent turn fails to Reload Ordnance, it may still
well as catastrophic events such as Warp Drive as the total amount of attack craft in play does not launch its torpedoes in that turn.
implosions, Solar Flares, etc. are also not affected by exceed the number of available launch bays. This
total must take into account reductions caused by Any ship that has either never launched ordnance or
celestial phenomena and other such line-of-sight has successfully reloaded ordnance is considered to
obstructions. See p.15 concerning asteroid fields. ships being crippled or lost in battle.
have its ordnance reloaded for as many turns as it
Exterminatus vessels used in scenarios that require Ordnance is declared, placed on the table and does not launch, regardless of what subsequent
launched at the end of the shooting phase as opposed special orders it takes. Keep in mind that being
them normally replace their standard prow weapon
with an Exterminatus one. Vessels that do not to the beginning of the ordnance phase. If more attack crippled and/or braced still affect torpedo launchers
normally have prow weapons (such as Vengeance craft remain in play than there are available launch and attack craft bays normally.
grand cruisers) cannot be used as Exterminatus bays, the owning player may not launch any ordnance
that turn. However, ordnance in play may be Ordnance waves or salvoes that are hit by direct-fire
vessels. weapons (such as gunnery or lances) on a roll of 6
“recalled” by immediately removing it from play in
Armageddon Gun and Holofields: Holofield saves are order to launch new markers from the ship‟s stem, if remove the entire wave or salvo, NOT just a single
taken against a direct hit from the Armageddon Gun it has successfully reloaded ordnance. Attack craft torpedo or attack craft marker in the wave/salvo. See
p.4 for more on shooting at ordnance.
Ordnance waves or salvoes forced to move through
multiple blast markers in one ordnance phase are only
required to test one time against being removed on a
D6 roll of 6. Any ordnance markers that either are or
come in base contact with a ship with blast markers
in contact must roll as if travelling through blast
markers.
20 10 COMPENDIUM 6
Ordnance attacks are always resolved immediately, markers. If this option is taken, the salvoes must go in actual firing arc, no matter how close the target vessel
including in the movement phase when a ship moves different directions (no double-attacks on the same is to the shooting vessel.
into enemy ordnance. This also allows small torpedo target or in the same direction), and no single salvo
When moving a torpedo salvo the center must always
salvoes from escorts to be used to clear the way of can contain less than three torpedoes. Squadrons of
be in the same point along the line of fire.
enemy fighters in the ordnance phase so that larger capital ships or escorts are not obligated to fire their
salvoes can get through, etc. This now includes hit torpedoes in a single salvo. M assed Torpedo Salvoes: When launching a
and run attacks caused by ordnance (instead of in the combined salvo from a squadron the salvo must be in
No torpedo marker can attack a target more than once
End Phase), such as by assault boats and boarding ALL of the ships appropriate firing arcs and its
per full turn, even if they are already in contact with
torpedoes. furthermost edge at the limit of its speed from the
it at the start of the movement or ordnance phase. For
furthest ship‟s stem. All the ships firing a combined
Ordnance markers must always attack the first example, a torpedo marker is launched toward a
salvo must be in base to base contact. Note that some
ordnance or vessels they come in contact with (when battleship with a large base, ending its movement just
ships (such as Ork Ravagers) cannot for any reason
applicable). For example, a fighter squadron marker inside base contact with the battleship . The attack is
combine salvoes in this manner.
may not ignore a small torpedo salvo it is actually in resolved immediately, with turrets rolled and hits
contact with to attack a larger one nearby, or an allocated. While any surviving markers remain in When launched, torpedoes do not normally ignore
attack craft wave may not ignore an escort it is in any targets in front of them, including friendly units!
contact with to attack a nearby cruiser. However, a ship that is actually in base contact with
another friendly vessel may “shoot through” the
If two ships with the same base size are so aligned
friendly ship‟s base, even if they are not in a
that they for all intents and purposes are occupying
squadron. Ships not in a squadron cannot use this
the same 2D position on the table when they are
effect to combine torpedo salvoes in any way and
attacked by ordnance, the attacking player can pick
must always launch torpedoes separately.
which ship he or she is attacking. Put simply, if there
is no way to visually identify which of two stacked or Torpedoes that have an automatic re-roll to hit M UST
overlapping ships is actually closer to attacking use their re-roll to hit a target, even if that target was
ordnance, the attacker decides which target is being already destroyed by other hits generated in the same
attacked. salvo.
Turning Torpedoes: When turning torpedoes (that are
TORPEDOES allowed to do so), turn from the center of the marker
A torpedo salvo (regardless of strength) is now at the beginning of the ordnance phase. Under no
represented with a Strength 3 marker with one or circumstances can torpedoes turn in the same
more D6 indicating the actual salvo strength. For ordnance phase they were launched. This means they
specific dimensions, this marker should be no more can only be launched in the same arc normal
play, they do not once again attack the same ship at torpedoes would be. If a salvo turns, it must be turned
than 2.5cm wide. Place the torpedo marker at the end the beginning of that ship‟s movement phase, and that
of its movement in the turn of launch so that it is so that no edge moves more than the salvo‟s
ship is allowed to assume the torpedoes have flown maximum speed in any way. This also means the side
completely within the correct fire arc. Now retrace off behind it and move off the torpedo marker. The
the markers movement, reducing its strength and facing the inside edge of the turn may end up moving
marker will however immediately attack any other less than the maximum allowed distance.
conducting ordnance interactions as appropriate to ship that comes in contact with it, even if the other
prevent targeting vessels out of fire arc due to ship is moved before the ship that was attacked Torpedoes do not normally ignore hulks in their line
proximity, etc. See p.15 for more on launching of movement. Boarding torpedoes may do so if
originally.
torpedoes while on a planetary template. desired, and guided torpedoes may be steered away
When launching torpedoes, the torpedo marker will from them but will still attack if they make contact.
Splitting Torpedo Salvoes: Single ships capable of technically be in all arcs and may be in multiple arcs
launching six or less torpedoes cannot split torpedo Also see the torpedo bombers section on this page.
until its final position this movement, especially
salvoes at all. Single ships capable of launching when targeting ships in close proximity. However, it BOARDING TORPEDOES : Boarding torpedoes
salvoes larger than six may split their salvoes in two, may not interact with anything out of the torpedoes‟ hit against armor just like normal torpedoes, though
representing them with two separate strength-3 they do not cause hits normally. Only those that hit
20 10 COMPENDIUM 7
against armor may subsequently roll their hit and run of your total movement, the player should measure torpedo bombers. When taken, torpedo bombers
attacks. See p.12 for more on Hit and Run attacks. the distance before moving the wave. become an additional type of attack craft available to
the carrier. Torpedo bombers always move no more
When boarding torpedoes come in contact with any Attack craft can ignore any targets they are not than 20cm, regardless of how fast other bomber types
other torpedoes except other friendly boarding actually in contact with, but they cannot “fly through” move in a given fleet list.
torpedoes, they will be removed as normal. enemy ship bases to attack a desired target behind
them. However, attack craft can select to target Torpedo bombers may not launch their torpedoes
Boarding torpedoes do not attack friendly ships
vessels with small bases “hiding” inside the footprint (convert to a torpedo salvo marker) in the same
(including hulks) they come in contact with, nor are of a large ship base as long as the attack craft actually ordnance phase they were launched from their p arent
they removed by friendly fighters in contact.
have the range to reach the smaller base (this is the carrier. This includes if they make contact with their
only manner in which attack craft may ignore the first target in the same turn they were launched. In such
ATTACK CRAFT ship‟s base they come in contact with). Torpedoes cases, use normal bombers instead if desiring to
still behave normally and cannot select targets in this attack an enemy ship in close range.
Attack craft are represented by 20mm square
manner (this includes boarding torpedoes or any other
markers. When used in a wave, they must be spread
“special” torpedo type). Ships with bases stacked in
and moved so they are always in contact with each RESILIENT ATTACK CRAFT
this manner may mass turrets against ordnance as
other, and they cannot be stacked.
described in the relevant section.
Attack craft that are “resilient”, meaning they have a
Attack craft waves must be assembled into the
When attacking ships, an assault boat or bomber 4+ save against other ordnance such as
smallest circumference possible, such as a block of
wave that destroys a ship expends the entire wave to Thunderhawks or Eldar fighters, can only attempt this
four, two rows of three, etc. For example, a single
do so and is removed, even if individual markers save once per ordnance phase, regardless of attacking
wave of eight ordnance markers cannot be stretched
have not yet rolled their attacks. or being attacked. Even if they roll a 4+ to remain in
out into a single-file line eight markers long. On the play, they have to stop movement where the ordnance
other hand, individual markers not in a wave can be FIGHTERS : Fighters can escort a-boats in a wave in interaction took place and cannot move further for
organized in any formation desired as long as no the same manner that they can escort bombers, that ordnance phase, and they lose their 4+ save for
single marker moves farther from its launching vessel though they offer no bonus to a-boat attacks. Fighters the rest of that phase as well (or movement phase if
than its maximum possible movement. escorting other attack craft are always removed first save is made while in CAP). In all cases, resilient
when attacked before resolving any other attacks. attack craft that fail to make their save are
Once separated, attack craft markers cannot be re-
combined into waves. Fighters must always interact with ordnance they immediately removed.
come in contact with for any reason. This includes Resilient attack craft that behave as fighters must
Attack craft can make as many turns as desired in the attack craft that behave as fighters but fulfill other always do so when in contact with other ordnance,
course of their movement, and they are not required roles, such as Space M arine Thunderhawks or Ork even if they may serve another function as well, such
to attack the closest target. They are assumed to be fighta-bommas. as Thunderhawks. Attack craft that do not function as
able to avoid or ignore closer targets or obstructions
TORPEDO-BOMBERS : Fleets that do not normally fighters but have a save against fighter attacks, such
unless the course of their movement unavoidably
have access to bombers also do not have access to as Tau M anta bombers, ignore any other type of
brings them in contact, such as travelling through
torpedo bombers. Attack craft that function as both ordnance except fighters in the same manner other
blast markers or celestial phenomena. When doing so,
fighters and bombers (such as Ork fighta-bommas) bombers or assault boats do.
no part of the wave may move more than its speed.
For example, you cannot gain extra speed by turning lose their fighter ability when converted to torpedo MULTIPLE ATTACKS : Any second interaction in
at the end of your movement making markers on the bombers and function ONLY as torpedo bombers. the same ordnance phase such as attacking multiple
corner edge move further than the wave‟s maximum Ships that pay an extra cost to be equip ped with markers in the same phase will cause the marker to be
speed. If you are intending on attacking at the fringe torpedo bombers do not replace their bombers with automatically removed, as normal fighters would be
were they not resilient. The attacking player always
decides the order of the ordnance interaction. For
example, if two Thunderhawks move in contact with
two Chaos Swiftdeath fighters, the Space M arine
player decides in which order the ordnance interacts.
He can decide Thunderhawk #1 removes one fighter,
20 10 COMPENDIUM 8
makes its 4+ save and remains in play, then decide If a wave containing resilient attack craft attacks or is in a single ordnance phase (such as 20cm
Thunderhawk #1 removes the second Swiftdeath, in attacked and a save is made, ordnance markers that Thunderhawks escorting a Cobra that moves 30cm),
which case Thunderhawk #1 is automatically make saves may no longer move. However it may be they then cannot move in the opposing player‟s
removed but Thunderhawk #2 remains in play split from the wave to allow the rest of the wave to ordnance phase as well, though they are still capable
without using its save and can thus move full continue its movement. Attack craft in the wave that of defending the ship they are in base contact with
distance. Conversely, the Space M arine player may were not attacked (and thus didn‟t use their 4+ save) normally.
decide to engage the Swiftdeaths one apiece, in which complete their movement normally. For example,
An ordnance marker or wave is considered to move
case both Thunderhawks remain in play if they both instead of ignoring it a wave of four Thunderhawks in
with the ship it is escorting and will protect the ship
make their saves, but both expend their saves for that the course of their movement attacks a single Ork
against enemy ordnance it encounters even in the
ordnance phase in the process. In this case, both Fighta-bomma not in base contact with a ship (rules
midst of the ship‟s movement.
Thunderhawks end their movement where they came for attacking ships with fighters on CAP remain
in contact in the Swiftdeaths and may not continue to unchanged). One Thunderhawk attacks the fighta- M ultiple fighters on CAP in base contact with a
move full distance. bomma, removing it. If it rolls its 4+ save it may single ship function as independent markers in all
remain in play, but it must stop where it made contact respects and are not a wave. When encountering blast
OPPOS ING RES ILIENT ORDNANCE: If two with the fighta-bomma and not move until the next markers, roll once per squadron marker. This includes
markers that both have a 4+ save attack each other
ordnance phase. The remainder of the Thunderhawk if the ship is subsequently destroyed, at which time
and both remain in play by successfully rolling their wave may continue to move its full distance. In the fighter markers roll separately against the effects
saves, they stop movement and remain in contact essence, the Thunderhawk marker that engaged the of the explosion. Any markers that survive
until the next turn‟s ordnance phase. However, if any fighta-bomma peeled off the wave to engage it while subsequently act as separate ordnance markers and
marker that saves is attacked again in the same phase, the rest of the wave continued on to its target. may move again in the subsequent ordnance phase.
it (along with the marker that attacked it) is
automatically removed. Following is an extreme Only fighters and ordnance markers that behave as
example: COMBAT AIR PATROL (CAP) fighters can be used as CAP. Bombers and attack
1. Two Tau M antas are attacked by two Eldar One or more fighter markers on CAP may elect to craft cannot be used as CAP to protect against
Darkstar fighters, and the Eldar player elects that move with its ship in the M ovement phase (thus ramming or hit and run attacks by other ships the
Darkstar #1 attacks M anta #1, and both markers remaining in base contact) to intercept ordnance that escorted ship encounters in its own movement phase.
immediately stop all movement. If they both roll may be in its way, but if it does so it may NOT then For example, a bomber can‟t be placed on CAP to
a 4+, both remain in play. If Darkstar #2 now move in the ordnance phase. In other words, no escort a cruiser so that it immediately makes attacks
attacks M anta #1, the M anta is automatically double moves. Fighters on CAP then stay on CAP for upon an enemy ship the cruiser moves in base contact
removed. If Darkstar #2 now rolls a 4+ save, it that turn unless removed. If when doing so they with. This includes resilient bombers such as M antas.
may remain in play but the Eldar ordnance phase move farther than the attack craft can move normally
is now complete because both ordnance markers M ulti-role ordnance markers that can still act as
rolled saves and can no longer move or attack. fighters on CAP are capable of attacking ships (such
2. It is now the opponent‟s turn to move his or her as Fighta-Bommas and Thunderhawks) can only
markers this ordnance phase. M anta #2 may now attack ships during the ordnance phase unless an
elect to move away from the two Eldar fighters attacking ship moves into contact with them during
because it itself is not a fighter and is not the enemy‟s movement phase. They may not
obligated to engage ordnance in play, or it may otherwise attack a ship until they leave CAP first. See
elect to remain in contact. If it does, it the following two examples:
automatically removes one Darkstar fighter 1. An Ork Terror Ship with two fighta-bommas in
because both fighters already rolled their saves base contact serving as CAP rams and/or boards
for that turn. If M anta #2 now successfully rolls an Imperial cruiser. The fighta-bommas it
its save and no other ordnance is on the table, dragged along in the course of its movement do
the ordnance phase ends for that turn, and both it not automatically attack the Imperial cruiser as
and the remaining Darkstar fighter remain in well but must wait until the ordnance phase, and
contact for the rest of the turn. even then may only do so if the attacking ship
ends its movement in base contact with the
target vessel because attack craft that escort a
20 10 COMPENDIUM 9
ship in the movement phase cannot also move in friendly ship as CAP. However, only these types of play. Individual mines deployed from a minefield do
the ordnance phase. If engaged in a boarding attack craft can behave as CAP. Fighter-type attack not normally count for victory points when destroyed.
action and the Terror Ship ends its movement in craft must be split from attack craft in a mixed wave
Toward friendly ships, a minefield behaves as an
base contact with the Imperial cruiser, the of ordnance that don‟t have the fighter rule before
asteroid field in all respects, and they may traverse a
fighta-bommas may attack it in the ordnance they can subsequently serve as CAP.
minefield as they would an asteroid field normally.
phase before the boarding action takes place in
There are only two situations where fighters can Foolhardy enemy vessels may attempt to do so using
the end phase.
leave CAP excluding their destruction. 1.) At the a leadership check as when traversing an asteroid
2. An Imperial cruiser rams and/or boards an Ork
beginning of the owning player‟s movement phase. field. Shields protect against hits from mines
Terror Ship that has two fighta-bommas in base
2.) During the owning player‟s part of their normally. Enemy ships inside a minefield will affect
contact serving as CAP. In this case the Imperial
opponent‟s ordnance phase. Note: If the attack craft activating mines just as if they were outside the
cruiser must follow all rules for moving in
on CAP is resilient, it still moves with the ship even minefield normally, in which case they would be the
contact with enemy ordnance. After resolving
if it has made a save. first ship(s) targeted by any activated mines. If
the ram attack (if successful), the fighta-bommas
multiple enemy vessels enter a minefield and activate
immediately attack the Imperial cruiser and are Fighters on CAP and Other Friendly Attack Craft: It mines, the player owning the minefield determines
removed. If engaged in a boarding action and the is possible to defend friendly attack craft by putting
which vessels activated mines attack first. See p.15
Imperial cruiser ends its movement in base them within the perimeter of a ship‟s base that has for more about traversing asteroid fields.
contact with the Terror Ship, the fighta-bommas fighters on CAP. Note: If enemy fighters intercept
still resolve their attack immediately, before the attack craft that are „hiding‟ on a ship‟s base in this Attack craft are not large enough to activate mines
boarding action takes place in the end phase. manner, they will not be repelled by turrets. and can hide in a minefield the same way they may
NOTE: The same example would apply for other do so in an asteroid field (destroyed in a D6 roll of
multi-role attack craft that behave as fighters on CAP, Fighters on CAP don‟t attack torpedoes or mines
six). Friendly attack craft (including fighters) will not
such as Thunderhawks. Note that because the being launched from a friendly ship it is protecting or attack activated mines. Torpedoes that contact a
markers are not in a wave, if a ship is destroyed by from friendly ships in base contact including when
minefield are destroyed. A minefield blocks line of
markers in CAP, no further markers are lost to launching a massed torpedo salvo. However, they
sight in the same manner as an asteroid field.
attacking the destroyed ship. will defend against torpedoes and enemy mines in
any other instance. Orbital M ines and Launch Bay Strength: Orbital
Fighters and attack craft that behave as fighters can at mines completely replace ALL the attack craft in a
any time in their normal movement be placed on a Resilient attack craft such as M anta bombers and
ships launch bays in a one for one manner. For
Thunderhawks that end their movement in base example, an Imperial Dictator has four launch bays in
contact with a ship escorted by CAP (meaning they total so if mines were taken it would have four mine
are already in base contact with a ship when stopped launchers in total with no capability for other types of
by the fighter), use their 4+ save to survive the attack attack craft, though torpedoes would be unaffected.
and subsequently survive against turrets may no
longer move or attack other ordnance markers. For purposes of number of launch bays, mines count
However, they may complete their attack run against as torpedoes as opposed to attack craft in that as
the target vessel normally as long as they do not have many mines may be in p lay as the ship is capable of
to move any more to do so. For example, two M antas launching. However, launch bays of ships carrying
attack an Ork Terror Ship with a fighta-bomma in mines do not count toward the total number of launch
base contact serving as CAP bays in the fleet for purposes of ordnance limits.
20 10 COMPENDIUM 13
Hits taken by a squadron are only distributed among manner as escorts. See the next section for more on victory point benefits, then pushing the rest of them
the vessels that actually took fire (such as in range disengaging capital ships. in a suicide run at the enemy. See the previous page
and fire arc), regardless of how many hits the for more on escort squadrons.
S HOOTING BY S QUADRONS : When calculating
squadron actually took, though it affects ALL escorts
the ships‟ firepower individually as indicated on p.38 Capital ships in a squadron may disengage separately,
within range and fire arc. This also applies to hits
of the rulebook, this only applies to ships firing at relying on their individual base leadership to do so,
taken by an escort squadron negotiating an asteroid
different firing arcs. To clarify the example on p.39 not the highest leadership in the squadron. If it
field, as well as hits delivered by ordnance or Nova
of the rules, if a squadron of five Sword frigates are attempts to disengage and fails, it falls out of the
Cannon, as those hits (regardless of how many) affect
firing on a cruiser where two are in its rear arc and squadron and may not attempt to re-join it. It is for all
only the vessels directly contacted by the ordnance
three are in its beam arc, the two escorts behind it intents a solitary capital ship for the rest of the game.
markers or Nova Cannon blast template. For
would calculate their firepower together as M oving This is in addition to all other effects listed on p.33 of
example, if an escort squadron takes a total of ten hits
Away, and the three on the ship‟s beam would the rulebook for ships that fail to disengage when
from gunnery fire but only three escorts were actually
calculate their firepower together as Abeam. Then attempting to do so. See the previous page for more
in range and fire arc, no more than three escorts can
these two sums are added together before making the on capital ship squadrons.
be destroyed.
dice roll. See p.3 for more on using the gunnery table.
When disengaging, ALL positive and negative
CAPITAL S HIP S QUADRONS : Capital ships in a
S HOOTING AT S QUADRONS : When shooting at modifiers must be added together before determining
squadron that are being fired upon to the point that
a squadron you have to shoot at the closest target
one of the capital ships is destroyed must roll for and
first. This does not apply to ordnance attacks. A
apply all critical damage before counting as
leadership test cannot be used to pick out individual
destroyed. The easiest way to avoid confusion is to
ships in a squadron; only the closest vessel can be
roll each D6 critical roll separately while recording
targeted. This is an intended game mechanic. Note
damage. For example, if a squadron of three
that when shooting at squadrons with gunnery
Dauntless light cruisers is fired upon by a squadron of
attacks, facing and armor values all take effect as
three Carnage cruisers and takes a total of 13 hits, all
described on p.38 of the rulebook. The only ways to
critical damage rolls must be made for the first
shoot at a more distant member of a squadron is with
Dauntless before declaring it destroyed. This means if
gunnery weapons if the ship has more left modifiers
while applying hits one at a time and the first
on the gunnery table or has weaker armour where
Dauntless rolls a Thrusters Damaged (+1Hp) and
only the hits that could not hurt the closest target hit
Engine Room Damaged (+1Hp) criticals in the
it. If because of weaker armour, armour ignoring
process of being destroyed, there remains a total eight
weapons cannot exploit this rule. As ships in a
remaining hits to be applied to the next closest
squadron are destroyed by incoming firepower,
Dauntless light cruiser, with shields, blast markers,
remaining shots are immediately applied to the next
etc. still taking effect normally , for a total of seven
closest ship in the squadron. This only applies to
Hp damage to the second Dauntless, against which it
shooting and does not apply to ordnance attacks,
rolls a D6 to check for critical damage while applying
boarding actions, etc. the leadership check, even though check rolls of 11 or
hits one at a time (after the shield hit). This means at
12 still automatically fail. For instance, a ship or
least one hit would pass to the third Dauntless even if
the second rolled no critical damage. This rule in DISENGAGING escort squadron with Ld9 attempts to disengage after
moving within 5cm of three blast markers and an
particular applies to squadrons of ships that do not
A vessel not hulked that moves off of the table edge asteroid field (+4Ld) with no enemy ships or
count critical damage normally and instead take an during play for any reason counts as being ordnance markers within 15cm (no negative
additional 1Hp of damage, such as Ork Roks or Kroot
disengaged. modifier). Even though the effective leadership to
Warspheres. NOTE: See p.15 for more on how
disengage is now Ld13 because these must all be
asteroid fields can damage capital ship squadrons. If any single ship in an escort squadron disengages,
added together BEFORE the roll, the player must still
the whole escort squadron must then immediately and
If a capital ship squadron disengages in its entirety, roll no higher than 10 to not fail the check.
in subsequent turns attempt to disengage following
each capital ship calculates its percentage destroyed
normal rules. This prevents an escort squadron from A ship that disengages successfully counts as 10% its
for victory points separately and not in the same
disengaging one or two vessels to keep leadership or point value for the enemy, or 25% if it is crippled
20 10 COMPENDIUM 14
before it disengages. This is NOT in addition to the ship‟s base. However, it does not block fields of fire ships may re-roll the Leadership test if they fail it, but
25% victory point value if it remains on the table at unless it physically blocks line of sight from the stem the second roll stands whether it is successful or not.
the end of the game but is crippled. of the shooting ship to the stem of the target ship. A ship that fails the Leadership test suffers D6
damage from asteroid impacts, but its shields will
In addition to victory points earned normally, a player If a ship having 0 shield strength explodes due to block damage as normal.
only earns additional victory points (+1 renown) contact with a gas/dust cloud, the explosion will
equal to 50% of the value of ANY hulk left on the originate at the point the ship entered the cloud. Escort and capital ship squadrons make this
table (including any refits or an embarked leadership test normally, once for the whole
Ships on a Planetary Template: When a ship‟s stem is
commander) if the ship remains as a hulk on the table squadron. In the case of capital ship squadrons that
actually on a planetary template (as opposed to
and the winning player holds the field as described on fail this test, each ship that comes in base contact
behind it), the template does not block its line of sight
p.66 of the rule book. with the asteroid field in any way suffers D6 damage.
or any ships line of sight to it. If multiple ships are on
Escort squadrons re-roll this leadership test for free.
a planetary template, they can all see each other.
CELESTIAL PHENOMENA In the case of escort squadrons that still fail this re-
A ship counts as being upon a planetary template if roll, D6 damage is distributed among the escorts that
Solar flares now only occur once per game. Rolling its stem touches the template, not merely if it is in actually contacted the asteroid field, in the order that
multiple instances as celestial phenomena during set- base contact or if its base partially overlaps the the ships were moved. In all cases, shields (but not
up only means there is a higher likelihood one will template. holofields) work normally against hits. See p.13 for
occur, meaning you still roll a number of D6 at the capital ship squadrons.
start of the turn equal to the number of instances the Torpedoes on a Planetary Template: Torpedoes are
celestial phenomena occurred in set-up. However, only destroyed when they come into contact with the Blast markers are not placed when asteroid impacts
only one will actually manifest itself during the game, template‟s edge, either when launching them toward take shields down, however the ship will be slowed
after which no more rolls are made before the the planet or from it by ships in high orbit upon the down 5cm as if it has moved through blast markers
movement phase. template itself. It is possible to launch torpedoes that turn.
while on a planetary template but they will be Ships cannot shoot into or out of an asteroid field.
Fighting sunward is only of consequence in the Flare removed when they touch its edge. See p.6 for more
Region, M ercurial Zone and Inner Biosphere. To However, shooting between ships inside an asteroid
on launching torpedoes.
determine if you are shooting sunward place the field can take place only if both the shooting and
bearing compass over the firing ship with the arrows M ultiple Radiation Bursts: Only one radiation burst target ships are both inside an asteroid field. Lances
parallel with the sunward edge. If the target is within can happen per turn even if multiple radiation burst and weapon batteries have no more than 10cm range,
were rolled for. If three radiation burst were rolled as Nova Cannons don‟t work and torpedoes of any type
the arc facing the sunward edge you are shooting
sunward. celestial phenomena during start-up, 3D6 are rolled cannot be used. Shooting at enemies within 10cm
per turn, with a radiation bust taking place if any one range does not impart a left column shift when inside
Free turns provided by gravity wells can be used even D6 rolls a 5+. Note: You roll every turn until the end an asteroid field. Attack Craft work normally but
when the ship cannot normally turn, such as when of the game for radiation bursts, making it possible must make a D6 roll every ordnance phase they
under All Ahead Full or Lock On special orders. for a radiation burst to occur every turn from one remain in the field, with every wave or individual
They can also be combined with Come To New radiation burst result on the Flare region or M ercurial marker removed on a roll of 6. Ships that are braced
Heading special orders to provide additional turning zone generators. or crippled may not shoot inside an asteroid field.
opportunities. This does not change the fact that the Asteroid fields are treated as minefields if you wish
free turn can only be used before the start of the move AS TEROID FIELDS : Ships moving through an to shoot at them. You must first pass a leadership test
and again only at the end of the move. In either or asteroid field, or coming into base contact with the to shoot an asteroid field even if it is the only possible
both instance(s) the ship must actually be in the edge of one, must pass a Leadership test on 2D6 to target, with a blast marker placed in contact with the
gravity well to use it, and the free turn is only toward navigate it successfully. Ships using All Ahead Full asteroid field facing the direction the shooting came
the center of the planet‟s or moon‟s gravity well or special orders make the test on 3D6 instead. Escort from for every roll of 6.
toward a space hulk‟s stem or no more than 45
degrees, whichever is less. See pp.2-3 for more on As warp drive implosions are not affected by celestial
special orders. phenomena for purposes of line of sight, this includes
when it takes place inside celestial phenomena such
Flying Bases and Terrain Interaction: Any celestial as asteroid fields. Being inside, outside or the other
phenomena affects a ship as soon as it contacts a side of an asteroid field from an exploding ship does
20 10 COMPENDIUM 15
not affect whether or not it is in the explosion‟s When shooting at minefields, treat them as ordnance by any fleet that has access to the vessels listed on
3D6cm blast radius. See p.6 concerning area effects for purposes of target priority. p.159-160 of Armada.
and celestial phenomena.
BLAS T MARKER REMOVAL: You remove D6 Heavy transports on p.160 of Armada are worth two
blast markers from each defence with a speed of 0cm regular transports or 4 assault points. If they are
PLANETARY DEFENSES in each end phase after all other actions in the end crippled, they are worth one regular transport or 2
Orbital defenses or ships that count as defenses may phase. This only applies to stationary defenses, not assault points. Heavy transports count as cruisers for
be placed in squadrons, with 1HP defenses grouped planetary defenses that behave as ships (such as purposes of movement and are destroyed if they land
in up to six units and larger defenses grouped in up to monitors or system ships). This also does not apply to on a planet‟s surface.
four. A Ramilies Star Fort cannot “squadron” with ships on standby or ships reduced to 0cm due to The price for heavy transports is not free; it is 40
other orbital defenses. movement effects but otherwise capable of points because of their great resiliency in comparison
movement. to escort-sized transports. This is in addition to the
Stationary planetary defenses may be placed in base
contact if desired, but they can never be stacked or WARP RIFTS : Warp rifts are especially unstable rule on p.159 stating no more than one third of the
have their bases overlap other stationary planetary and dangerous forms of celestial phenomena, and transports in your fleet can be heavy transports, in
planetary defenses of any type cannot be placed scenarios that require transports. To clarify, “no more
defenses.
closer than 30cm to a warp rift, with all other rules than one third” refers to the entire transport value.
When desired, the defender in a scenario may spend still applying normally. This means if a particular For example, if a particular scenario calls for a total
up to one-third of his allocated point value on defense must be placed within 15cm of celestial of six transports, no more than one heavy transport
planetary defenses, in addition to any planetary phenomena, it still must be so placed, and it can‟t be can be taken, since each one counts for two
defenses provided by the specific scenario. This placed within 30cm of a warp rift. transports. For every heavy transport in the fleet there
allows for the use of larger planetary defenses such as must already be at least four escort-sized full
major fleet bases and the like, for which the profile transports, eight half-transports such as armed
and point cost of an Imperial Blackstone Fortress on
TRANSPORTS freighters or Rogue Trader cargo vessels, or any
p.145 of the rulebook may be used. However, these Transport Variants in Scenarios: The Transport combination thereof.
additional defenses come directly from the points variants listed in Armada and other fleet lists are not
allowed against his or her fleet list. Any published resource referring to Q-ships should
only intended for the Convoy scenario, and they may show them as having two shields in their profile for
Stationary defenses and vessels used as planetary be taken in other scenarios that call for the use of no change in cost. Q-ships have no transport value.
defenses such as Defense M onitors or system ships transports in the scenario rules.
do not roll for leadership or have a leadership value Escort carriers count as a special transport for
Any special transport such as an armed freighter or
just as other normal planetary defenses do not, with purposes of use in scenarios that call for transports,
fast clipper in Armada or any other fleet list that
the exception that they reload ordnance (where but they have no transport or assault point value for
counts as half a transport for victory conditions is purposes of determining victory conditions. Escort
applicable) on a nominal leadership of 7 unless also only worth 1 assault point. Two of these vessels
specifically stated otherwise in their fleet lists or carriers cannot launch orbital mines.
are equivalent to a single regular transport, and such
special rules. This means that they cannot take on any vessels round down for purposes of victory
special orders except Reload Ordnance, though they conditions. For example, if victory conditions require GENERAL FLEET RESTRICTIONS
may also attempt to Brace For Impact against this at least one regular transport to survive the battle and AND OPTIONS
same leadership. They also make all other leadership only a single special transport survives, its transport
checks they may have to make against Ld7, such as value rounds down to zero. Attack Ratings: Attack ratings for the races in
for navigating celestial phenomena and for ignoring Battlefleet Gothic are normally as follows:
closest targets. By definition, a fast clipper is a special transport
Imperial: 2
(counting in all other respects as an armed freighter
Ships that are targeted as defenses but otherwise are Chaos: 2
on p.160 of Armada) that gives up all its weapons
not normally restricted to planetary defenses, such as Tau: 2
batteries for a +5cm speed increase and a total of
Ork Roks, Kroot Warspheres, etc., are treated as Orks: 3
+5D6 (no more) when on All Ahead Full special
ships and can make Special Orders normally. Craftworld Eldar: 3
orders. Its point cost and profile for turning, shields
Space M arines: 3
and turrets remains unchanged. This ship can be used Tyranids: 3
20 10 COMPENDIUM 16
Corsair Eldar: 4 able to exchange its lances for torpedoes. Unless grand cruisers, not merely three.
Dark Eldar: 4 specifically noted as unique by their fleet lists, such
Reserve vessels may take any upgrades, refits, etc.
Necrons: 4 as the Chaos Planet Killer or the named Ork
available to either fleet list but may not take any
battleships, you may take multiple examples of any
Fleet Commanders: A fleet with a total points value special characters from the reserve fleet list to use
class variant.
of more than 750pts must be led by a Fleet with the primary fleet. For example, a player using
Commander unless specifically stated otherwise in the 12th Black Crusade fleet list with at least three
the fleet list. RESERVE FLEETS AND cruisers can take a Retaliator grand cruiser as
REINFORCEMENTS reserves from the 13th Black Crusade fleet list and
Fleets of Escorts and Fleet Commanders: If your fleet
upgrade it to take Chaos Space M arines, but that ship
list doesn‟t allow you to field a Fleet Commander on Any fleet chosen from one of the fleet lists may also cannot take a Chaos Lord form the 13th Black
an escort you must have a capital ship in a fleet of include reserves. This applies to fleets in the Crusade list (a special character). Instead, it would
more than 750pts. rulebook, Armada or any other official fleet list, such have to use one of the only three Chaos Lords allotted
as those on the Games Workshop‟s Battlefleet Gothic to an Incursion Fleet list, though that Chaos Lord
Using Single Escorts: A single escort may be taken in
Resources website. For every three battleships, could have any of the M arks allowed by the Incursion
a fleet as long as there are no other escorts in the
cruisers or escorts chosen from the fleet list, you may Fleet List for the cost indicated on that list.
fleet. Note: If there are other restrictions due to the
also pick one ship of the same type from another fleet
fleet list, such as a minimum of six escorts in a
list belonging to the same race. For example, or every Reserve fleets are those specifically described as such
squadron, these restrictions cannot be ignored. If any
three cruisers picked from the Gothic Sector Fleet in their fleet lists, not merely those identified as being
more than one escort is taken in a fleet list, then all
List on p.115 of the rulebook, you may pick one capable of allying with each other. Reserve vessels
escorts must be formed in squadrons of at least two or
cruiser from the Segmentum Solar Fleet List on p.27 taken at the start of a battle or earned as
whatever minimum is required by that particular fleet
of Armada, from the Adeptus M echanicus Fleet List reinforcements in the course of a campaign must
list. This also means if an escort squadron is limited
or from any other published fleet list. Only ships of come from the same “race.” For the purpose of this
to six ships and the fleet list has seven escorts, the
the same “type” (battleship, cruiser or escort) count FAQ/Errata, the races are Imperial Navy (including
escorts must be divided so no escort is operating
for reserves purposes so you can‟t pick three escorts Adeptus M echanicus), Space M arines, Chaos
without at least one other escort in a squadron. This
from one fleet list and use them to qualify for a (including Chaos Space M arines), Eldar, Craftworld
rule exempts escorts that are allowed to operate
battleship from another. Also, for these purposes light Eldar, Dark Eldar, Orks, Necrons, Tyranids and Tau
alone, such as transports or Tau M essenger ships.
cruisers, cruisers, heavy cruisers, battlecruisers and (including Tau allies). Some fleet lists explicitly
Escort squadrons reduced to a single escort in the grand cruisers all count as “cruisers,” so that three provide access to ships from other races. These may
midst of a battle may continue to operate singly for cruisers from one fleet list would qualify you to take only be taken exactly as described on their fleet list
the duration of that battle, but afterward (in a a grand cruiser from another fleet list of the same rules and may not also be taken as reserves. See the
campaign) must immediately be repaired or race as a reserve. Reserves are still subjected to following examples:
reinforced to include at least two escorts. restrictions on minimum and maximum numbers of 1. An Imperial Navy fleet taken from the
certain types of vessels. For example, having three Segmentum Solar fleet list can take Space
Class Variants: Some ship classes have variants listed M arine vessels as part of its fleet list, even
Chaos cruisers (such as a M urder, Carnage and
in their notes, such as the Imperial Dauntless being Devastation) entitles a 12th Black Crusade Incursion though Space M arines are technically from
Fleet to have a another “race.” However, a Gothic Sector fleet
Repulsive grand list cannot take Space M arine vessels as
cruiser. It also reserves, even though it can take as reserves
entitles the fleet to other Imperial Navy vessels from the
have one reserve Segmentum Solar fleet list.
cruiser such as the 2. The Demiurg and Kroot have specific rules
Executor grand allowing them to be used by various other fleets
cruiser, but that ship as allies in the same manner those fleets can take
cannot be taken reserves. However, the Tau Kor‟vattra fleet list
because you must allows a far more liberal use of Demiurg vessels
have at least six in the fleet. In this case, Demiurg vessels may be
cruisers to have two taken as provided for in the Tau Kor‟vattra fleet
20 10 COMPENDIUM 17
list irrespective of limitations that would they are of the same race or the rules for that fleet that are natural enemies of each other. Any fleet that
normally be placed on using reserves. specifically allow it. is natural enemies with another given fleet will also
not ally with ships allied to that fleet, even if they
A given fleet may take ships as reserves from any Instead of a named reserve fleet listed in the rules of normally would not be enemies of that fleet. In all
number of fleet lists that are the same race that allow various fleet lists, vessels from certain fleets may cases this is provided only as a guide as opposed to
their vessels to be used as reserves. For example, a elect for whatever reason to form permanent or
any requirement that such fleets must ally with each
Gothic Sector fleet list with six cruisers may take temporary alliances with other fleets. The outcome of other, and it is just as plausible that any one of these
both a grand cruiser from the Imperial Bastions fleet the Gothic War in particular hinged on a hasty, short- will be enemies of and combat any other. It is easier
list on p.29 of Armada and a battleship from the lived alliance between the Imperial Navy and the to list enemies than possible allies, but in the end this
Adeptus M echanicus fleet list. However, a given fleet Eldar. Some ships in particular have rules that allow list is to be treated as a guide for what fleets may ally
list cannot take as reserves ships listed as reserves or them to ally with any number of fleets or even fleets
with each other, detailed as follows:
allies to another fleet list. For example, a Chaos on both sides of a battle, such as the Demiurg on
Repulsive grand cruiser is listed as reserves for the pp.109-111 of Armada. In all cases these follow the 1. Imperials (including Adeptus M echanicus): will
Imperial Bastions fleet list, and the Armageddon standard rules for reserves in that no more than one never ally with Chaos, Dark Eldar, Craftworld
Sector fleet list has Space M arine vessels as allies. allied vessel may be taken for every three core Eldar and Orks. If it allies with or has as allies
Because it is listed only as reserves of that list, a vessels in the fleet. the Space M arines, it cannot ally with or take as
Repulsive grand cruiser or Space M arines strike allies ships from any other fleet list except
cruiser cannot be taken as a reserve vessel for any Unless specifically described otherwise in a particular Rogue Trader vessels (excluding Xenos ships).
other Imperial fleet list. In short, you cannot use a fleet list (such as Demiurg ships in a Tau fleet), the 2. Chaos (including Chaos Space M arines): will
reserve of a reserve. Reserves can only ever be ships same restrictions that apply to reserves also apply to never ally with Imperials, Craftworld Eldar,
belonging to the same race, chosen from a fleet list of allies regarding ship types, (escorts, cruisers, Corsair Eldar, Space M arines or Tau.
the same race. battleships, etc.). Finally, this list does not supersede 3. Tau: will never ally with Orks, Chaos, Dark
any specific ship or fleet restrictions, such as the Eldar or Space M arines.
These allowances and restrictions apply for both one- Craftworld Eldar having access to the Corsair Eldar 4. Dark Eldar: will never ally with Imperials, Tau
off battles and while earning reinforcements in the fleet list as reserves (and vice versa) only when the or Space M arines.
course of a campaign. However, ships or special fleet is led by an Eldar Hero aboard the Flame of 5. Craftworld Eldar: will never ally with Imperials,
characters added to a fleet list as a special reward or Asuryan, or that three Dark Eldar escorts must be Chaos, Space M arines or Orks.
through special scenario or campaign driven taken in a fleet in order to have one Dark Eldar 6. Corsair Eldar: will never ally with Chaos, Space
circumstances are exempt from meeting fleet capital ship. Allied vessels taken in this way cannot M arines or Orks.
prerequisites beforehand. For example, an Imperial be placed in squadrons with vessels in the core fleet 7. Space M arines: will only ally with Imperials
fleet is allowed to immediately have a single Space unless specifically allowed to in the core fleet‟s list, (including Adeptus M echanicus) and Rogue
M arine battlebarge in its fleet list in the course of a nor can they use the core fleet‟s re-rolls unless Trader vessels (excluding Xenos ships). A
campaign with no fleet prerequisites and regardless of specifically allowed to. Crusade fleet list will not ally with any fleet.
reserves if it expends an appeal roll against the Space 8. Rogue Traders: may ally with any fleet except
M arines table on p.157 of the rulebook and rolls a Just as a fleet can take any number of reserves as long Tyranids and Necrons but may not take Xenos
2D6 roll of2, even if that fleet is not from the as restrictions are followed concerning the number vessels when allied with Space M arines.
Segmentum Solar fleet list. taken compared to the core fleet list (typically in a 9. Orks: will only ally with Chaos, Dark Eldar and
ration of no more than one for three unless listed Rogue Traders.
ALLIES, SUBJECTS AND otherwise in a given fleet list), the number of allied 10. Demiurg and/or Kroot: will never ally with Orks
vessels the fleet takes is only limited by the rules
MERCENARIES applied to the allied fleet as long as all other
or Space M arines. Even when allied with two
fleets that are fighting each other, Demiurg and
Some fleet lists have explicit access to ships from restrictions concerning reserves are also followed. Kroot ships will never fire upon each other.
other races. The Tau in particular have access to ships In addition to these restrictions, no vessel can be 11. Necrons do not ally with any fleet.
from several different races simultaneously. These allied to a fleet for which it is a natural enemy, nor 12. Tyranids do not ally with any fleet.
may only be taken exactly as described on their fleet can it ally itself to a fleet that already contains allies
list rules and may not also be taken as reserves. for which it is a natural enemy. In the convoluted
Allied and reserve vessels cannot use refits and universe of Battle fleet Gothic there are many races
upgrades from the fleet list they are allied to unless
20 10 COMPENDIUM 18
FREQUENTLY ASKED QUESTIONS, ERRATA AND RULE ADDITIONS
IMPERIAL, SPACE MARINES AND ADEPTUS MECHANICUS FLEETS
The Apocalypse Class battleship‟s special rule on An Imperial Exorcist grand cruiser on p.16 of
IMPERIAL NAVY p.12 of Armada when it undertakes Lock-On special Armada may be equipped with Shark assault boats
The Imperial Power Ram may be taken by any orders and fires its lances greater than 30cm does not for an additional +10 points.
Imperial capital ship with a 6+ prow for +5 points take effect unless firing greater than 45cm, though the
normal range of the lances is still 30cm. Additionally, For every reference in the Rulebook and Armada, the
unless it has a Nova Cannon. This is for any Imperial
it does not take 1Hp damage for the Thrusters correct price for an Armageddon battlecruiser is 235
fleet list and does not count as a separate refit. Ships
Damaged, even though the critical damage still points. In Armada on p.17, it may replace its prow
so equipped impart one automatic hit during a
affects the ship, is cumulative and must be repaired torpedoes for a Nova Cannon for +20 points.
successful ram on a target vessel before rolling for
hits inflicted. normally. Except for this special rule, all critical
For every reference in the Rulebook and Armada, the
damage (including Thrusters Damaged) taken in any
correct price for the Endeavor and Endurance light
For every reference in the Rulebook and Armada, the manner affects this ship as it would be taken by any
cruisers are 110 points each. The Defiant light cruiser
correct price for an Emperor battleship is 365 points, other ship normally.
is 120 points.
an Apocalypse battleship is 365 points, a Retribution
Battleship is 345 points, and an Oberon battleship is Imperial grand cruisers count as battlecruisers in any
The Endeavor, Endurance and Defiant light cruisers
335 points. fleet list they are used (even as reserves), meaning
on pp.18-19 of Armada may increase their prow
two cruisers are required for every grand cruiser in
armor to 6+ for no additional cost. However, if this
In the Rulebook on p.108, a M ars battlecruiser may the fleet, and the Imperial fleet may have one grand
option is taken, the turning radius of these vessels is
purchase a third turret for an additional +10 points. cruiser or one battlecruiser for every two cruisers in
reduced to 45 degrees.
the fleet, not one and the other. Additionally, grand
In the Rulebook on p.114, the “Widowmakers” refit cruisers do not count as cruisers for purposes of The fleet restrictions for Endurance and Defiant light
can only be taken by Cobra escorts, it can only be fielding battleships in any Imperial fleet list they are cruisers on p.27 of Armada are entirely replaced by
taken by escort squadrons where more than half the taken. the following: no more than two of these vessels may
escorts are Cobras, and all the Cobras in the squadron be taken for every 500 points (or portion thereof) in
must take the refit. Only Imperial escort squadrons All Imperial Vengeance grand cruiser variants listed
in Armada on pp.14-16 completely ignore prow the fleet. This is no more than two in total, meaning
may take this refit, not pirates, Chaos renegades, etc. not two each of the Endurance and the Defiant.
critical damage, regardless of the cause. If any critical
For every reference in the Rulebook and Armada, the damage rolled against the table results in a Prow
correct price for an Overlord battlecruiser is 220 Armament Damaged critical hit, it is assumed the ADEPTUS MECHANICUS
points. In the Rulebook on p.109, it is based on the critical damage did not take place, and it does not
Acheron heavy cruiser design and relies on systems move up to the next higher critical damage. If the Adeptus M echanicus vessels may always be taken as
derived from it for its targeting systems. For +15 critical damage is caused by the ship taking a hit, the reserves by an Imperial Navy fleet, regardless of what
points, its weapon batteries get a left-column shift on hit itself still counts normally. fleet list is being used or whether or not they are
the gunnery table. using allies.
20 10 COMPENDIUM 19
Adeptus M echanicus vessels may ignore the rule No more than two M echanicus Gifts can ever be In a campaign, the Space M arine fleet has access to
preventing them from firing upon or boarding taken by a ship. If a ship that rolled a 6 when the same refits and crew skills as Imperial and Chaos
friendly drifting/blazing hulks (see p.13 concerning determining leadership subsequently has an fleets on pp.156-157 of the rulebook. Space M arines
shooting at hulked vessels). They will do this in an Archmagos embarked, it does not get a third Gift! may roll appeals against the Space M arines table on
attempt to deny victory points to the enemy or induce However, the rule concerning Gifts still applies; if the p.157 if desired. Ships earned as a result of rolling
catastrophic damage, to prevent their technology second rolled refit is identical to the refit already against this table are considered to be “for free” and
from falling into xenos or heretic hands. This rule selected, the second refit may be chosen as well. do not count against fleet restrictions. For example, a
only applies to M echanicus vessels shooting at fleet 1,500-point Space M arine fleet with two
M echanicus drifting hulks, and not Imperial Navy, An Archmagos can be placed on any capital ship in battlebarges that rolls a 2D6 roll of 2 against this
reserve or allied vessels in the fleet. In order to do so, the fleet desired unless an Ark M echanicus is present, table may waive the point restrictions and gain a third
it must actually be a ship using rules from the in which case it must be used as the flagship. The Ark battlebarge, provided the owning player actually has
Adeptus M echanicus fleet list, not a M echanicus M echanicus Omnissiah’s Victory cannot have any three battlebarge models to represent it. Ships not
model painted to be part of a standard or reserve other M echanicus Gifts besides those already in its able to take a particular refit rolled randomly may re-
Imperial fleet. M echanicus vessels may shoot at special rules. roll the result.
enemy drifting/blazing hulks normally.
The Archmagos‟ ship only has two M echanicus Space M arine vessels with Terminator boarding
On the Adeptus M echanicus fleet list, Endeavor and refits, though it may still earn standard Imp erial fleet parties may use them every turn instead of once per
Endurance light cruisers cost 125 points, and the refits normally over the course of a campaign, as can game for no change in point cost.
Defiant light cruiser costs 130 points. They can any other Adeptus M echanicus vessels.
upgrade their prow armor to 6+ at no cost. However,
Unlike their capital ships, M echanicus escorts do not RAMILIES STAR FORT
if this option is taken, their turning radius is reduced
have the +1 turret as part of their point cost and do
to 45 degrees. While Ramilies Star Forts are defenses, they are not
not get this refit automatically.
restricted to the same leadership restrictions of other
Adeptus M echanicus Refits: When a 6 is rolled on the defences and can take on all shooting-based special
Adeptus M echanicus versions of Imperial Navy
leadership table you may pick your refit instead orders normally.
vessels that have access to assault boats (such as the
rolling for it randomly; you don‟t get an extra one.
Emperor) may not use assault boats.
The various quadrants of a Ramilies Star Fort
automatically count as massing turrets (unless
crippled or destroyed, following all normal rules for
ADEPTUS ASTARTES massing turrets discussed previously). However, only
Any vessel that earns or pays for a refit to carry the quadrants adjacent to it can mass turrets with a
Thunderhawks may then ONLY carry them, and its given quadrant, giving it a maximum of +2 turrets.
launch bay capacity is reduced by half (rounding up This is in addition to any ships that may be in base
when applicable). This also applies for those earned contact, though the maximum restriction of no more
when rolling a 7 against the Space M arines table on than +3 turrets still applies.
p.157 of the rulebook. All normal rules concerning Although the four quadrants are essentially in contact
their use is unchanged from that on p.21 of Armada. with each other, blast markers are only placed
Escort carriers may never be upgraded to carry between the quadrant taking fire and the quadrant
Thunderhawks! closest in the line of fire to that taking fire. In other
The profiles in Armada for Space M arine Strike words, a single round of shooting form a ship or
Cruisers listed on p.23 and Gladius frigates on p.25 squadron cannot place blast markers in base contact
replaces any previously published profile of this with more than one other quadrant besides the
vessel. quadrant it is shooting at (for two in total) Quadrants
not so affected count as not having blast markers in
Space M arine battle barges as listed on p.24 may not base contact, even if blast markers are in base contact
use Come To New Heading special orders, regardless with the model itself. See p.4 about blast markers.
of any normal refits they may be equipped with.
20 10 COMPENDIUM 20
When ramming the Ramilies you can only ram the of the owning players movement phase. If it rotates, it can decide how many quadrants are involved in the
quadrant you first contact on a line of sight from the will always rotate in the same direction. The Ramilies boarding action.
ramming ship‟s movement. If a ship happens to make otherwise does not move in any way during the
contact right at the junction between two quadrants course of the game, it still counts as defenses, and When a quadrant is destroyed its quarter of the flying
(as measured by the model‟s base, not the model this movement does not alter nor can it be altered by base is treated as an asteroid field. This effect cannot
itself!), the ramming player may pick which one of any command checks or special orders the Ramilies damage the other quadrants and remains unchanged if
the two adjacent quadrants in contact he or she can make. If the owning player decides the Ramilies the owning player elected that it rotate at the start of
wishes to ram. Star Fort will rotate, then it cannot have ships dock the game.
with it for the duration of the game. Blast markers not
As running out on doubles no longer applies to A Ramilies can earn ship and weapon refits (NOT
removed remain in place when the Ramilies rotates
reloading ordnance, a Ramilies Star Fort may have in engine refits- re-roll this result!) over the course of a
and affect whatever quadrant they are in contact with
play up to twice the attack craft markers as the campaign, and any refits earned apply to all
at the end of its movement.
number of launch bays it has remaining. Additionally, quadrants.
as a docked ship can no longer take advantage of the A Ramilies can be affected by hit and run attacks, A Ramilies can purchase special torpedoes on p.156-
benefit the Ramilies provides it for running out of which take place normally. However, only a Space 157 of Armada. However, if the Basilica takes critical
ordnance, it instead is considered to have Hulk can attempt a boarding action on a Ramilies. If damage while armed with torpedoes affected by
automatically reloaded ordnance (no Command it does so, the remaining hit points of all four critical damage (such as vortex torpedoes), BOTH
Check required) if it remained docked for two full quadrants apply to the Ramilies‟ boarding value, but critical damage effects from the table and from the
turns and was not braced. only the turret value of the quadrant actually being torpedo special rules applies. Resulting additional hits
boarded is added to this value. Resulting hits and from damage caused by the torpedoes can be
Before the game starts, the owning player can decide critical damage are only applied to the quadrant that distributed among the Ramilies quadrants as decided
if the Ramilies will rotate or not. Once the decision is was actually affected by the boarding action. by the enemy player.
made, it cannot be changed throughout the game. If it
is decided that it will rotate, it does so for 45 degrees The Ramilies can always board any enemy ships in
once per game turn (no more or less) at the beginning base contact in the end phase of its own turn, and it
20 10 COMPENDIUM 21
FREQUENTLY ASKED QUESTIONS, ERRATA AND RULE ADDITIONS
HERETICUS FLEETS AND CHAOS SPACE MARINES
A Chaos Warmaster (as opposed to a Lord) must option can only be used if Abaddon is utilizing the (requires three Cruisers or Heavy Cruisers) and a
always be used as a fleet commander in any Chaos 13th Black Crusade fleet list in Armada, in which Battleship (requires three Cruisers or Heavy
fleet list that requires the use of a fleet commander. case all the rules on p.43 of Armada apply. His ship Cruisers).
Under no circumstance can a Chaos Lord be placed will have a total +3 boarding modifier (+1 for
on the same ship as a Warmaster. Abaddon and +2 for Chaos Space M arines) before Warp Cannon on an Activated Blackstone Fortress or
any other modifiers are applied. Abaddon has access any similar weapon mechanic that ignores shields or
When fielding a Chaos 12th Black Crusade fleet in to Terminator Teleport Assaults and all other benefits behave as such also ignore holofields and any other
the rulebook limited to only three Chaos Lords in a of having Chaos Space M arines described on p.45 of similar mechanisms, such as reactive armor saves,
campaign, a player may purchase a Chaos Lord for a Armada. The ship may take any one M ark of Chaos spores, etc. Warp Cannon do not ignore any brace
reinforcing vessel, but only to replace one that was for the point cost indicated. If a M ark of Khorne is saves or any reactive armor modifiers while braced!
aboard a ship lost in battle. This is separate from an taken, this doubles again the double already provided
additional (fourth) Chaos Lord earned in an appeal THE PLANET KILLER: The Armageddon Gun is
by having Abaddon aboard the ship ! (This is unique
against the table on p.158 of the rulebook. a line of sight weapon and cannot fire through
in that fleet commanders do not normally multiply
obstacles or celestial phenomena that act as normal
crew skills/benefits.) Note: If a mark of Tzeentch is
M ultiple Chaos M arks of Slaanesh: If a ship is in line of sight obstructions, such as planets, moons,
chosen, you will gain no benefit unless Abaddon is
range of effect of multiple marks of Slaanesh, it is asteroid fields, etc.; a swirling jumble of million-ton
killed as his specific rules dictate you may only use
only affected once. rocks will disrupt even the awesome power of this
one command re-roll per turn.
weapon. However, place D6 blast markers at the
M ultiple M arks of Chaos on a Single Capital Ship: It point the Armageddon Gun template contacted the
Ships that earn Forces of Chaos through appeals or
is not possible to have multiple M arks of Chaos on a asteroid field, moon, etc. for the vaporized rock left
other means may continue to use these unaffected,
single capital ship in the 13th Black Crusade fleet list. in its wake. When used in Exterminatus, it does not
even if they are braced, crippled, etc., unless it
Note: The Chaos 12th Black Crusade Incursion Fleet face the normal restrictions for such weapons. Once
applies to ordnance attacks.
list in the rulebook still allows the Warmaster to have in low orbit, it can fire up to 60cm and does not need
multiple M arks of Chaos. to roll a 4+ to hit.
Chaos has a +1 boarding modifier. The Chaos Space CHAOS VESSELS The Armageddon Gun overcharge “planet killer” shot
M arine upgrade in Armada replaces this, providing works as follows: the ship must declare it is charging
Chaos fleet requirements: As Battleships, Grand
them with a total +2 boarding modifier (before all over three consecutive turns. No leadership check is
Cruisers and Heavy Cruisers all have their own
other modifiers are applied normally). required, but the ship may not turn, shoot or go on
requirements you may use the same cruisers for these
requirements. For example, a Chaos fleet can have a any special orders, including Brace For Impact. Once
Abaddon the Despoiler and Chaos Space M arines: If
fleet comprised only of two Cruisers, one Heavy started, the process cannot be stopped, during which
you buy the Chaos Space M arine upgrade for a ship
Cruiser (requires 2 Cruisers), one Grand Cruiser time the ship gains +2 shields. After the movement
commanded by Abaddon, it is further improved. This phase of the third turn, the ship immediately fires by
20 10 COMPENDIUM 22
moving the Nova Cannon template directly in front of broadsides and so have port and starboard arcs. This immediately. It also may not be shot at, boarded,
the vessel 60cm (not 90cm). If any part of the variant is more uncommon than the standard M urder; rammed or have any action done to it while spectral.
template touches any ship‟s base, that ship is no more than two of this variant may be used per 750
completely destroyed, no saves allowed. The first points (or any part thereof) in a Chaos fleet, meaning If a Daemon ship fully materializes in contact with
planet or moon touched by the center hole is removed a fleet greater than 750 points may have up to four. celestial phenomena, it suffers any effects of those
on a 2+ in D3 turns and replaced by a 2D6 by 2D6 celestial phenomena, such as gas clouds, asteroid
asteroid field. This shot can fire through asteroid The profile for the Devastation on p.123 of the fields, etc. before the start of its movement phase.
fields but will not remove them by doing so. After rulebook lists different names for the types of attack However, if it materializes in an asteroid field, it may
firing this shot, the Planet Killer must pass a reload craft used. This does not affect how they are used in then attempt to avoid damage by making a leadership
ordnance special order for two turns to bring the any respect, and they are in all respects the same. check normally.
Armageddon Gun back online, during which time it
RENEGADE IMPERIAL VES S ELS : The Imperial DAEMONS HIP HAUNTING: When a Daemonship
may not fire any weapons at all but moves normally.
Navy has taken great pains after the 12th Black is „haunting‟ or is spectral it can still suffer damage
All restrictions for battleships apply to the Planet Crusade to ensure that its warships do not fall into the from fire critical hits. In addition to repairing
Killer. In other words, you need to field at least 1,000 foul hands of Chaos. While only the most seasoned damage, they may repair critical hits while in the
points of ships AND meet fleet list requirements to and august of ship captains command the Emperor‟s warp rolling normally, repairing critical damage on a
field it as a battleship in the fleet. battleships and battlecruisers, this is not always the 4+ as opposed to a 6. However, Daemonships may
case for its escorts and second-line warships. For not make repair rolls in the end phase they are first
GRAND CRUIS ERS : All Chaos Vengeance grand every 1,500 points in a Chaos fleet, one cruiser from deployed when returning into play.
cruiser variants listed in Armada on pp.38-39 any Imperial Navy fleet list up to 185 points and/or
completely ignore prow critical damage, regardless of up to six Imperial Navy escorts may be taken. Special If Daemonships repair enough hits while “haunting”
the cause. If any critical damage rolled against the weapon rules, Nova Cannon, Chaos Lords, Chaos to no longer be crippled, they will still count as
table results in a Prow Armament Damaged critical Space M arines, Chaos ordnance or Daemonship disengaged for purposes of victory points but will no
hit, it is assumed the critical damage did not take upgrades may not be taken for Imperial Navy vessels longer count as crippled.
place, and it does not move up to the next higher used in this manner, and cruisers suffer -1Ld for
Daemonships do not automatically regain hits after
critical damage. If the critical damage is caused by going renegade. Imperial Navy escorts need not be in
each battle. They have to be regained either in a game
the ship taking a hit, the hit itself still counts a single squadron and may be interspersed within
by warp translation or by expending repair points, or
normally. other Chaos escort squadrons if desired. These
they can be withdrawn normally.
vessels do not count as reserves; they count as Chaos
The Chaos Repulsive Grand Cruiser can be modelled vessels in all respects.
on a large base. If so mounted, it may have a third
shield for +15pts. It must be modelled on a large base
to have this this refit available for the cost indicated. CHAOS DAEMONSHIPS
This is not a normal refit and can be used in one-off
games or in addition to any other refits earned A Daemonship cannot be forced to disengage by a
normally in the course of a campaign. scatter roll that places it off the table. If a
Daemonship scatters off the table when deploying,
S HIP POINT COS TS : For every reference in the place the Daemonship so that its base is completely
Rulebook and Armada, the correct price for a on the table on the point of the table edge indicated
Retaliator grand cruiser is 260 points. by the scatter dice, facing any direction desired by the
Chaos player.
For every reference in the Rulebook and Armada, the
correct price for a Styx heavy cruiser is 260 points. Daemonships cannot be used in squadrons.
Chaos M urder Class Cruiser Variant: The M urder When a Daemon ship is still spectral and has not fully
variant described in the notes on p.123 of the materialized into normal space, it cannot move,
rulebook has broadsides consisting of four weapons shoot, board or conduct any action in any way,
batteries and two lances, all at 45cm range. These are though any M arks it may have still take effect
20 10 COMPENDIUM 23
FREQUENTLY ASKED QUESTIONS, ERRATA AND RULE ADDITIONS
CORSAIR ELDAR, CRAFTWORLD ELDAR AND DARK ELDAR FLEETS
M ovement and Solar Sail Arcs: An easy from catastrophic damage, nova cannon, etc. It also
way to determine a ships facing in does not affect negative leadership modifiers caused
relation to the sunward edge is to place by radiation bursts. Leadership checks against
a bearing compass over the ship and asteroid fields are unchanged from those for other
draw the shortest possible line from the fleets.
ships stem to the sunward edge. The arc
When shooting, all Eldar weapon batteries always
this line passes through is the sunward
count as closing before any modifiers. However, they
facing, or sunward arc.
still count as shooting at defenses when doing so.
Corsair and Craftworld Eldar ships
cannot take All Ahead Full orders and Eldar and Dark Eldar must determine if they wish to
thus cannot ram. Theme-wise, these brace against damage they may face BEFORE rolling
Eldar ships would generally not resort their holofield save. This includes damage from
to this kind of tactic anyway. Dark scatter weapons such as Nova Cannon fire.
Eldar ships however can take All Ahead
An Eldar vessel intending to board an opponent may
Full special orders and are thus not
do so in either movement phase, but it may not shoot
prohibited from ramming.
or launch ordnance before doing so. If it boards in its
If under Lock-On special orders, Eldar movement phase, it may not make its second
ships cannot turn for BOTH their movement.
movement phases. When locked-on,
Eldar Pulsars re-roll EACH miss until HOLOFIELDS
either up to three hits is scored or a miss
is missed again. Holofields and Shadowfields work essentially the
same way in all respects. They save against ALL
Dark Eldar minimum movement: Like strength-based weapons, Nova Cannon shots, any
all other Eldar ships, Dark Eldar vessels ordnance attacks and any kind of hit and run attacks,
do not have a minimum movement ramming and boarding. Against ramming and
requirement. Note: All Eldar ships still boarding, they save once against the ramming or
fall under the restriction that if a ship boarding attempt, NOT against any damage suffered
moves less than 5cm it counts as a if this save fails. They do NOT protect against hits
defence for shooting purposes. caused by celestial phenomena nor any area effects
However, Holofields still work such as Warp Drive implosions, Necron Nightmare
normally. Fields, Chaos M arks of Slaanesh, etc. See p.5 for how
Eldar and Dark Eldar ships can make a Nova Cannon are affected by holofields.
leadership check to ignore all effects of When protecting against damage (except against
celestial phenomena such as gas clouds, weapons that use the gunnery table), Holofields roll
solar flares, etc. Escorts may re-roll this its save once against each successful attack, whether
result for free. If an Eldar vessel passes it be from lance fire, ordnance hits, etc. In other
its leadership check during a solar flare, words, its rolls once against a ramming attack, once
it will take no damage but turn directly against each Nova Cannon shot, and once against
away from the sun edge and move each hit imparted by ordnance attacks, Hit and Run
2D6cm. This ability only applies to attacks, etc.
celestial phenomena, not explosions
20 10 COMPENDIUM 24
Against firepower-based weapons such as weapon is friendly and cannot attack it, though enemy ships
The strength of the Dragonship‟s weapons battery
batteries, holofields only provide a right-shift that move in base contact with it in the first turn will
option is 14, the torpedo option is 8 and the launch
modifier to hit unless specifically indicated still be attacked normally. M imic Engines cost +20
bay option is 4.
otherwise, and it does not modify rolls to hit beyond points for cruisers and +5 points per escort.
the far right end of the table. The profile concerning Craftworld Eldar escorts
Dark Eldar ordnance and attack craft enjoys all
remain unchanged but replace their special rules with
Corsair Void Stalker point restrictions: In a Corsair resilience and re-roll benefits Eldar ordnance does,
the following: Shadowhunters are so nimble that they
fleet list you may only have a Void Stalker in your and they behave in the same manner in all respects.
can even pursue attack craft with ease, harrying the
fleet if your fleet list is worth 1000 points or more.
smaller vessels with an agility impossible for other Leech Torpedoes: in addition to all the rules for this
This limit is very strict; if you are playing a 1000pt
escorts. When coming in base contact with any weapon on p.55 of Armada, Leech torpedoes take
game and your fleet list is 995pts or less you cannot
enemy ordnance, they may re-roll a failed holofield effect immediately (being braced can save normally
field a Void Stalker.
save (the second roll stands). This effect only works against this), do not roll against armor and do not
For every reference in the Rulebook and Armada, the against attack craft, and markers that behave only as automatically destroy escorts. Leech torpedoes
correct price for the Hellebore frigate is 65 points and fighters are still ignored normally. The rules for the otherwise behave as Eldar torpedoes in all respects
the Aconite frigate is 55 points. Craftworld Eldar Phantom Lance remain unchanged and are only hit by turrets on rolls of 6. Escorts can
Due to their extremely small size, Craftworld Eldar also repair this effect with a roll of 6 in the same
ELDAR ORDNANCE escorts cannot initiate boarding actions. A ship that manner capital ships repair critical damage.
successfully boards a Craftworld Eldar escort gains a
All Eldar Ordnance (including Dark Eldar) can only Dark Eldar receive a +1 to any of their Hit & Run
+1 modifier in addition to any other modifiers.
be hit by turrets n a 6. This includes Vampires, any attacks, including those from Slavebringer assault
torpedo types, assault boats and orbital mines. Eldar Ghostships may move normally if they fail a boats but excluding Impaler Assault M odules.
special order, but they may not shoot, launch
When Eldar orbital mines are used, they completely Slavetaking may be performed instead of any Hit &
ordnance, etc.
replace all other attack craft used by the launching Run, including teleporter and Impaler attacks. When
carrier, with one orbital mine per launch bay. Corsair Eldar and Craftworld Eldar fleet lists count as using Impalers for slavetaking, they forgo their
reserves of each other, following all normal rules, but normal 2D6 roll and instead collect +30 victory
As Eldar vessels do not actually have turrets, enemy to do so an Eldar Hero must lead the fleet as points vice +10 points. Brace saves may be taken
bombers do not get any bonus against turrets from described in the Craftworld Eldar rules. against Slavetaking. Slavetaking cannot be conducted
escorting fighters. against Necron or Tyranid fleets. Any escort-sized
DARK ELDAR ship is in addition considered destroyed if 30 or more
CRAFTWORLD ELDAR victory points are collected from it by slavetaking.
The Dark Eldar Torture cruiser on p.56 of Armada
The Eldar Hero costs 100 points, not 150 points. has an unmodified value of 210 points, not 130 In a campaign, a Dark Eldar or Craftworld Eldar fleet
However, it must still purchase re-rolls at the Hero‟s points. In the Armada fleet list, prow torpedoes are an commander earns promotions (re-rolls) in the same
listed cost for re-rolls. optional weapon system it can be equipped with manner as the Eldar as listed on p.153 of the
besides its weapon batteries as opposed to a weapon rulebook.
You require a Hero to field the Flame of Asuryan.
that must be replaced.
The Flame of Asuryan counts as a Dragonship in the
Craftworld Fleet List and a cruiser in the Corsair Dark Eldar cruisers may if desired be equipped with
ELDAR TRANSPORTS
Fleet List. This is a unique ship; only one is allowed two Impaler assault modules instead of one. Their Corsair and Craftworld Eldar fleets can use transports
in the fleet list, regardless of the size of the fleet. individual cost remains unchanged; it costs +20 in scenarios that call for transports where the Eldar
The port and starboard pulsar lances of the Flame of points for each Impaler taken by a Dark Eldar cruiser. are playing the defender. The Eldar transport moves
10/10/15cm, and it is equipped with one 15cm
Asuryan are considered Keel weapons for purposes of The Dark Eldar mimic engine described on p.54 of weapon battery (front). It otherwise follows all
critical damage. They share a single weapon position Armada is unchanged, but its ability to not be
movement, shooting and holofield rules for Eldar
and so will be affected when weapons strength is targeted by enemy ships in the first turn is lost if ships. Dark Eldar fleets do not have access to this
halved for whatever reason. The launch bays carry ordnance it launches in the first turn attacks enemy
Vampire Raiders at no extra cost. The keel pulsar transport. However, they may use Imperial transports
ordnance or ships. If its ordnance does not attack (of all types) to represent captured and looted
lance fire arcs are left/front and right/front during the first turn, enemy ordnance must assume it
merchant ships they are returning to their lair.
respectively.
20 10 COMPENDIUM 25
FREQUENTLY ASKED QUESTIONS, ERRATA AND RULE ADDITIONS
ORK PIRATE AND WAAGH! FLEETS
The All Ahead Full special order can be taken by runs instead of D6. but because each marker also counts as a fighter,
Orks for free. However, this does not exempt it from it adds +1 attack for each marker, for a single
the restrictions that occur when a ship or squadron TURRET S UPPRES S ION: Ork fighta-Bommas and total addition of +3 attacks.
fails a special order command check. If an Ork other attack craft that behave as both bombers and 2. A Terror Ship launches a single wave of four
command check is failed Ork ships not already on All fighters apply this bonus by adding +1 attack for each fighta-bommas against a Devastation cruiser
Ahead Full may not then be put on All Ahead Full marker in the wave after attacks are modified by with three turrets and no CAP, declaring two
special orders. turrets, meaning each ordnance marker that survives markers are not attacking and will only be
against turrets will be able to conduct at least one suppressing turrets. The Devastation‟s turrets
Dakka Dakka: Ork capital ships can add +2 turrets to attack and will not have a minimum of zero attacks. roll 2,3,4 to knock down one fighta-bomma.
their ships for +20 points (this is not the same thing Another one of the surviving markers is
as saying “up to two turrets at +10 points each”). Ork When a wave of fighta-bommas attacks a ship you
removed for suppressing turrets. The two
escorts may add +1 turret for +5 points per escort must decide beforehand if any of the markers will remaining markers now each roll 1D3-3
unless a particular fleet lists adjusts this. If this option forgo their attack runs in favour of turret suppression.
(minimum zero) attacks, but because each
is taken, every escort in a given squadron must take Every one that does so cannot make any attack rolls marker also counts as a fighter, it adds +1 attack
the refit, not just individual escorts in a squadron. but adds an additional +1 bonus attack to any
for each marker. It then adds +2 attacks for the
surviving fighta-bommas when rolling their attacks.
two markers used only to suppress turrets (even
Fighta-bommas used in this manner cannot contribute
though one was removed), for a single total
ORK ORDNANCE more bonus attacks than the defending ship actually addition of +4 attacks.
has turrets or the number of surviving fighta-bomma
Any capital ship in the Ork fleet list armed with NOTE: In either case, at least one fighta-bomma has
markers, whichever number is lower. See the
torpedoes can use boarding torpedoes for +5 points, to survive against turrets for the wave to attack in this
following examples for how this affects the outcome:
regardless of whether or not it appears in the notes for manner.
1. A Terror Ship launches a single wave of four
that vessel. A Space Hulk may use boarding fighta-bommas against a Devastation cruiser Torpedo Bommas do NOT retain the ability to
torpedoes for +15 points. Escorts cannot use boarding with three turrets and no CAP. The behave as fighters and cannot intercept other
torpedoes. Devastation‟s turrets roll 2,3,4 to knock down ordnance or provide a bonus attack for turret
one fighta-bomma. The three surviving markers suppression. In addition, their speed is reduced to
Fighta-Bommas are fighters with a speed of 25cm. now each roll 1D3-3 (minimum zero) attacks,
They may also attack like bombers with D3 attack 20cm. Torpedo Bommas always cost +10 points per
launch bay based on the M AXIM UM launch bay
strength of a given vessel. This means a Terror Ship
must pay +40 points and a Space Hulk must pay +160
points to use Torpedo Bommas.
20 10 COMPENDIUM 26
battle kroozer on p.68 should list torpedo Bommas as ORK PLANETARY DEFEN SES For every reference in the Rulebook and Armada, the
worth +40 points. For the Gorbag’s Revenge correct price for a Ravager Attack Ship is 40 points.
battleship on p.65 of Armada, Torpedo Bommas are Ork Roks can be taken as planetary defenses and Its turret value is 2, not 1.
+80 points. purchased using planetary defense point allowances
in scenarios that allow the use of planetary defenses All Ork fleets have access to the Grunt assault ship.
and the Orks are the defender. When used in this By definition, this escort has the same profile as the
ORK SPACE HULK manner, they follow all rules for planetary defenses, Ork Brute with the following changes: 30 points,
meaning they automatically pass all leadership Armor 6+ Prow/5+, 2 turrets. Special rule: The Ork
Space Hulks can use All Ahead Full special orders Grunt is constructed primarily to act as a huge
checks they are required to make but cannot undergo
but cannot gain extra movement by doing so. This armored assault ship. Even though it is in every
any Special Orders except Reload Ordnance and
will allow them to attempt to ram, but given the size respect an escort with only 1Hp, it has a boarding
Brace For Impact, for which they are Leadership 7
and poor leadership of a Space Hulk, it will only be strength of two when attempting to board or being
(Yes, 7 and not 6!). Ork Roks cannot move and count
viable against defences. Because it is a Defense, it boarded, as if it were a 2Hp vessel. Likewise when
as stationary in all effects when purchased as
must roll leadership against 3D6 to ram anything attempting to ram, it uses 2D6 when rolling to hit, as
defenses, including all rules concerning removal of
besides another defense, against which it rolls 2D6. opposed to 4D6 like Brute ramships or 1D6 like other
blast markers from planetary defenses. When used in
this manner, roll a 2D6 after setting up each Rok. On escorts. Grunts are equipped with Tracktor fields and
Space Hulks do not have a low orbit table! They‟re are mounted on a large base. They are ponderous for
stem sized after all. a roll of 12, the Rok falls 2D6cm toward the celestial
phenomena it is orbiting near. If the Rok makes their size due to the Tractor Field and cannot use
The Space Hulk critical damage table on p.62 of contact with an asteroid field or the planet edge in Come To new Heading special orders. Grunts may be
Armada is replaced by the following: this manner, it is destroyed! easily represented by mounting Brute models on a
large (battleship) base. Only by basing these models
When playing the defender in scenarios that call for on a large base may they use the Grunt profile and
planetary defenses, Orks have access to all the point cost.
ORK SPACE HULK CRITICAL DAM AGE TABLE defenses listed on pp.141-146 in the rulebook. These
When receiving critical damage, roll a D6 against the can be represented as captured Imperial or Chaos
following table: defenses, or weapon emplacements installed on small
1-2: Target high energy systems! Roll a D6: asteroids. System ships, defense monitors and
1-2: -1 dorsal lance fireships can all be captured vessels, worn out Brute
ramships or gunships that have more dakka bolted on
3-4: -1 shield
to defend „da planet! In place of the Imperial
5-6: -1 turret strength
Blackstone Fortress, substitute a non-moving Space
3-4: Target weapons clusters! Roll a D6, affecting Hulk using the same (unchanged) profile and point
only the quadrant the attack originated from: cost listed on p.145.
1-2: -1 launch bay (except prow/aft)
3-4: -1 torpedo strength (except aft)
5-6: -2 weapon battery firepower ORK ESCORTS
5-6: Target thruster assemblies! The Space Hulk must For every reference in the Rulebook and Armada, the
roll higher on a D6 than the number of thruster damage correct price for an Onslaught Attack Ship is 35
criticals it has suffered in order to turn. points. The firepower of its Gunz battery is D6, not
D6+1.
Damage rolled that does not apply for any reason
immediately assumes the next higher level damage on For every reference in the Rulebook and Armada, the
the table. Space Hulks cannot repair any critical correct price for a Savage Gunship is 30 points. Its
damage in the course of a battle. speed is 25cm, not 20cm.
20 10 COMPENDIUM 27
FREQUENTLY ASKED QUESTIONS, ERRATA AND RULE ADDITIONS
NECRON REAPER FLEETS
ALL AHEAD FULL SPECI AL run attacks unless the ship is actually braced. The Star Pulse Generator rolls 1D6 to hit against the
nearest facing armor value separately against every
ORDERS Warp cannons ignore reactive hull saves unless the ship in range. This is an area effect that cannot be
Necron ship is braced. See p.22 concerning the Warp saved against by holofields or anything similar. It
Inertialess drives merely replace the bonus distance Cannon. rolls 4+ against every separate ordnance marker in
travelled. All rules concerning All Ahead Full still
apply so weapon strengths are still halved. range (as opposed to against ordnance waves).
NECRON WEAPONS Necron Portals are a unique system that work in
REACTIVE HULL Particle Whips ignore shields, holofields or any other addition to normal teleport attacks and are not
mechanism that performs a similar function (such as restricted by a ship being on ANY special orders
Necrons do not get a 4+ brace save, as the Reactive (including Brace For Impact), except that they are
Tyranid spores) on a to-hit roll of 6. Otherwise they
Hull save replaces it and for all intents and purposes still cut in half (rounding down) if a ship is crippled
behave as normal lances.
is treated in the same manner as a brace save. This or Braced. A Necron capital ship both crippled and
includes when the reactive hull save is modified to 2+ Star Pulse Generators and Nightmare field may not Braced may not make Portal attacks.
when Necron vessels are actually under Brace For fire if on special orders according to p.73 of Armada.
Impact special orders. It does not save against hit and This applies to Lock-On special orders as well. Necron vessels may ignore the rule preventing them
from firing upon or boarding friendly drifting/blazing
hulks (see p.13 concerning shooting at hulked
vessels). They will do this in an attempt to deny
victory points to the enemy or induce catastrophic
damage, to prevent their technology from falling into
the hands of other races. This rule only applies to
Necron vessels shooting at Necron drifting hulks.
Necron vessels may shoot at enemy drifting/blazing
hulks normally.
Necron victory point values on p.74 of Armada
replace any other published list of these values.
Necrons do not have access to any refits or crew
skills in the course of a campaign, but the fleet as a
whole may
earn additional
repair points in
the same
manner other
fleet‟s ships
earn refits or
crew skills.
20 10 COMPENDIUM 28
FREQUENTLY ASKED QUESTIONS, ERRATA AND RULE ADDITIONS
TYRANID VANGUARD AND HIVE FLEETS
In a Vanguard Fleet, you may test to override meaning enemy vessels lose -5cm speed and ships Bio Plasma ignores shields in a similar fashion to that
instinctive behaviour for all your squadrons even if a with zero shields (such as Eldar and ships with of ordnance, only they cannot be shot by turrets
squadron fails. All the other rules for Vanguard fleets Shields Collapsed critical damage) have to roll a D6 either! Bio Plasma does not ignore holofields or
listed on p.82 and p.90 of Armada still apply. against receiving damage on a 6. However, this test reactive hull saves.
(if required) only needs to be done once per
You may test for synaptic control over a ship which movement phase, regardless of how many Tyranid Feeder Tentacles and M assive Claws may not attack
failed the test the same turn, including other ships make base contact. The ship only counts as a ship that made contact during the opponents turn.
Hiveships, as long as there is another Hiveship within having blast markers in base contact if it ends its However, the Tyranid player can elect in its own turn
range. movement in base contact with a Tyranid vessel. to remain in contact so that feeder tentacles and
massive claws can take effect normally. In other
If a ship goes All Ahead Full under synaptic control Tyranid spores act as both shields and turrets. Each words, in the Tyranid player‟s own movement phase,
(by leadership test) instead of instinctive behaviour, it blast marker in contact reduces the turret “to-hit” roll it may elect to immediately attack vessels in base
may move an additional +4D6cm instead of +2D6cm. of one spore from 4+ to 6+. If a spore is already contact with feeder tentacles and massive claws
Having the Adrenaline Sacs refit adds +1D6 in either rolling against ord nance that requires 6+ to hit with instead of moving normally in the same manner other
case. turrets (such as against Eldar attack craft), being in ships may initiate a boarding action. Keep in mind
contact with blast markers has no additional effect. that a ship can still complete its move normally after
Where the number of spore cysts is written as a turret a feeder tentacles attack, though each ship can only
strength in a ship‟s profile, they also count as the The number of spores a ship has is subtracted from a attack an enemy ship in this manner once per turn.
shield strength as noted in their special rules. bomber's die roll to determine number of attacks
made like a true turret value. Blast markers in contact A Tyranid vessel with two sets of massive claws may
Spore impacts from moving in base contact with have no effect on this. use any two claws to perform its “grab” on an enemy
Tyranid vessels effect enemy ship movement, vessel, rolling again to hit in every End Phase as
Any ship attempting to fire upon a hiveship suffers described on p.84 of Armada.
-1ld when attempting to ignore closer targets if a
squadron containing only escort drones is in base If a ship is grabbed by massive claws it cannot
contact with the hiveship as well as in between the attempt to disengage until free of them.
hiveship and the firing vessel.
The sizes for the purposes of continuing movement
while grabbed by M assive Claws are exactly the
TYRANID WEAPONS
same as ramming, so from biggest to smallest:
Tyranid hiveships do not get “free” bio-plasma; their Defense >Battleship >Cruiser >Escort. For example,
cost is exactly as listed in the profile on p.87 of a battleship with a bunch of Tyranid escorts hanging
Armada. The broadside pyro-acid and bio-plasma on should be able to move (and be cool to see!). An
profile categories are to be considered listed as Imperial escort latched by a Tyranid cruiser should
pretty much behave like a speared fish!
“Left/Right.” They are separate broadsides for the left
and right sides of the vessel.
TYRANID ESCORTS
On p.88 of Armada, Tyranid cruisers get fpr-8x30cm
pyro-acid batteries firing left/front/right listed on The fleet must have at least six escort drones for
their profile for +20 points. every hiveship in the fleet. If desired, this may be in
addition to the 6-12 escorts (of any type) that may be
On p.91 of Armada, Tyranid hiveships may take taken for every hiveship in the fleet.
strength-8 torpedoes as a front-firing prow weapon
for +25 points.
20 10 COMPENDIUM 29
As Tyranid Kraken do not have spores, they cannot When conducting hit and run attacks of any type carapaces (as four would make it a Hiveship!) and
evolve the ability to use spores and thus cannot take against Tyranid escorts, roll 2D6 and take the lowest two extra spore cysts. Keep in mind that if the fleet
the additional spore cysts refit. D6 for the roll, destroying the escort on a roll of 4+. does not desire or by restrictions cannot have another
See p.12 for more on Hit and Run attacks. hiveship, then the fourth reinforced carapace refit
Tyranid Kraken on p.89 of Armada can select a cannot be taken by a Tyranid cruiser.
strength-2, range 15cm bio-plasma discharge for +10
points on the fleet list on pp.90-91.
TYRANID REFITS Accelerated Healing refit: The two extra repair dice
Tyranids do not have access to any crew skills in the are added after the halving of the dice for having a
Up to 10% of the Tyranid escort drones in the fleet Blast M arker in contact with a vessel.
course of a campaign. They may gain refits in the
can elect to become fireships instead of taking a
weapon on p.90 of Armada for +5 points each. If course of a campaign as outlined by the rules on p. 92
used in this manner, it still utilizes all regular rules of Armada. These refits can only be used in one-off SCENARIOS
for escort drones concerning movement, spores, etc., games if both players agree.
For the Cruiser Clash scenario, Tyranids can use one
and it may use the fire ship special rules detailed on M ultiple Tyranid Refits: A hiveship can have three hiveship and three cruisers instead of the four cruisers
p.143 of the main rulebook, even if the scenario does „different‟ refits and may therefore have four described on p.93 of Armada. If this option is used,
not call for the use of planetary defenses such as reinforced carapaces, two extra spore cysts and one refits or escorts cannot be taken, and the hiveship
fireships. other refit. A cruiser can have the three reinforced cannot be higher than Ld-8.
TYRANID ORDNANCE
Tyranid ordnance is exempted from attack craft limits
based on number of launch bays and cannot run out
of ordnance. They may have up to twice the number
of attack craft markers in play as they have available
launch bays.
BOARDING ACTIONS
Tyranids ignore ALL blast marker effects when
boarding. They do however lose a measure of their
spore protection for being in contact with blast
markers due to placing one on the target vessel when
boarding; place the blast marker at the point it and the
Tyranid vessel make contact. While they ignore all
blast marker effects when boarding, the target vessel
does not. As such, Tyranids get a +1 for the enemy
being in contact with blast markers.
20 10 COMPENDIUM 31