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At some stage all wargamers contemplate running 40,000 and Epic 40,000 rules.

00 rules. The possibilities Next you need to get all the players together for a
a campaign. This is understandable – after all, really are endless. ‘campaign briefing’. The most important thing
battles don’t take place in isolation, they are part you’ll need to go over at this point is the rules for
of an ongoing war. A campaign allows you to
fight your own ‘ongoing war’ by linking battles
GETTING STARTED the campaign, to make sure that everybody knows
what’s going on. You should then decide how
In order to run a campaign you’ll need at least
together, so that the results of one battle will have long the campaign is to last. For your first
two players to act as the Primary factions. These
an effect on the future ones you fight. It adds a lot campaign we recommend playing for one month
players represent the factions who have the
to a campaign if you keep a journal of the of real time and on the whole it’s best to keep
greatest permanent presence in the sector over
progress of the war, and from this you can write campaigns short – after all, you can always start
which the campaign is being fought. Any amount
your own part of the history of the Gothic another one!
of extra players can join in, including players
campaign. Over the course of the war you will be
acting as Pirate factions (usually Eldar, Dark
able to develop cunning strategies to conquer a Once this has been decided, players can pick their
Eldar, Orks, or Necrons). Pirate factions
whole sub-sector of the Gothic system and you starting systems and design their fleets using the
represent small raiding forces of those factions
will be able to watch your fleet develop as ships’ rules described below, then you can start fighting
without a sufficient presence to vie for control of
crews gain in skill and ability – or are destroyed battles. However, it is usually a good idea to set a
the sector. Pirate factions have unique advantages
and have to be replaced with inexperienced crews. regular time and place for campaign meetings,
and disadvantages which will be discussed in
In the battles you fight there will be famous and also to elect a ‘campaign arbitrator’ who is in
greater detail later.
victories and shameful defeats, legendary (or charge of making sure that the campaign runs
infamous!) commanders will emerge and ships in smoothly. You might also want to consider
Once you’ve got your players together you need
your fleet will gain fame for the awesome feats putting together a campaign newsletter, in which
to pick one of the sub-sectors we’ve provided
they have pulled off against all the odds! case you’ll need to decide who will be its editor.
maps for as the location for your campaign (the
maps can be found at the end of this section). For
As I hope you can tell, campaigns can be a lot of
your first campaign we recommend starting off
fun and they are not all that difficult to run either.
To help you, we’ve developed a map-based
with one of the smaller sub-sectors, unless there STARTING SYSTEMS
are lots of players (ie, more than eight) taking part
campaign system based on our own experiences
in the campaign. You’ll need to photocopy the At the start of the campaign, many of the systems
of running campaigns over the years, but you
sub-sector map you’ve decided to use (or draw it in the sub-sector will be neutral. As the campaign
really should feel free to modify and change
by hand) to keep track of which player controls progresses, this will change and players will gain
what’s here to suit your own tastes.
each system. We glued our map to a sheet of card control of systems that will pay them tithes and
and blu-tacked it to the wall in our gaming area, help repair their ships.
For example, playing a campaign offers great
then used coloured pins to show which player
opportunities to try out new rules or new classes
controlled each system, but you could just as Designers’ Note: Actually all systems start
of ship that you’ve invented, or you could start
easily write down who controls what. nominally under the control of the Imperium, but
thinking of adding rules for fighting land battles
and boarding actions using the Warhammer as planetary governors tend to go their own way

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until reminded of their obligations, they are for they agree then the game uses the additional
all intents and purposes neutral. Ships which are added to the fleet register after campaign rules below as well as the rules used for
the start of the campaign suffer a -1 modifier to a normal game.
Primary faction players start with one of the their Leadership due to their hasty training and The only problem with this is that it can lead to
systems in the sub-sector under their control. Roll less experienced officers. When players fight some odd situations where Imperial fleets attack
a D6 to decide the order that both players pick battles they must pick their forces from their own other Imperial fleets to gain control of systems,
their system, and record who controls which fleet register. and because of this, it’s best if the Imperial
system with coloured pins on the campaign map, players are not allowed to attack each other and if
or by keeping a written record. Pirate players start
with a hidden pirate base instead, and should
THE COMMANDER the Chaos and Eldar players restrain themselves,
if possible, from attacking players of their own
Each player’s fleet has a commander (or an
write down secretly which system it is hidden in race.
appropriately named leader for their race) who
(they can even pick a system controlled by an
represents the player himself. Over the course of
Primary faction). Pirate players must decide If you have a lot of Imperial fleets in the
the campaign, your commander will collect
whether their base is located on a planet or on a campaign (or, indeed, only Imperial fleets), then it
renown points and gain in rank, and at the end of
void installation of some kind (write it down is best to split them into loyalists and rebels, the
the campaign the commander with the highest
when you write down your base’s location). latter being assumed to have gone over to the dark
renown is the winner.
gods of Chaos!
STARTING FLEETS Once you’ve filled in your fleet register, you need
Anyway, however you decide to do it, you need to
& THE FLEET REGISTER to fill in the details of your commander. He’ll
need a name, and starts off with 1 point of renown
challenge other players in the campaign to a
Primary faction fleets begin the campaign with game. The game is arranged in exactly the same
and one re-roll. In addition, you must pick one
2,000 points and Pirate fleets start with 1,500 manner as a one-off game; simply agree on a time
ship in your fleet as his flagship. If this ship is
points. Important: you must have models to and a place and go for it. You can play as many or
involved in a battle then ‘you’ are there, and you
represent all of the ships in your fleet, in case they as few campaign games as you like, all you need
may use the commander’s re-roll or any other
all end up in a big battle! If your fleet doesn’t add to do is find an opponent.
special abilities he may have in the battle. If the
up to 2,000 points, then just use what you’ve got
flagship is not there then you may not use the
available (don’t worry – you will get to add new Note that opposing players do not have to agree to
commander’s re-roll or abilities. (Note that you
ships to your fleet during the course of the play just because you happened to have
will still pick one capital ship as the flagship of
campaign as you as you buy and paint new challenged them to a battle – but you may want to
the fleet you are using in that battle.)
models for your collection). penalize players that refuse to play games with
anybody for long periods of time and spoil the
If the flagship is destroyed, then it is assumed that
Each player has his own fleet registry. He uses it campaign for the other players.
your commander manages to escape somehow.
to keep notes and dates of when a capital ship or
He may not have any further effect in that game,
escort squadron was commissioned (ie, bought) For example, if a player doesn’t play any games
but you may choose a new flagship for him once
along with class of ship etc, when it takes its fleet for (say) a fortnight then they lose a point of
the game is over.
trials (ie, it’s assembled, painted and its renown, and if they don’t play any games for a
Leadership rating is rolled for), its campaign month then one of their systems (randomly
history and its loss if and when they occur. If a FIGHTING BATTLES selected) rebels and is turned over to another
vessel is used in battle before its fleet trials are In order for things to happen in the campaign player.
complete (ie, it’s not fully assembled and painted) players must fight battles (doh!). At its simplest
it will suffer a critical hit on a D6 roll of 1 every level all players have to do is challenge any other
time it uses special orders. player that is in the campaign to a game and if

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THE CAMPAIGN TURN 1. Determine Initiative fight a battle or a raid (if both players have this
status then roll to see who decides).
Campaign games include a number of extra steps Roll to see who is attacker and who is defender,
which take place at the beginning and end of the (the player who rolls highest is the attacker). If
one player has more systems than the other his Determine Scenario: Roll on the tables below to
game, these are described below. Unless stated
forces are stretched more thinly, so the player determine which scenario is to be played, or if
otherwise all of the normal Battlefleet Gothic
with fewer systems gains a +1 bonus to the dice both player agree you can pick one from those
rules apply in a campaign game.
roll. Each player rolls a number of dice equal to listed for the type of scenario.
Each time that two players have a game they their faction’s attack rating, picking the highest
one, to determine who has the initiative. Once a D6 Roll Incoming Order
begin what is known as a campaign turn. The turn 1-3 Raid (500-750 points)
uses the following sequence of play: player has at least 21 renown they may roll one
additional D6. 4-6 Battle (750+ points)
RAIDS
1) Build-Up D6 Roll Raid Scenario
Determine Initiative FACTION ATTACK RATING 1 Cruiser Clash or re-roll
Roll for incoming Orders Imperial Navy 2D6 2 The Bait
Select target system Chaos 2D6 3 The Raiders
Select Forces from Fleet Registry Tau 2D6 4 Blockade Run
2) Fight Battle Rogue Traders 2D6 5-6 Convoy
Adeptus Mechanicus 2D6 BATTLES
Roll Sub-Plots
Space Marines 3D6 D6 Roll Battle Scenario
Select Flagship
Tyranids 3D6 1-2 Surprise Attack
Determine Command Value Orks 3D6 3-4 Escalating Engagement
Choose Stratagems Dark Eldar 4D6 5-6 Fleet Engagement
3) Aftermath Eldar 4D6
Spoils of War Necrons 4D6 Determine Location: The attacker must select
Adjust Renown Inquisition 4D6 the system in which the scenario will take place.
Promotions & Demotions The target system must be connected to one they
Ship Experience Note: Some factions have alternative sub-faction fleet control via a warp route. If an uninhabited system
Repairs & Withdrawals lists (Such as Traitor Legion Fleets) with their own
is chosen, the defender must reduce his point
Make Appeals attack ratings. Always use attack rating of the fleet list
you are using. value by 100 pts.

BUILD-UP 2. Receive Orders Attacking Planets: If a player receives orders to


The build-up stage takes place at the start of the Although fleet commanders have a large measure fight a battle in a system controlled by an enemy
battle, before either player deploys or picks his of autonomy, higher command still sends down player they may choose to launch either a
fleet. In this stage you decide where the battle will the orders telling them what they must achieve Planetary Assault or Exterminatus mission instead
be, what type of scenario to play, and what size of next. In effect, the players get to decide what of the scenario rolled. A systems type can affect
fleets to use. The stage has a number of steps that happens in the battles, but receive orders that the number of planetary defenses it receives, as
need to be carried out in the following order: direct the strategy they must follow, and the type described in the advanced rules section.
of battles they will fight. To reflect this, one of
1) Determine Initiative the players must roll a D6 to determine what type Void Dominance: Often instead of simply
2) Receive Orders and size of scenario is to be played. If one player attacking a world outright an aggressor will
3) Pick Fleet has 21 renown or more he may choose whether to launch raids against its defenses in a bid to
establish void dominance in system before

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attempting planetfall. Keep track of the number 3. Pick Fleets multiply the score by 10. If you roll under the
of battles and raids the attacking player has won Both players must now pick their fleets using Pirate’s renown, then you’ve tracked down the
in the target system to date during the campaign. ships from their fleet register. The total value of base and the system that it is hidden in must be
If their assault on the planet fails then they are the ships you pick may not exceed the points total revealed. If the player fails to find the base (ie,
considered to have lost their void dominance this you and your opponent have decided for the fails to roll under the defender’s renown) then
number is reset to 0. scenario you are to play. Note that you can’t play a normal scenario. Once you know the
change the details of ships on the register or location of the base you don’t have to find it again
For each raid and/or battle the attacking player adjust their points value at this stage – the ships (you can reveal its location to other players too if
has won in the target system they receive bonus you pick must come from your register and not be you want). Once the base is found, the player
points to their fleet roster for the Planetary changed in any way. may attack it if he controls the system, or it is in a
Assault or Exterminatus mission. Add 50 points neutral system. If neither of these conditions
to their fleet roster for each Raid the attacker has
won in this system and 100 points for each battle
Pirate Factions apply, then play a normal scenario instead.
Assuming you find the base and it is in a location
Pirate factions never get to capture systems, but
they have won. where you can attack it, then play either the
instead have a secret pirate base. Lacking the
Planetary Assault or the Exterminatus scenario. If
resources or inclination to take and hold territory
Exterminatus: While admirals have a great the attacker wins then the base is destroyed and
Pirate factions may never launch Planetary
degree of independence the order to conduct can no longer be used by the Pirate player. Pirate
Assault or Exterminatus missions.
Exterminatus on a world can only be sanctioned players add 150 points to their fleet size when
by the highest authorities. A player may choose defending their base.
Major Raids:
to conduct Exterminatus on a planet they could
If a Pirate Faction is the attacker and receives
otherwise launch a Planetary Assault against. To If the base is on a planet then play the Planetary
orders to conduct a battle they may instead decide
do so they must first seek authorization from their Assault or Exterminatus scenario normally. If it
to launch a Major Raid. Roll on the Raid scenario
higher command. Roll 2D6 x 5, if your roll is is on a void installation then instead of placing a
table but use fleets of 750+ points.
equal to or lower than your admiral’s Renown planet the defender must choose one unit from the
then your request has been authorized, if not then following table and add it to their fleet roster
Attacking Pirate Bases: If a Pirate player’s
you must either launch a planetary assault or play (your selection may be limited by your
opponent with a renown of 21 or higher wins the
the battle scenario which was rolled. Some collection). The attacking player wins once the
initiative, then he can attempt to attack the base
factions (Orks, Tau, and Tyranids) never conduct pirate base has been destroyed. As the attacker
instead of playing a normal scenario. The attacker
Exterminatus because it is not in their species
must, however, first find the base: roll a D6 and
inclination to do so.
FACTION VOID INSTALLATIONS
Decide Size of Battle: Once a mission has been Imperial Navy Space Station (+4 hits), Ramilles Class Star Fort, or Blackstone Fortress
Adeptus Astartes Space Marine Fortress Monastery or Space Station (+4 hits)
generated, players agree the points value of the
Chaos Ork Space Hulk or Looted Space Station (+4 hits)
game and select their forces. The players can Orks Chaos Space Hulk, Space Station (+4 hits), or Activated Blacksone Fortress
agree on the exact number of points for the game Eldar Haven Class Spire
within the limits listed on the Incoming Order Dark Eldar Tormentor Class Spire
table. If one player holds more systems than the Tau Tau Orbital City (+2 hits)
other their forces will be spread thinly, giving the Tyranids Proteus Class Hive Ship or Infested Space Station (+4 hits)
player with the least number of systems an Necrons Void Necron Tomb Complex (counts as a Defense with 10 hits, you may also field Necron
advantage. Each extra system a player holds over Pylons as orbital Defenses with 1 hit)
Rogue Traders Space Station (+4 hits)
his opponent reduces his fleet size by 10 points.
Inquisition Space Station (+4 hits) or Ramilles Class Star Fort
Adeptus Mechanicus Space Station (+4 hits) or Ramilles Class Star Fort

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has no need for transports he instead adds 10% to Note: Your flagship is important because once it are left over are considered to be stragglers and do
his fleet roster above the agreed points limit. has been destroyed/withdraws your fleet can no not affect your command value. Note that
longer use Stratagems. Detachments only effect your command value and
have no in game roll, so for example a squadron
FIGHT THE BATTLE 3. Determine Command Value of 6 Cobra Class Destroyers could be spread
With the build-up completed all you have just a Command value reflects both the logistical across two Combat Patrol Detachments. While
few more steps before you can get fighting challenges of moving a fleet to a battle and the bean counters at the Departmento Munitorum
(hurrah!). coordinating it once it gets there. Command value may be able to dictate what forces are available to
is measured with Command Points (CPs) which a commander he is the one who gets to tell them
1. Roll Sub-Plots: can either be invested pre-game to field powerful how to fight once they get there!
Both players must generate a sub-plot by rolling a units like battleships and grand cruisers or spent
D6. On a roll of a 1-2, roll on the Legacy of War Your fleet must have a command value of 1 or
in game on potent stratagems. Your starting more at the beginning of a game. Note that any
table. On a roll of 3-4 roll on the Chance
command value is determined by your restrictions for fleet composition within your
Circumstances table. On a roll of 5-6, roll on the
Secret Ploys table. commander’s Renown. If your commander is not faction’s codex still apply to your fleet. Many
present at the battle then your flagship has a factions are able to field ships from other factions
Each sub-plot included additional victory command value of 1. as Allies, if they do so all ships taken as Allies
conditions, which may or may not complement MUST be included in your detachments. Any
your primary mission. You may gain or lose RENOWN COMMAND VALUE detachment which includes at least 1 ship from a
renown for achieving or failing in your sub-plot 1-5 1 different codex than your commander’s counts as
objective. Sub-plots are covered in more detail in 6-10 2 an Allied Detachment in addition to its other type
the Scenario Rules section. 11-20 2 subtracting 1 CP from its cost.
21-30 3
2. Select Flagship: 31-50 3
Before the game begins you must select one of 51+ 4
your ships to be your fleet’s flagship. If the ship
your commander is assigned to is participating in Note that this is an optional step that replaces the
the battle then that is your flagship by default. If commander re-roll rules during the game. Players
not then the capital ship with the highest may agree not to use the command value rules,
Leadership in your fleet is the flagship. If there is but if you do so then you may not use stratagems.
a tie between multiple capital ships then pick one.
If for some reason your fleet has no capital ships Detachments:
then the escort squadron with the highest When building your fleet the ships of your list
Leadership is the flagship (again pick for ties).
form detachments, which will each either add to
Make sure your opponent understands which
model is your flagship before beginning or subtract from its command value. This
deployment. If your commander is not present at represents the relative logistical challenges
a battle then you cannot use his commander re- presented by each detachment; after all it is much
rolls, but your flagship will count as having 1 harder to move a single battleship through the
commander re-roll. warp than it does to move a few escorts.

You must divide the ships of your fleet into as


many Detachments as possible; any ships which

5
+1

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GENERIC STRATEGEMS
4. Choose Stratagems: May by used by any Faction
Stratagems provide a new and more dynamic
means to influence the course of a battle. There Re-Roll -1 CP Silent Running -1 CP
are 5 Generic Stratagems which are available to Use Anytime During your movement phase when activating a
fleets of any faction, as well as 1 unique Faction ship/squadron.
Fortune favors the bold and abhors the weak, which are
Stratagem which can only be used by ships you? Seeking to hide from enemy sensors this vessel
belonging to that faction. While fleets made up of You may reroll one D6 OR 1 failed Leadership Test. operates on minimal power.
ships from multiple factions can use the Faction No D6 may be Re-Rolled more than once for any Silent Running functions in all respects like a special
Stratagems from all of them, no ship can use a reason. order except that its effects do not end at the beginning
Faction Stratagem from a faction other than its May be used more than once per turn. of your next turn. It can be used more than once per
own. Unless otherwise stated each Stratagem can turn so long as you have not failed a Command Test
and can afford its CP cost.
only be used once per player turn. Each Stratagem
explains when it can be used as well as its cost in
Microwarp Jump -1 CP Any enemy ships targeting a ship/squadron on Silent
Running suffers a rightward shift on the gunnery table
Command Points (CP). During your movement phase when activating a and any fixed to hit weapons (ie: Lances, Pulsars, etc)
ship/squadron. suffer a -1 to hit. If a ship attempts to disengage while
Once a player’s flagship has been destroyed or
While ordinarily used for interstellar travel, it is on Silent Running it receives +1 Ld.
has withdrawn from the battle that player may no possible, though extremely risky, to conduct relatively Silent Running ends when the ship/squadron fires,
longer use Stratagems for the remainder of the short ranged warp jumps. goes on special orders (Except for Reload or Brace
battle. Microwarp Jump functions in all respects like a special For Impact!), or an enemy ship moves within 15 cm of
order. It can be used more than once per turn so long as this ship/squadron.
Generic Stratagems: you have not failed a Command Test and can afford its
Common stratagems that can be used by ships of CP cost. Ships on the Microwarp Jump special order
any faction, these represent tactics that are so halve the firepower and str of their weapons batteries Emergency Repairs -1 CP
prevalent in void warfare as to be considered and lances. At the end of the Damage Control step.
ubiquitous. Take a Leadership test on 2D6 (3D6 for squadrons). If Performing miracles your crews have managed to keep
the test is passed, instead of moving normally the your vessels largely intact and functioning.
Faction Stratagems: ship/squadron must be repositioned anywhere within You may repair D3 critical hits on any friendly ships.
Each faction has its own unique stratagem based 2D6x5 cm facing any direction, then roll a scatter die Critical effects which may not be repaired may not be
upon its unique character and capabilities. Only for each ship moved. If an arrow is rolled reposition repaired in this way.
ships of a given faction may utilize its stratagem. the ship D6x5 cm in that direction but do not alter its May be used more than once per turn.
In the rare case that a ship can count as being a facing.
If the test is failed the ship/squadron disappears from
part of more than one faction (ie: Grey Knights
the battle altogether - lost in the warp. For victory
Strike Cruisers belonging to both the Inquisition points purposes count the ship as having been Rapid Dissipation -1 CP
and Adeptus Astartes factions.) you must declare destroyed. Roll a D6 for each ship lost in the warp after During Your End Phase
at the beginning of the game which faction you the game: on a 1 it is lost in the warp forever, doomed Whether from strong solar winds, nearby gravity wells,
are counting it as being a part of. For the to drift on the tides of the immaterium until its crew die, or magnetic storms the effects of both radiation and
remainder of the game it may use the chosen on a 2-6 it is only temporarily lost and will eventually debris fields disperses quickly.
faction’s stratagem. find its way back to the fleet.
You may remove an additional D6 Blast Markers.

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FACTION STRATAGEMS
Daemonic Incursion -1 CP Shadowstrike -1 CP Imperial Assassin -2 CPs
When declaring a Teleporter Attack. When declaring a Teleporter Attack or When declaring a Teleporter Attack.
Boarding Action. Once per game.
Often unable to maintain the arcane and poorly
understood mechanisms of Imperial Ever seeking to avoid being the protracted As deadly on a starship as they are on the
Teleportation Arrays the servants of the Arch battles of attrition that so often define boarding battlefield each Clade has its own chosen
Enemy commonly employ sorcerous means to actions the Dark Eldar often make use of techniques for void murder. Be it through the
achieve a similar effect. In addition to hordes of temporary webway portal; emerging in force direct butchery of an Eversor or a Venenum’s
mutants and traitor legionaries this process deep within an enemy vessel to strike at its most poisoning of the air supply; a Callidus’ betrayal
FORCES OF CHAOS

THE INQUISITION
allows the neverborn to breach the veil of vulnerable systems and slaughter its crew or a Vindicare’s shot through a view port; a

DARK ELDAR
reality and strike. without warning. Should they face Culexus driving the crew to madness or a Vanus
overwhelming resistance the webway portals misdirecting the enemy’s gunners to target their
Take a Leadership test. If passed the target are collapsed, protecting against counterattack. own even one of these operatives can wreak
vessel suffers D3 Daemonic Incursion critical untold havoc upon the foe.
damage in addition to any damage caused by the The target enemy vessel counts as having Half
Hit and Run attack. For each Daemonic its current remaining Hits (round down) when Instead of a D6 roll 2D6 and apply the relevant
Incursion critical damage it suffers a ship and its calculating its boarding value. Furthermore any result. Any other bonuses to Hit and Run
squadron suffers a -1 Ld penalty. Daemonic friendly Dark Eldar ship participating in the attacks this ship has still apply as normal.
Incursions cannot be repaired with the boarding action suffers no critical hits or other
Emergency Repairs Stratagem. boarding damage this turn, even if they lose it. May be used by any ship in your fleet regardless
of faction.
If the test is failed the daemons have been let
loose onboard your own ship! Roll 1D6 on the
critical hits table; apply the result and one
Daemonic Incursion critical damage to this ship.

And They Shall Know No Fear -1 CP Bounty Mark -1 CP Dominate -1 CP / -2 CPs


Before taking a Leadership test. At the start of the battle. Before taking a Command test.
THE ADEPTUS ASTARTES

The absolute faith of the mortal crew serfs of Though undisciplined a fleet of sellswords and While ordinarily diffuse the smothering
Astartes vessels in their Transhuman masters privateers can show remarkable focus, when presence of the Hive Mind becomes a truly
ROGUE TRADERS

allows them to dutifully man their stations even properly motivated that is. terrifying force when focused on a single goal,
in the full tumult of battle. and nowhere is this more evident than in the

TYRANIDS
Choose one enemy ship/squadron to receive the void. There the true horror of the great
This ship/squadron reduces any Leadership mark. For the remainder of the game all ships in devourer is exposed as billions of organisms
penalties it is suffering from by 1 for the your fleet able to target the marked coordinate their actions in perfect synchronicity
remainder of this turn. ship/squadron may count as being Ld 10 when often across battlespheres encompassing
taking a target priority check. If they do so and hundreds of thousands of kilometers.
May be used more than once per turn. pass then they must target the maked ship with
all weapons capable of doing so. One of your ships/squadrons attempting to
override its instinctive behavior automatically
passes its command test. If the ship/squadron is
inside of synapse range the stratagem cost 1 CP,
if not it costs 2 CP.
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FACTION STRATAGEMS
For the Greater Good -1 CP Ad Hoc Formations -1 CP WAAAGH!!! -1 CP
When one of your ships is has been targeted At the beginning of your turn. At the beginning of your End Phase.
during your opponent’s Shooting Phase.
Often forced to confront crises with whatever ‘ERE WE GO!!!
No burden is too heavy, no sacrifice to terrible ships are near enough to respond to desperate ‘ERE WE GO!!!

IMPERIAL NAVY
if through selflessness the Greater Good may be calls for aid the Imperial Navy’s codified ‘ERE WE GO!!!
achieved. doctrines allow its commanders to coordinate ‘ERE WE GO!!!
their actions with little prior planning. ‘ERE WE GO!!!

ORKS
TAU

Before your opponent rolls to hit designate one ‘ERE WE GO!!!


of your ships within 5 cm of the target vessel as Select 2 of your ships which are within 15 cm of
its protector. Deal any resulting damage from each other and are not themselves a part of a Select a ship or escort squadron which is
this attack in the following way: squadron, or if they had previously been a part carrying a Warboss, Big Mek, or Kaptain. Any
of a squadron of which they are now the only friendly ships within 15 cm of this ship adds +1
1. Against the target ship’s shields remaining ship. For the remainder of your turn to its boarding value for this turn. If the Boss is
2. Against the protecting ship’s shields treat them as though they were members of the embarked within an escort squadron then
3. Against the target ship’s hull same squadron. nominate one escort as the center of this effect.

Unleashed C’tan Shard -3 CPs Eldricht Storm -3 CPs Rites of Proper Function -1 CP
At the Beginning of your Shooting Phase. At the beginning of your Shooting Phase. At the beginning of your turn.
Once Per Game. Once per game.
++++ALERT: System Failure Detected++++
Though less powerful than the ancient C’tan, Summoning the powers of the warp the fleet’s ++++/Run:: Autosactification1101.3RA++++
who could destroy and consume entire fleets seers summon a vortex of psychometric storms Noble is the Machine;
with ease, these fragments still incredibly of terrifying scale. Seeker of Knowledge, Reclaimer of Truth.
powerful weapons. If they can be controlled.. Benevolent is the Machine;

ADEPTUS MECHANICUS
Place a Nova Cannon Template within 15 cm of Renewer of air, Purifier of water.
Place a Nova Cannon template in contact with one of your non-crippled capital ships then roll a Fierce is the Machine;
the base of one of your non-crippled capital scatter dice. If a hit is rolled leave it in place, if Destroyer of foes, Slayer of Ignorance.
ships and choose a direction. Move it in a an arrow is rolled move the template D6 cm in Selfless is the Machine;
NECRONS

straight line 2D6 cm in that direction. Any that direction. The template counts as a Blast Shield of the Faithful, Provider of Motive Force.
ELDAR

ordnance markers touched by the template are Marker and any ship under it suffers a -1
removed from play. Any ships touched by the Leadership penalty. Oh glorious and valiant machine, through the
template suffer one hit. Any ships touched by sacred rite of maintenance we beseech thee to
the center of the template suffer D6 hits. At the At the beginning of each player’s turn the ship thy proper function. That we might continue to
beginning of each player's turn the ship which which cast the storm must take a Leadership serve thee and study thy mysteries…
released the C’tan shard must take a leadership test. If the test is passed they may move the
test. If the test is passed you may move the storm 2D6 cm in a direction of their choice. If Select one of your ships, for the remainder of
C’tan Shard 2D6 cm in a direction of your the test is failed or the casting ship is crippled or your turn it either:
choice. If the test is failed your opponent may destroyed the eldritch storm template is removed Ignores the penalties for being crippled.
move the C’tan Share 2D6 cm in a direction of immediately. OR
their choice. If a double is rolled or if the ship Ignores one type of Critical Damage effect it
which released the C’tan Shard is either crippled has suffered for the remainder of this turn. This
or destroyed remove the template from play. does not repair the Critical Damage.
9
THE AFTERMATH
2. Adjust Renown
Once you have fought a campaign game and Renown is a measure of the fame or infamy
know who has won, you come to probably the enjoyed by you, the fleet commander. Players
most important stage: the aftermath. This is where start the campaign with 1 point of renown and can
you find out what effect the game you have just gain or lose renown as shown on the Renown
played has on the campaign map, as well as the table. Renown is very, very important because, at
effect it has had on the ships and crew that took the end of the campaign, the player that has
part. This stage has a number of steps, which need earned the most renown is the winner! Note that
to be carried out in the following order: you can gain or lose renown even if your
commander was not present during the scenario
1) Spoils of War (ie, his flagship did not take part).
2) Adjust Renown
3) Promotions & Demotions Renown Table
4) Ship Experience Renown can be gained for the following:
5) Repairs & Withdrawals
Winning a battle or major raid +2
6) Appeals
Winning a raid +1
Victory points earned +(VPs/100 round up)
1. The Spoils of War Sub-plots Variable
Whenever an attacker wins a battle, he may claim Each capital ship hulk captured +1
control of the system if it is connected by a warp Fought commander with higher renown +1
route to one he already controls. The system can Fought fleet with higher points value and lost +1
only be taken over by the player that won the Fought fleet with higher points value and won +2
battle if it previously belonged to the player that Crippled/destroyed the enemy Flagship +1
he defeated, or if it was previously neutral. Won a Planetary Assault scenario +1
Systems previous controlled by the defending Won an Exterminatus scenario +2
player can only be captured by winning a Captured/Destroyed an enemy’s starting system +3
Planetary Assault mission. If the attacking player
wins an Exterminatus mission then change the Renown is lost for the following:
classification of that system on the sector map to Losing a battle -2
Uninhabited. Losing a raid -1
Each capital ship lost -1
Whenever a player wins a raid or battle (other Sub-plots Variable
than a Planetary Assault or Exterminatus), he will Your flagship was crippled/destroyed -1
generate repair points from the system where it Lost a Planetary Assault scenario -1
took place this campaign turn. Note that this does Lost an Exterminatus scenario -2
not prevent the losing player from also generating Lost control of your starting system -3
repair points from the system if it is one he
controls. Note: A commander can never be reduced below 1 renown
point (you may be renowned as a bad commander, but you will
be renowned nonetheless).

10
3. Promotions and Demotions renown as shown on the tables below. It is Your rank determines how many re-rolls receive
The player gains promotions according to their possible to lose rank if you lose renown points. in the scenarios that you fight.

11
4. Ship Experience ships. Escort squadrons which suffer 50% or escort squadrons back up to strength, in
As the campaign progresses ships (or rather, ship greater casualties are considered crippled for the whichcase each escort ship is worth 1 damage
crews) will gain experience. This is represented purpose of experience, while those that are wiped point. Any unspent repair points are lost.
by increasing their Leadership characteristic, and out are considered destroyed.
by giving them special ‘crew skills’. On the other Withdrawing ships: A player may choose to
hand a ship that is badly damaged is likely to have 5. Repairs & Withdrawals withdraw ships to get them fully repaired at a
lost a sizable proportion of its experienced In a campaign, ships that have suffered damage major base. While this allows for major repairs to
crewmen, which will reduce its effectiveness, must be repaired, and it is the number of systems be made without expending precious local
while a ship that is destroyed will have to be a player controls that determines just how much resources it will often be some time before the
replaced by a new or salvaged vessel with a very damage can be fixed. Sometimes the systems damaged vessel to be brought back into service.
inexperienced crew. under your control won’t be able to repair all the Mark the fact that a ship or squadron has been
damage your fleet has suffered, in which case you withdrawn on the fleet register. Roll 1D6 during
Gaining Experience: Ships which fought in a can either withdraw the ships and send them to be the repair and withdrawal step of each campaign
battle and were not crippled or destroyed roll repaired outside the sub-sector, or you can let turn for each withdrawn ship and escort squadron.
2D6. If the roll is higher than their Leadership them limp on as they are until you have time to It is repaired that may hit points this turn. Ships
rating, then either their Leadership may be repair them. which are withdrawn are unavailable until the turn
improved by +1 point (up to a maximum of 10) or after they have been fully repaired, after which
the ship may roll on the Crew Skills table. You Repairs: Each system a player controls may they return to the fleet with their full number of
may choose which option to take, unless the ship repair a number of damage points. This varies hits. Escort squadrons which are withdrawn return
has a Leadership of 6 or 7, in which case you depending on the type of system and your at full strength once they have recovered their full
must choose to increase the ship’s Leadership by renown. The number of damage points different number of ships.
+1 point instead of taking a skill. (note that some systems can repair is shown below. Renown is
factions have their own special Crew Skill Tables) important because it helps with recruiting/press Destroyed Ships: Ships which are destroyed (ie,
ganging extra crew, claiming resources and time reduced to 0 damage points) must be replaced
Crippled Ships: Ships which were crippled in a in dock etc. Note that all criticals are repaired with a new ship. Change their name on your fleet
battle lose -1 Leadership (to a minimum of 6). automatically, including ones which may not be register and follow the process for Withdrawing
Note that crew skills aren’t lost for being crippled, repaired during a battle (ie, Bridge Smashed and ships. Once the new ship is ready it becomes
even if the ship’s Leadership is reduced to 6 or 7. Shields Collapse). Also remember that if the available for its fleet roster with the lowest
attacker won a raid he may count the enemy leadership value possible, no crew skills, and any
Escort Squadrons: Escort squadrons gain and system where the raid took place as his own for refits that have been taken are lost (the rules for
lose Leadership and skills in the same way as this turn. You can use Repair points to bring refits follow later on).

Agri, Penal Forge, Hive, Civilised, Uninhabited, Fortress, Naval


Renown Shrine (min of 1) Mining Pirate Base Cardinal Deathworld Base, Astartes Daemon World
1-5 1 1 2D3 3D3 D3 1 2D3 D3
6-10 D3 D3-1 2D3 3D3 2D3 1 3D3 D6
11-20 D3 D3 2D3 4D3 3D3 1 4D3 D6

21-30 2D3 2D3-2 2D3 5D3 4D3 1 4D3 2D6


31-50 2D3 2D3-1 3D3 6D3 5D3 1 5D3 2D6
51+ 3D3 2D3 4D3 12D3 6D3 1 5D3 3D6

12
6. Appeals the ships – if you don’t, then they can’t be added Appeal Allowed” earlier, and if granted allows
After repairs have been completed, both players to the fleet register. you to roll on the appropriate Appeal table.
can appeal to higher authorities/the gods of Chaos Again, if you roll a result on the table that you
for aid. The amount of help you can expect to Renown Points of Reinforcements already have, then roll again until you get a new
receive depends on how well you’ve been doing, 1-5 75 result.
as measured by your renown. To reflect this, the 6-10 150
number of appeals that may be made depend on 11-15 225 CONCLUSION
the players’ renown as shown on the table below. 16-20 300 As noted in the introduction, you should set a
Appeals may be made for the things listed below. 21-25 400 deadline for the campaign. When the deadline
If you are allowed to make more than one appeal 26+ 600 comes up the player that has built up the greatest
you can ask for the same thing up to two times renown is the winner. However, once you’ve got
(and may have each appeal granted), or you can Refits some experience running campaigns like this, you
appeal for different things – it’s up to you! If you read through the background sections of should feel free to change the criteria for victory.
Battlefleet Gothic, you’ll see that ships often have For example, you could say that the first player to
things added, or have equipment updated or gain control of five systems is the winner (though
improved. This is called refitting, and in a this will be tough on Pirate players), or you could
campaign, you’ll get a chance to refit the ships in keep on playing until the entire subsector is
your fleet in order to (hopefully) improve their entirely controlled by Chaos, in which case all of
performance in different areas. the Chaos and Ork players win, or is entirely
controlled by the Imperium, in which case all of
However, you must declare what you will appeal A player who is granted a refit must choose one the Imperial and Eldar players win.
for this turn before determining whether the of his capital ships to undergo the refit, then roll a
appeals have been granted. Having declared what D6 to see what type of equipment system is Other alternatives include doing a convoy run,
you are going to appeal for, roll a D6 for each upgraded. On a roll of 1 or 2 you receive a ship where a fleet has to travel from system to system
appeal to see if the appeal is granted. refit, on a roll of 3 or 4 an engine refit, and on a across the map, fighting opponents along the way
roll of 5 or 6 a weapon refit Then roll on the as it does so, or you could have a game based on
TYPE OF APPEALS ALLOWED appropriate Refit table given later to see exactly an Ork Waaagh! where Ork players are allowed to
Imperial: Refits, Reinforcements, Space Marines. what you get. If you roll a result that the ship control systems. The most important thing to
Chaos: Refits, Reinforcements, Forces of Chaos. already has, roll again until you get a result the remember is that the rules above are only a
Ork: Refits, Reinforcements. ship does not already benefit from. The points starting point, and the possibilities for making up
Eldar: Refits, Reinforcements. value of the ship is increased by 10% for each your own campaigns are really only limited by
APPEAL GRANTED refit it has and you’ll need to update your ship your imagination. Have fun!
Reinforcements 3+ register appropriately. (note that some factions
have their own special refit tables)
Refits 4+
Other 5+
Other Appeals
Other appeals allow you to request the aid of
Reinforcements other allied forces. For example, Imperial players
If the appeal is granted, one new capital ship or can call on the aid of a Space Marine Chapter,
escort squadron may be added to the player’s fleet Chaos players may draw on the power of the warp
registry up to the cost allowed by your Renown. to cast arcane spells, etc. The types of other
Note that you must have the models to represent appeal you can make are listed under “Types of

13
REFIT TABLE
D6 The ship’s engines are fitted with additional systems or improvements have been made to the power generators and energy relays in some fashion. Roll a D6 on the following table:
1 Secondary Reactors. The ship’s additional power generators allow it to put on a tremendous burst of speed for short lengths of time. The ship rolls an extra 2D6 when on All Ahead Full special
orders.
2 Evasive Jets. The hull of the vessel is studded with powerful short-burn engines which allow it to drastically turn to avoid incoming fire. At the start of the enemy shooting phase, the ship may take
a Leadership test. If it is passed, the ship may make a single 45° turn immediately. However, the ship may not go on to special orders during the next turn.
Engine Refit

3 Manoeuvring Thrusters. Additional thrusters along the length of the ship allow it to turn much more quickly. The ship reduces the distance it needs to move before turning by 5cm.
4 Arrester Engines. The ship has a number of secondary engines mounted near its prow, which enable the vessel to reduce speed rapidly. When attempting to Burn Retros or Come to New Heading
special orders, the ship may add +1 to its Leadership.
5 Auxiliary Power Relays. The rear of the ship is criss-crossed with additional cables and pipelines, feeding more power to the engines. The ship gains +5cm to its speed.
6 Navigational Shields. The ship is enveloped in low-frequency shields designed to shunt aside debris and other impediments as the ship moves. The ship does not suffer
reductions to its speed for moving through Blast markers (this includes gas and dust clouds and similar effects).
D6 The structure of the ship is improved in some way, new equipment is installed, or better trained or specialised crew members are brought in. Roll a D6 on the following table:
1 Improved Sensor Array. The ship’s assayers and long range surveyors are particularly attuned to pick up energy emissions and signals from enemy ships. When taking Leadership tests to go on to
special orders, the ship gains +2 for enemy ships on special orders, rather than the normal +1.
2 Additional Shield Generator. The ship has additional shield generators to deflect incoming shots. The ship gains +1 Shields.
3 Superior Damage Control. The ship benefits from an improved auto-repair system, or more highly adept engineers and technicians. The ship may roll one extra dice in the end phase when
Ship Refit

attempting to repair damage.


4 Reinforced Hull. The ship’s hull is fitted with additional armour and internal bracing, increasing its damage by 25% (rounded up) but reducing its speed by 5cm.
5 Improved Logic Engines. The ship’s countless metriculators and mechanical cogitators enable the crew to perform with full effectiveness even in the midst of the fiercest battle. The ship does not
suffer -1 Leadership for being in contact with Blast markers.
6 Overload Shield Capacitors. Specialised power relays and generators allow the ship’s engineers to temporarily divert extra power to the shields. For each hit against the shields, roll a D6. On a roll
of a 6, the hit is ignored and no Blast marker is placed.
D6 The ship has been upgraded with additional or more sophisticated weapons systems, greatly enhancing its battle effectiveness. Roll a D6 on the following table:
1 Extra Turrets. The vessel is studded with numerous close defence weapons to shoot down enemy torpedoes and attack craft. This ship adds +1 to its Turrets value.
2 Turbo-weapons. The ship’s weapons have been given additional punch and accuracy at long range. The ship does not suffer a right column shift when firing over 30cm. Ships without Weapons
Batteries must reroll this result. If a ship has weapons batteries with a range of 30cm then increase their range to 45cm.
Weapons Refit

3 Targeting Matrix. The ship’s weapon systems are linked together through a massive targeting network so that they can maximise their fire. All firing by weapon batteries benefits from a left
column shift on the Gunnery table (before any other column shifts for range or Blast markers). Ships without Weapons Batteries must reroll this result.
4 Auto-loaders. The ship’s crew are aided in their task of readying torpedoes and attack craft by huge semi-automated machinery. The ship adds +1 to its Leadership when attempting Reload
Ordnance special orders (re-roll this if the ship has no ordnance).
5 Superior Fire Control. A powerful fire control system has been installed in the ship’s bridge, enabling the command crew to direct the ship’s firing with greater effect. The ship adds +1 to its
Leadership when attempting Lock-on special orders.
6 Motion-Tracking Targeters. A complex analytical array linked to the ship’s navigational systems enables the gun crews to fire with greater accuracy when the ship isperforming special
manoeuvres. If the ship is on All Ahead Full, Burn Retros or Come to New Heading special orders, its firepower and lance Strength is reduced by 25% (rounded up) rather than halved.

14
ELDAR REFIT TABLE
D6 The ship’s engines are fitted with additional systems or improvements have been made to the power generators and energy relays in some fashion. Roll a D6 on the following table:
1 Celestial Dragon Engine: The standard maneuvering thrusters have been replaced or augmented allowing breathtaking turns. If the ship does not turn at the start of its first movement it may turn
twice at the start of its second movement.
2 Polarization Field: A low-level energy bubble surrounds the ship, channeling the debris of space around the vessel. The ship never suffers negative effects for moving through blast markers.
3 Drunken Weave: An intricate system of particle flow rudders and graviton impellers are fitted to the vessel allowing for drastic evasive maneuvers. The ship gains a 6+ on a D6 save against any
Engine Refit

damage it takes. However, the ship may never make use of the ‘Brace For Impact’ Orders (sorry, no double saves).
4 Phoenix Sails: Hyper efficient materials are used to replace the main sails squeezing extra energy from the solar wind, adding +5cm to all speed bands.
5 Moon Gossamer Rigging: A Bonesinger has spent many cycles re-splicing the ship’s control mechanisms. Instead of turning to any facing at the start of of its movements, the ship may instead
choose to make a 45o turn at any point along its movement.
6 Stream Flow Enhancers: A dramatic re-rig of the ship’s sails and control surfaces give the captain much greater control over the set of his vessel. When the ship is facing the sun, it counts as
having the sunward edge in its rear. If the sun is within the rear arc it counts as the side.
D6 The structure of the ship is improved in some way, new equipment is installed, or better trained or specialised crew members are brought in. Roll a D6 on the following table:
1 Crystal Web: A sizeable colony of crystal spiders have been introduced to the hull, greatly enhancing her chances of survival. During your end phase, if the ship has no current critical damage, roll
a number of D6 equal to the damage it has taken. If you get any 6’s, the ship recovers one damage point. Only one point of damage may be recovered per turn, no matter how many 6’s are rolled.

2 Bonesinger: A much respected Bonesinger has joined the ranks of the crew, hardening the wraithbone hull to enemy fire. The ship only suffers criticals on a 6+ instead of a 5+
3 Mask of the Laughing God: Special dampers and cross spectrum jammers hide the intentions of the crew. Enemy vessels do not gain +1 Leadership if she goes onto Special Orders.
Ship Refit

4 Gestalt Spirit Stone: This ship’s spirit has eons of experience. Ignore all penalties to Leadership Tests (e.g. Blast Markers, Marks of Chaos).
5 Netherfield: A refined holofield design coupled with an absorbative masking layer make this ship a ‘needle in the haystack’. It counts as an escort for all weapons that use the Gunnery table.
Escorts must re-roll this result.
6 Structural Purity: The cores of the ship’s wraithbone supports have been partially replaced with a fluidic medium that dissipates damage throughout the hull. This vessel gains +1 to its starting
damage capacity. Escorts must re-roll this result.
D6 The ship has been upgraded with additional or more sophisticated weapons systems, greatly enhancing its battle effectiveness. Roll a D6 on the following table:
1 Talons: Both the outer hull and airlocks have been lined with psychically charged scatter-shard point defenses. Enemy ships attempting to board this ship suffer a -2 modifier.
2 Distortion Charges: This ship has been fitted with an aft mounted weapon system which ejects a Warp Distortion Charge into the vessel’s wake. The D-charge is a mine that is deployed from the
rear arc like other ordnance. It moves 10cm towards the nearest enemy in each ordnance phase. If it moves into contact with the base of an enemy ship it detonates. The target may attempt to shoot
it down (As per the rules for Eldar torpedoes). If the D-charge is not destroyed, place a Warp Rift marker at the point of impact using a nova cannon template. Any vessel which touches the
template suffers the effects of hitting a Warp Rift Celestial Phenomena. At the beginning of each Eldar turn roll a D6, on a 6 the rift closes – remove the template from play. One use per game.
Weapons Refit

3 Rune Assisted Targeting Nodes: Those Eldar linked to the fire control systems are aided by a complex psychically controlled targeting array. This ship may re-roll the first miss each turn when
firing Pulsar Lances and Shadow Lances. Ships without Pulsar Lances or Shadow Lances must re-roll this result.
4 Gravitic Acceleration Launchers: By creating micro-singularities this ship bends space in its launch bays and torpedo launchers, giving a boost to torpedoes or attack graft as they are launched.
Ordnance launched from this ship receives a bonus of +10cm to its movement on the turn it is launched.
5 Anomaly Clarification Stones: The ship’s scanners are now able to compensate for localized spatial distortions. Blast markers and celestial phenomena do not cause a column shift when the ship’s
weapons batteries fire through them. Ships without Weapons Batteries must re-roll this result.
6 Enhanced Crystal Focusing: Rare ultra-pure crystals and a delicate realignment in the firing mechanism raise the power transfer ratio of the ship’s weapons, significantly increasing their range.
Add +15cm to the range of this ship’s Pulse Lances, Shadow Lances, or Weapons Batteries.

15
ORK REFIT TABLE
D6 The ship’s engines are fitted with additional systems or improvements have been made to the power generators and energy relays in some fashion. Roll a D6 on the following table:
1 Manooverin’ Thrustas: This ship has been covered with additional thrusters allowing it to change direction even at extreme speeds. When going on All Ahead Full special orders perform a
leadership test, if passed this ship may make one turn as a part of its movement despite being on All Ahead Full.
2 Bigger Red Button: The Mekaniaks have installed a switch next to the Red Button. This channels a short burst of extra power to the engines. Once per game when you use the All Ahead Full
special order you may double the result of the dice roll to see how far you go. You must travel this FULL distance.
3 Insane Design: The Mekboyz couldn’t agree on which side of the ship was the front and which was the rear, so they built engines on both ends. When using the Burn Retros special order you may
Engine Refit

move backwards up to half your movement rate.


4 Silent Runnin’: The Mekboyz on board have installed special relays (hammers) to shut down the engines quickly (by knocking out the Gretchin). When rolling to disengage add +2 to the
Leadership value.
5 “Spe’shull” Power Fields: The Mekboyz’s tinkering has somehow managed to improve this ships shields. You may ignore the movement penalty for Blast Markers in contact with its base, or that
it travels through (including gas clouds and other celestial phenomenon).
6 Redundant Systems: The Mekboyz weren’t satisfied with the required amount of reactors and power relays, so they added more! When crippled this Ship does not decrease its Speed or Shield
values. However, these extra power plants increase the risk that things can go catastrophically wrong. Add +4 when rolling on the Catastrophic Damage table. Escorts must re-roll this result.
D6 The structure of the ship is improved in some way, new equipment is installed, or better trained or specialised crew members are brought in. Roll a D6 on the following table:
1 Improved Tellyportas: Orks are the undisputed masters of Teleporter Tekyologee, and have been able to improve this ship’s to be able to teleport even through enemy shields. You may launch
tellyporter attacks on enemy vessels with active shields, subtract 1 from your Hit and Run roll for each active shield the target vessel has. Escorts must re-roll this result.
2 Extra Armor Plating: The Mekboyz have been to work welding extra metal plates all over the ship. While this improves its armor the shoddy workmanship (by a lazy grot no doubt) means that it
has a tendency of falling off at inopportune moments. Unless it is crippled count the side and rear armor of this ship as being 1 higher than normal.
3 Fire Grots: Due to an efficient and terrifying (for the Grots) training regime, a group of Gretchin have been taught how to fight fires with maximum efficiency. When repairing critical damage this
Ship Refit

ship extinguishes one fire in addition to any other critical damage which is repaired. Escorts must re-roll this result.
4 Extra Power Fields: If one is good two must be better! Add one to this ship’s shield value.
5 Bigga Ship: Orks are constantly adding to their vessels, often by welding on parts of looted ships, such that even the smallest ship could eventually grow into a truly leviathan monstrosity. The
Mekboyz have added several new decks to this ship. This has had the effect of increasing the ship’s damage by 25% (Round Up), but also decreases its speed by 5cm.
6 Overloaded Shields: The Mekboyz have added lots of extra switches, buttons, and flashing lights which somehow allow them to enhance the shield’s output. For each hit against the shields roll
1D6, on a 5 or 6 the increased shielding absorbs the hit and it is ignored, place no blast marker. On a 1 roll a further 1D6, on a 1 place a blast marker at the rear of the ship’s base as the power meant
for the shields overloads another system.
D6 The ship has been upgraded with additional or more sophisticated weapons systems, greatly enhancing its battle effectiveness. Roll a D6 on the following table:
1 Weirdboy Tower: The power of the Waaagh! Was too much for one of the boyz on board and he manifested strange powers. Always inventive you Krew chained the new Weirdboy up and are
using him as a weapon. This ship gains a Dorsal Zzapp Gun with the profile: (Range 15cm, Str 1, Front/Left/Right). Escorts must re-roll this result.
2 Extra Torpedo Tubes: The Kaptin ordered the Mekboyz to make his ship fire more torpedoes, so they made some big holes in the hull. Add 2 to the roll when determining how many Torpedoes it
Weapons Refit

launches. Ships without Torpedo Launchas gain a Prow Torpedo Launcha in addition to their normal weapons with the profile: (Speed 30cm, Str 2, Front). From now on any Prow Armament
Damaged critical result also causes a Fire! critical result.
3 Dakka Central: The Mekboyz have been able to rig all the ships weapons through one control panel with a big button. This allows the Orks to still fire with enthusiasm while the ship is performing
special maneuvers. While on special orders, this ship’s firepower will only be reduced by 25% (rounded up) rather than halved.
4 Mega Bombers: The particularly foolhardy Ork pilots from this ship push their Fighta-Bommas past the known limits of Ork Technology. Rather than rolling 1D3 for the number of hits while
performing a bombing run Fighta-Bomma’s from this ship roll 1D6.
5 Grot Targeters: The Mekboyz have installed display screens which show enemy ships as Grots. As all Orks practice how to hit Grots from a very early age, all of the firing by Gunz and Heavy
Gunz now benefit from a left column shift on the Gunnery Table (Before any other modifiers for Blast Markers or Range.).
6 Extra Gunz: The Kaptin demanded that his ship be the shootiest, so the Mekboyz added even more Gunz than normal. Add 1 to the firepower of all Gunz for this Ship/Squadron.

16
TAU REFIT TABLE
D6 The ship’s engines are fitted with additional systems or improvements have been made to the power generators and energy relays in some fashion. Roll a D6 on the following table:
1 KA13 Burst Compensator: By incorporating prototype micro-singularity generators a ship’s Gravitic Sheath can be manipulated with far greater precision during rapid accelerations. When going
on All Ahead Full special orders you may end your move at any point between your maximum speed and the full distance rolled.
2 KX6 Series Thrusters: Similarly to the sequential firing of its rail batteries this ship’s hull has been fitted with a series of short burn thrusters allowing it to execute sudden turns without overtaxing
its reactors or threatening its structural integrity. You may perform the extra turn at any point in your movement while on Come To New Heading special orders.
3 KA35 Ballast Field: An unfortunate side effect of early Gravitational Sheaths was that often portions of a ship’s mass would suddenly increase by several thousand times crushing it like a tin can.
Engine Refit

While eliminated in later models a more controlled version of this effect can be used to alter a ship’s center of mass increasing the effectiveness of its maneuvering thrusters. The ship reduces the
distance it needs to move before turning by 5cm.
4 KX22 Coronal Arrestors: This ship’s main engines have been redesigned to be able to redirect some of their thrust forwards to aid in deceleration, wreathing the ship in plasmic flames. When
attempting to Burn Retros special orders, the ship may add +1 to its Leadership.
5 KT19 Liquid State Relays: This ship’s power relays have been replaced with a prototype network using an exotic hyper-conductive liquid metal. The ship gains +5cm to its speed.
6 DM1 Dissipater Field: This ships Gravitic Sheath has been supplemented with a prototype dissipater field procured through negotiations with the Demiurg. Blast Markers in contact with its base at
the end of this ship’s movement are removed. Moving through Blast Markers still reduces its speed.
D6 The structure of the ship is improved in some way, new equipment is installed, or better trained or specialised crew members are brought in. Roll a D6 on the following table:
1 DX28 Ommatide Sensor Drones: A network of thousands of sensors drones surrounds this ship, allowing it to acquire even trace-emissions with much greater accuracy. When taking Leadership
tests to go on to special orders, the ship gains +2 for enemy ships on special orders, rather than the normal +1.
2 Redundant Deflectors: This ship’s Gravitic sheath has been massively refined and upgraded to be able to act as a Prow Deflector giving it a 6+ armour in the front Arc. If the ship already had a
Deflector you may either keep this result, meaning the Deflector will not be disabled until the ship has two Prow Weapon Damaged critical hits, or you may re-roll this result.
3 DX4 Technical Drone Swarm: Able to launch hundreds of technical drones capable of working in complete vacuum in moments this ship can effect repairs at impressive speeds. Roll 2 extra D6
when repairing Critical Hits unless this ship is in contact with at least one Blast Marker. Escorts must re-roll this result.
Ship Refit

4 FT7 Iridium Composite Plating: Limited attempts have been made to upgrade the Fio’Tak Nano-Crystalline armor plating of Tau vessels to utilize the newer Iridium alloy composites pioneered in
the XV8-02 Battlesuit, increasing its hit points by 25% (round up). Due to its very limited availability Iridium plating is only provided to vessels crewed by the most experienced Kor’Vattra the Air
Caste can provide, ships with a leadership lower than 8 must re-roll this result.
5 Blacksun LIDAR Comms Net: Equipped with an advanced point to point communications networks this vessel is largely unaffected through extreme disruptions such as solar radiation and plasma
storms. The ship does not suffer -1 Leadership for being in contact with Blast markers and will never suffer more than -1 Leadership due to Radiation Storms.
6 DX39 Decoy Drones: By emitting energy signatures nearly identical to their parent vessel while hovering several hundred meters away these drones partially mask its true location to enemy
sensors. The ship receives a 6+ save against all hits (not against shields) which can be made in addition to the 4+ save for being on Braced For Impact special orders.
D6 The ship has been upgraded with additional or more sophisticated weapons systems, greatly enhancing its battle effectiveness. Roll a D6 on the following table:
1 Messenger Tracking Systems: This ship has been equipped with the same Tracking Systems as those boasted by Messenger Boats (see the Tracking Systems rule in Codex Tau Fleets),
unfortunately these systems are very sensitive and easily disrupted the extreme power fluctuation. As a result this ship loses the Tracking Systems rule while on All Ahead Full, Come to New
Headings, Burn Retros, and Brace For Impact special orders. Messengers must re-roll this result.
2 Farsight Targeters: While capable of dramatically enhancing the scanner resolutions of individual enemy targets at extreme ranges this system is of less use at shorter ranges. Rail Batteries receive
a left shift on the gunnery table when firing on targets beyond 15cm.
Weapons Refit

3 Networked Multi-Targeters: The actions of both bridge and gunnery crews of this ship are coordinated via an artificial intelligence network dramatically increasing their efficiency. When taking
Leadership tests to select targets this ship may add +1 to its Leadership. If this ship is in a squadron use the highest leadership in the squadron as normal before adding the +1.
4 Fully Automated Logistics: The processes needed to rearm and refuel the ordnance bays of this ship require virtually no attention from its crew freeing them up for other more vital tasks. After
passing a Leadership test to go on the Reload special order this ship may attempt to use a second special order.
5 Predictive Ambit Filter: By running several trillion simulations each second this ship is capable of engaging targets at even more extreme ranges than normal so long as it provides a stable firing
platform.. As long as the ship is not on the Brace For Impact, Come to New Heading, All Ahead Full, or Burn Retros special orders and it has not moved beyond half its speed or turned during its
movement the ranges of all its weapons are increased by 15cm. When firing on targets beyond the normal range of its weapons decrease the firepower/str of its weapons by 50% (round up).
6 Adaptive Weapon Stabilizers: Automated stabilizers compensate for the movement of the ship enabling its gun crews to fire with greater accuracy when the ship is performing special
manoeuvres. If the ship is on All Ahead Full, Burn Retros or Come to New Heading special orders, its firepower/str is reduced by 25% (rounded up) rather than halved.

17
DARK ELDAR REFIT TABLE
D6 The ship’s engines are fitted with additional systems or improvements have been made to the power generators and energy relays in some fashion. Roll a D6 on the following table:
1 Void Shifters: Some Drukhari vessels feature additional maneuvering drives that draw power from the void itself. The Dark Eldar ship may make up to two 45o turns at any point during its
movement instead of a single 90o turn.
2 Polarization Field: A low-level energy bubble surrounds the ship, channeling the debris of space around the vessel. The ship never suffers negative effects for moving through blast markers.
3 Poltergeist Engine: By shunting its mass into a pocket dimension a Drukhari vessel seemingly becomes a spectral image able to pass straight through solid objects for a limited time. The ship only
suffers negative effects for being in contact with blast markers and celestial phenomena if it ends its movement phase in contact with them. Additionally enemy ships attempting to ram this ship
Engine Refit

must roll an additional D6 on their leadership test.


4 Dark Matter Drives: The Dark Eldar vessel has been upgraded with more powerful engines which push against the dark matter of space, adding +5cm to all speed bands.
5 Sylph Wings: Stored energy can be released to form shining wings of light, greatly increase the surface area providing thrust propelling it at vast speeds. Add +2D6 cm when on All Ahead Full
special orders.
6 Traitor Veil: If the ship is within 10 cm of an enemy ship, after their target priority check any enemy ships outside of 15 cm declaring this ship as their target must declare what weapons they will
use against it before taking a leadership test. If passed they differentiated the Dark Eldar from their ally and may fire on the Dark Eldar ship normally with only the weapons they declared. If failed
then they have mistaken it for their own allies, roll to hit against an enemy ship within 10 cm of the Dark Eldar ship with the declared weapons (Dark Eldar Player’s choice). An enemy ship may not
fire any remaining weapons at the Dark Eldar ship this turn. This upgrade has no effect against Necron or Tyranid ships.
D6 The structure of the ship is improved in some way, new equipment is installed, or better trained or specialised crew members are brought in. Roll a D6 on the following table:
1 Obsidian Spiders: Driven mad by starvation and then glutted on the psychic suffering of slaves these dark reflections of Aeldari warp spiders infest the hull, greatly enhancing her chances of
survival. During your end phase, if the ship has no current critical damage, roll a number of D6 equal to the damage it has taken. If you get any 6’s, the ship recovers one damage point. Only one
point of damage may be recovered per turn, no matter how many 6’s are rolled. Escorts must re-roll this result.
2 Blood Vines: While the steel hard vines of this parasitic organism can damage a ship if allowed to grow uncontrolled the added durability they provide leads many archons to tolerate their presence.
Increase this ship’s hits by 1. Escorts must re-roll this result.
3 Absence Field: Special dampers and cross spectrum jammers hide the intentions of the crew. Enemy vessels do not gain +1 Leadership if she goes onto Special Orders.
Ship Refit

4 Malevolent Soul: Seeped in the blood of its victims for centuries this Drukhari vessel has a dark will of its own as twisted and black as that of its masters. While normally quiescent this will exerts
its influence in order to sate its thirsts even when its crew is otherwise panicked. Ignore all penalties to Leadership Tests (e.g. Blast Markers, Marks of Chaos) except with trying to disengage, in
which case the penalties apply as normal.
5 Flickerfield: Advanced masking technologies cause this ship to appear to flicker in and out of existences, making it exceptionally difficult to target. It counts as an escort for all weapons that use
the Gunnery table. Escorts must re-roll this result.
6 Grav Field: While most Drukhari raids are launched via the webway some archons favor maximizing the terror their vessels can incur. By adding hundreds of anti-gravity field emitters a vessel
can be made to fly in atmosphere, or they can be used to achieve otherwise impossible maneuvers in the void. This ship is not affected by gravity wells on the low orbit table (i.e. will not be drawn
towards the planet). Additionally once during its movement phase it may shift its position up to 10cm in any direction without turning, counting this distance as part of its movement, as long as it is
not on All Ahead Full, Burn Retros, or Come To New Heading special orders.
D6 The ship has been upgraded with additional or more sophisticated weapons systems, greatly enhancing its battle effectiveness. Roll a D6 on the following table:
1 Backup Power Cells: The paranoia inherent to all Drukhari extends to the design of their vessels, with individual crew members unwilling to rely upon one another that it is common for gun crews
to install backup power cells so that they can execute their Archon’s orders even if power were to be, rerouted away from their station. This ship does not reduce the strength of its Weapons
Batteries and Phantom Lances while on All Ahead Full, Come To New Heading, or Burn Retros special orders.
2 Distortion Charges: This ship has been fitted with an aft mounted weapon system which ejects a Warp Distortion Charge into the vessel’s wake. The D-charge is a mine that is deployed from the
rear arc like other ordnance. It moves 10cm towards the nearest enemy in each ordnance phase. If it moves into contact with the base of an enemy ship it detonates. The target may attempt to shoot
it down (As per the rules for Eldar torpedoes). If the D-charge is not destroyed, place a Warp Rift marker at the point of impact using a nova cannon template. Any vessel which touches the
Weapons Refit

template suffers the effects of hitting a Warp Rift Celestial Phenomena. At the beginning of each Eldar turn roll a D6, on a 6 the rift closes – remove the template from play. One use per game.
3 Terrified Gunners: Desperate to avoid suffering the wrath of their masters this ship’s weapons crews target their weapons with commendable diligence and fervor. This ship may re-roll the first
miss each turn when firing Phantom Lances. Ships without Phantom Lances must re-roll this result.
4 Webway Launch Portals: Employing portals connected to facilities within the webway this vessel can deploy far more ordnance than it could otherwise carry. This vessel gains either a dorsal
launch bay (2 Squadrons) equipped with Raptor fighters (Speed: 30cm), Razorwing bombers (Speed: 20cm), and Slavebringer assault boats (Speed: 30cm) or a dorsal torpedo salvo (Speed: 30cm,
Strength 4, Front) equipped with plasma, leech, and boarding torpedoes. Escorts decrease the strength of this launch bay or torpedo salvo by 50%.
5 Anomaly Clarification Stones: The ship’s scanners are now able to compensate for localized spatial distortions. Blast markers and celestial phenomena do not cause a column shift when the ship’s
weapons batteries fire through them. Ships without Weapons Batteries must re-roll this result.
6 Sympathetic Targeters: Containing bound souls locked in torment these devices seek out anyone who could end their suffering, inadvertently aligning their associated weapons with incredible
accuracy. Only the purest and most innocent of souls will suffice, and while this makes Sisters of Battle the most ideal source the souls of young children achieve a similar result and are far easier to
acquire.. Add +15cm to the range of this ship’s Phantom Lances and Weapons Batteries.

18
NECRON REFIT TABLE
2D6 Because of unique nature of the race, Necron player roll 2D6 on refit table, instead of using normal procedure.
2 Augmented Power Matrix: The ship's power matrix had once served as an auxiliary power supply to a C'Tan stasis crypt. When the crypt was destroyed, the ship was able to rise from
the surface of the dead world thanks to the exceptionally efficient power feed to the engines. When on 'All Ahead Full' orders, the ship rolls 2D6 and chooses the highest for the purpose
of determining the movement range.
3 Gravitic Thrusters: The necron vessel originates from a tomb complex situated within a dense asteroid field. Its hull has been modified to accommodate a number of gravitic thrusters,
which can turn a ship almost on the spot while not interferring with weapon and targetting systems, but feeding their power directly from main engines. The ship in question may turn
after travelling only 5cm, but may not move any further, as main engines are cut from the power feed.
4 Inertialess Brakes: For some unknown reason the necron vessel always ends its long distance movements with its inertialess drive in an almost immediate stop on the verge of collision
with its target. It has been theorized that this could be some kind of malfunction of the command core, caused earlier by an exceptionally powerful solar flare in the vicinity of the
starship, and that this was countered by mounting augmented brakes inside the ship hull. When attempting a Burn Retros special order, the ship may add +2 to its Leadership value.
5 Augmented Power Conduit: The power conduit feeding ship's main engines has been slightly modified to boost its efficiency to the maximum, probably being used before to power
additional systems which were destroyed aeons ago. The ship adds +5cm to its maximum speed.
6 Shroud Sensory Arrays: Sensors on this necron vessel are of very similar construction of those employed on Shroud class light cruisers. When taking leadership tests to go on special
orders, the ship adds +2 to its Ld for enemy ships being on special orders instead of the normal +1.
7 Crystalline Overgrowth: Crystals of specific structure are a common sight on Necron tomb worlds. While their exact origin is unknown, it's been proved that they are often, if not
always, a part of the Necron starship plating, growing under control of the ship's systems. On this particular vessel, however, the crystal growth control system has failed, either as an
effect of a solar flare or just millennia of dormancy. A crystal shell now covers almost the entire surface of the ship's hull. When an enemy fires any weapons at the ship, every 'hit' will
bounce off the thick crystalline shell on a D6 roll of 6+, regardless of its source. For each hit deflected by the crystal shell, place a blast marker in contact with the ship, just like when
resolving hits against shields. This roll is in addition to the ship's normal save.
8 Augmented Energy Absorbers: The ship originates from a tomb complex, situated in a system with very little energy available, as its sun had burned down to a white dwarf. The ship's
energy absorbers have been augmented to be able to use virtually any energy source available to boost the ship's energetic balance. Whenever the ship comes into contact with a blast
marker, the absorbers may be activated in the shooting phase in an attempt to collect the energy of the explosion. Roll a D6 for each blast marker within 5cm of the ship - on a roll of 4+
the energy is absorbed and the ship may move an additional 5cm during its next movement phase and make one additional turn after ending its move. Remove all blast markers after
rolling, no matter the result. Energy Absorbers interfere with weaponry systems and so the ship can fire its weapons only with half strength during the turn it used energy absorbers, and
it cannot use solar pulse generator or portals.
9 Supercharged Hull: The ship's hull is powerfully energized due to being hit by a powerful solar burst. While this should heavily damage the ship, it was not so in this case and now the
Necron vessel benefits from a new offensive capability. The strength of the Solar Pulse Generator of the ship is increased to 2 from the normal 1. If the ship has no Solar Pulse
Generator, re-roll this result.
10 Harvester: The necron vessel is particularly suitable for harvest operations, by accommodating additional portals, chambers filled with dormant Necron warriors and so on. The ship's
portal strength is increased by one, and it adds +1 to its boarding value when resolving boarding attacks. Note that this would not allow a portal to a Dirge Class Raider, but still
aguments its boarding value.
11 Agumented Gauss Coils: During one of the previous battles, the ship's gauss coils, responsible for firing the particle whip, were damaged. During the repair process, some anomaly
occurred within the artificial intelligence of necron units repairing the ship, and the system has been modified to pass through more energy than it was originally. Roll a D6. On 1 or 2,
the ship gets -2 to its Lightning Arc strength, on 3 or 4 it gets -4 to its batteries, and on a 5 or 6 it gets -6 to its Lightning Arc strength. Add 1 point of strength to the Gauss Particle Whip
strength for each two points lost in this way.
12 Weapon Matrix Refit: The ship has been damaged heavily during one of its recent battles. The lance subsystem is still undergoing major repairs, and cannot operate correctly, but as
the next battle is imminent, a reroute has been made to connect energy conduits of the Particle Whip and Lightning Arc systems to maximize the efficiency of the ship as fast as
possible. The ship may not fire lances at all, but for each point of its lance strength add 4 to its Lightning Arc strength. If the ship has no lances, re-roll this result.

19
CREW SKILLS TABLE ORK CRU SKILLZ TABLE ELDAR CREW SKILLS TABLE
1 Expert Gunnery: The ship’s gun crew are 1 Shooty Boyz: Unusually for Orks your gun crews 1 Renowned Marksmen: The ship’s gun crew
amongst the finest in the whole sector, able to lay actually try to aim their weapons. When the Ship are amongst the finest in the whole sector, able
down a devastating barrage. When the ship attempts Lock-On special orders you may roll to lay down a devastating barrage. When the
attempts Lock-on special orders you may roll 3D6 and discard the highest roll before ship attempts Lock-on special orders you may
3D6 and discard the highest roll before comparing it to the ship’s leadership. roll 3D6 and discard the highest roll before
comparing the score to the ship’s Leadership. 2 Bigger Hammers: Mekboyz are able to get comparing the score to the ship’s Leadership.
2 Skilled Engineers: The crew responsible for nearly anything working again when they believe 2 Warlock: A Battle Seer accompanies this ship,
running the engines are highly adept, able to they are employing the correct tools. The Ork disclosing fragments of possibility to the ship’s
respond quickly to orders for more or less power. ship may always repair at least one critical hit per captain. This vessel may always attempt to go
When the ship attempts All Ahead Full or Burn turn, excepting those that may not be repaired. onto special orders, even if another ship or
Retros special orders you may roll 3D6 and (Escorts must re-roll this result.) squadron in your fleet has failed a command
discard the highest roll before comparing the 3 Well Trained Grots: The Slavers responsible for check this turn. Also once per game this ship
score to the ship’s Leadership. Gretchin reloaders have trained them well. If the may attempt to go on “Brace For Impact”
3 Adept Trimsman: The officers and crew ship/squadron attempts to Reloard Ordnance, you special orders after damage rolls have been
responsible for the ship’s manoeuvring boast that may roll 3D6 and discard the highest die. made.
they could get the ship to turn on the head of a Ships/Squadrons without ordnance must re-roll 3 Bomber Aces: Even the bomber pilots of this
pin! Whenever the ship attempts Come to New this result. vessel number several ‘Aces’ amongst them.
Heading special orders you may roll 3D6 and 4 Asteroid Pilots: This particularly foolhardy Orks Bombers launched by this vessel count as
discard the highest roll before comparing the believe they can pilot their ships anywhere, interceptors when being engaged by enemy
score to the ship’s Leadership including asteroid fields. When traveling through fighters and gain the Resilient special rule.
4 Excellent Pilots: The ship is famed for the skill asteroid fields roll 3D6 and pick the two lowest Any Interceptors within a combined attack craft
of its pilots. The well-timed attack runs of its results. squadron with bombers from this ship will
bombers can cause horrendous damage while its 5 Loyal Krew: These Orks look to their Kaptin always engage enemy fighters first in the
fighter pilots fly rings around enemy attack craft. with unusual loyalty. Once per game you may re- ordnance phase. (Ships without Launch Bays
Any bombers launched by this ship may re-roll roll a failed Leadership or Command Check for must re-roll this result.)
the dice when determining how many To Hit rolls this Ship/Squadron. 4 Honor Bond: This ship has a long history of
they have. If fighters from this ship intercept 6 Loudhailer and Big Stick: Due to the friendship with an Aspect Warrior Shrine, and
attack craft or torpedoes, roll a D6. On a score of effectiveness of the Kaptin’s training methods the to honor this bond warriors from that shrine
4+ the fighters are not removed as normal but Krew is able to work together with unrivalled always accompany it on its voyages. This ship
remain in play. Re-roll this skill if the ship does efficiency. Once per game this Ship/Squadron gains the “Aspect Warriors” upgrade for free
not carry attack craft. may automatically pass a leadership test or and may re-roll the dice during boarding
5 Disciplined Crew: The ship’s crew bend to their Command Check without rolling any Dice. actions.
tasks with enthusiasm and loyalty. Once per battle 5 Disciplined Crew: Whenever this ship checks
the ship may re-roll a failed Leadership test or Leadership or attempts to go onto Special
Command check. Orders you may roll 3D6 and discard the
6 Elite Command Crew: The ship’s command highest roll before comparing the score to the
crew work well as a team, able to respond quickly ship’s Leadership.
to the orders of the fleet commander. Once per 6 Elite Command Crew: Once per battle this
battle the ship may automatically pass a ship may automatically pass a Leadership test
Leadership test or Command check – there is no or command check without rolling dice.
need to roll any dice.

20
TAU CREW SKILLS TABLE DARK ELDAR CREW SKILLS TABLE
1 Independent Gunners: The ship’s gun crew are 1 Renowned Marksmen: The ship’s gun crew are
amongst the finest in the whole Kor’Vattra and amongst the finest in the whole sector, able to lay
having proven themselves over many battles are down a devastating barrage. When the ship
granted substantial independence in selecting attempts Lock-on special orders you may roll
their targets. This ship may attempt to go on 3D6 and discard the highest roll before
Lock-On special orders even if another ship has comparing the score to the ship’s Leadership.
already failed its leadership test to go on special 2 Rebellious Commander: The commander of this
orders. ship or escort squadron has always displayed a
2 Disciplined Crew: The ship’s crew bend to their tendency for being the lone wolf of the fleet.
tasks with enthusiasm and loyalty. Once per battle This craft may always attempt to go on special
the ship may re-roll a failed Leadership test or orders even if another ship has failed its
Command check. command check. This ship may never use
3 Ethereal: A member of the Ethereal Class has commander re-rolls or the re-roll stratagem unless
chosen to accompany this vessel providing an it is your flagship.
inspiring and harmonious presence to the crew. 3 Dogfighting Masters: Even the bomber and
This ship may re-roll one failed Leadership test assault boat pilots of this vessel number several
each turn, but is worth twice its cost in Victory ‘Aces’ amongst them. Razorwing bombers and
Points. Slavebringer assault boats launched by this vessel
4 Yeld’I: The experience of this ship’s pilots is count as interceptors when being engaged by
unusually high for the Kor’Vattra given their enemy fighters and gain the Resilient special
usual lifespan in any conflict. If fighters from this rule. Any Interceptors within a combined attack
ship intercept attack craft or torpedoes, roll a D6. craft squadron with bombers from this ship will
On a score of 4+ the fighters are not removed as always engage enemy fighters first in the
normal but remain in play. Ships without Launch ordnance phase. Ships without Launch Bays
Bays must re-roll this result. must re-roll this result.
5 Harmonious Crew: The ship’s crew function 4 Legendary Raiders: The ship's compliment of
smoothly as though guided by a single will warriors, wyches, and mandrakes are legendary for
allowing them to rapidly react to changing their ferocity and cunning. The ship doubles it's
circumstances. If this ship is on the Brace For boarding value in a boardingaction.
Impact special order at the beginning of your turn 5 Viscous Crew: Re-roll Hit & Run attack results of 1
make a Leadership test. If passed this ship no for any of this ship or escort squadron's Impalers,
longer is on the Brace For Impact special order. Boarding Torpedoes, or Slavebringer assault boats.
6 Selfless Crew: The ship’s crew will go to any
6 Elite Command Crew: Once per battle this ship
extreme to achieve the Greater Good. This ship may automatically pass a Leadership test or
failing a Leadership test to go on special orders command check without rolling dice.
does not prevent other ships in your fleet from
attempting to go on special orders.

21
Space Marine Appeal Table Forces of Chaos Appeal Table
A request is made to nearby Space Marine Chapters to send aid to your fleet. Roll 2D6 The forces of Chaos constantly assail the Imperium and attack the servants of the
2D6 on the following table: 2D6 Emperor. If your request for aid is heard, roll on this table to see what is put at your
2 One of the Chapter’s handful of Battle Barges is diverted to support your fleet. You may disposal.
include one Space Marine Battle Barge* in your next game for free, as long as you have 2 You implore the Chaos gods for their unholy gifts, but the dark powers smite you for
a model to represent it (if not, roll this result again). your impudence. At the start of the next battle, roll once on the Critical Damage table
and apply the result to your Warmaster’s ship!
3 The Chapter dispatches two of its Strike Cruisers to assist your fleet. You may include
two Space Marine Strike Cruisers* in your next game for free, as long as you have 3 The Chaos gods show you a glimpse of the future. You may re-roll the dice when
models to represent them (if you don’t, roll this result again). deciding who has the initiative in the next campaign turn. The second roll stands.
4 The Chapter keeps one of its Strike Cruisers on station to assist you in your next fight. 4 The Chaos gods send a force of Daemonic entities that swirl about one of your ships and
You may include one Space Marine Strike Cruiser* in your next game for free, as long attack nearby vessels. Nominate one capital ship in the next battle. A single enemy ship
as you have a model to represent it (if not, roll again). within 15cm during your end phase is attacked. Roll a D6: this is the number of dice
you can roll to hit against the target’s weakest Armour value (shields have no effect).
5 The Chapter sends two squads of Space Marines, stationed aboard two ships of your
choice. Add +2 to Boarding Action rolls and +1 to Hit and Run attacks for those ships 5 A mighty Champion of the Dark Gods agrees to join your retinue of followers. You may
for the rest of the campaign. Furthermore enemy Hit and Run attacks against those add a Chaos Lord (with a Mark of Chaos if you wish) to your Fleet Registry.
ships suffer a -1 penalty for the rest of the campaign.
6 The Traitor Legions gather to your side. Your flagship and any ship with a Chaos Lord
6 The Chapter sends a squad of Space Marines, which are stationed aboard one ship of aboard add +2 to Boarding Action rolls and +1 to Hit and Run attacks for that ship for
your choice. Add +2 to Boarding Action rolls and +1 to Hit and Run attacks for that the rest of the campaign. Furthermore enemy Hit and Run attacks against those ships
ship for the rest of the campaign. Furthermore enemy Hit and Run attacks against those suffer a -1 penalty for the rest of the campaign. This replaces the normal boarding
ships suffer a -1 penalty for the rest of the campaign. action bonus applied to Chaos vessels.
7 The Chapter supplies several squads of Space Marines and Thunderhawk Gunships* for 7 Piratical renegades flock to your cause. One ship in your fleet may be equipped with
one ship of your choice (note that the ship must be capable of carrying attack craft). The boarding torpedoes and/or Dreadclaw assault boats.
ordnance will be
8 The Chaos gods use their foul magicks to create a ward of Chaos about your fleet.
8 The Chapter supplies several squads of Space Marines and boarding torpedoes for one Nominate one of your capital ships in the next game. Any enemy shooting at this ships
ship of your choice (note that the ship must be capable of launching torpedoes). The suffers a right column shift on the Gunnery table (before any other shifts for range or
ordnance will be repaired or replaced after each game so that the ship may use boarding Blast markers).
torpedoes for the rest of the campaign.
9 A small group of Chaos Chosen acts as your personal bodyguard. Your flagship adds +1
9 The Chapter sends a cadre of veteran warriors to train your crews in shipboard combat. to all Boarding Actions it is involved in and all Hit and Run attacks against it suffer a -1
You may train one ship’s crew after each game – mark the fact they have been trained penalty for the rest of the campaign.
on your fleet registry. Ships which have been trained may re-roll the dice in a boarding
10 With their cabalistic rites and blood sacrifices to the ancient gods, your Sorcerers
action.
bestow the gifts of Chaos onto one of your ships. In your next battle, one ship in your
10 The Chapter conducts coordinated attacks to destroy the orbital defences of worlds you fleet may be given a Mark of Chaos for free, as if a Chaos Lord was on board (this can
are planning to attack. In the next game you play where your opponent has planetary be combined with the Mark of Chaos a Warmaster or Chaos Lord)
defences, their value will be reduced by D6x30 points. 11 The Legions of Chaos grow strong and your fleet is aided by many deadly warriors such
11 The Chapter conducts raids on your enemies’ supply lines, tying up their ships in as Berzerkers of Khorne, Noise Marines and the dreaded Chaos Terminators. Any one
defending convoys and bases. In your next game your opponent must reduce his points ship in your fleet may roll 2D6 when conducting Boarding Actions or Hit and Run
value by D6x30. attacks and pick the highest result.
12 The Chapter sends squads of Space Marine Terminators to be stationed on one ship of 12 The Chaos gods use their fiendish powers to create a swirling vortex of Chaos about one
your choice. Add +2 to Boarding Action rolls and +1 to Hit and Run attacks for that of your ships. Nominate one capital ship in your fleet. In the next battle, any enemy ship
ship for the rest of the campaign. Furthermore enemy Hit and Run attacks against that within 15cm of this vessel counts as having one Blast marker in contact with its base.
ships suffer a -1 penalty for the rest of the campaign. The Terminators provide the
embarked ship with two additional teleport attacks that may be used once per turn in
addition to the ship’s normal teleport attack.
* Rules for Space Marine Battle Barges, Strike Cruisers, and Thunderhawk Gunships
can be found in BFG:XR Ships of the Adeptus Astartes.

22
SYSTEM RULES Agri-world: Produce from these worlds feed the
teeming billions of Hive Worlds throughout the
Shrine World: These blessed worlds of the
Eclessiarchy celebrate the acts of saints and martyrs
A fun element to add to a campaign is to have special Imperium. If food shipments are interrupted the
rules to the different types of systems on the Sub-Sector throughout the ages. The effect of a Shrine World
production of Hive Worlds will suffer as public order depends on which faction controls it.
maps. Here are some examples, but this list is by no breaks down and the people starve. Hive Worlds only
means exhaustive. Players are encouraged to come up produce half their normal repair points (round up) unless
with their own unique and cool ideas. Imperial: You may attempt one free Appeal each turn to
connected via systems you control to an Agri-world pray to the Emperor. On a 4+ your flagship receives one
under your control. bonus re-roll during your next game.
Uninhabited: While they may contain isolated outposts
Chaos: You desecrate the shrines and temples of the False
the small footprints found in Uninhabited systems Mining World: Mining Worlds provide the raw Emperor. Each round you may spend one free Forces of
allows them to change hands far more readily than the materials to feed the ravenous industries of war. If this Chaos appeal.
other system types. Uninhabited systems can never be supply is cut off then your manufactorums will swiftly Xenos: Treat this world as an Agri-world.
the target of either Planetary Assault or Exterminatus run silent. Forge Worlds only produce half their normal
missions (as there aren’t any settled worlds to assault or repair points (round up) unless connected via systems Deathworld: Be they carnivorous jungle worlds,
destroy). Instead when a player wins a battle or raid you control to a Mining World under your control. planets bombarded constant meteorite storms, heavily
fought within an Uninhabited system they gains control irradiated worlds, or volcanic hellscapes these worlds
of it during the spoils of war step of that campaign turn. Daemonworld: Nightmare realms where the laws of are very hard to conquer. In a Planetary Assault on such
However, at the end of each of their subsequent nature are subject to the whims of unholy intelligences a world the attacker must score 10-15 assault points in
campaign turns that player must roll a D6 for each Daemonworlds provide no repair points for any factions order to score a marginal win and 16+ assault points to
Uninhabited system he controls. On a 1-3 they lose except for the Forces of Chaos (or Imperial Rebels), score an attacker victory.
control of the Uninhabited system as their fleet redirects Orks (who are love it when a planet itself fights back),
its assets towards more vital fronts. and Tyranids. So reviled are these worlds that other Astartes Homeworld: This world is the domain of a
Also as they are easily moved through the attacking factions may re-roll the test to receive authorization to Space Marine Chapter. The effect of a Astartes
player may draw warp route connections through attempt an Exterminatus against them. Otherwise the Homeworld depends on which faction controls it.
uncontrolled Uninhabited systems connected via warp effect of a Daemonworld depends on which faction
routes to systems under his control during the determine controls it. Imperial: You may attempt one free Space Marines
location step of the build-up phase of the campaign turn. Appeal each turn. (If you are playing in a campaign as a
rebel Imperial faction use the Chaos effect instead.)
Chaos: When determining how many repair points a
Forge World: In addition to their massive industrial Adeptus Astartes: Treat this world as though it was a
Daemonworld you may attempt one free Forces of Chaos
Shrine World.
output Forge Worlds often possess rare and advanced Appeal for every roll of a 6.
Chaos: Treat this world’s repair points value as if it was a
technologies. When determining how many repair Everyone else: Treat this world’s repair points value as if
Deathworld due to the ongoing resistance of the Space
points a Forge World provides each turn you may it was a Deathworld due to the ongoing resistance of the
Marines. As the Dark Gods will likely be pleased by your
attempt one free Refits Appeal for every roll of a 6. Daemons. You earn a bonus point of renown for each turn
audacity you may attempt 2 free Forces of Chaos appeals
that you control this world.
each turn.
Cardinal World: A populous world run by the Xenos: Treat this world’s repair points value as if it was a
Eclessiarchy, this world has the same rules as a Shrine Pirate Base: The rules for Pirate Bases are explained in Deathworld due to the ongoing resistance of the Space
world. Xenos factions treat this as a Civilized world. the Pirate Faction rules. Marines. You earn a bonus point of renown for each turn
that you control this world.

23
Fortress World: Trading cities for continent spanning damage table. The attacker must capture it by scoring
bastions these worlds often form the bedrock for assault points exactly as though it was a planet. Instead
Imperial presence within In a Planetary Assault on such of moving into low orbit ships land troops by
a world the attacker must score 16-19 assault points in conducting boarding actions, each capital ship can do so
order to score a marginal win and 20+ assault points to once. Additionally Assault Boat waves and Boarding
score an attacker victory. Players may spend an extra Torpedoes can score Assault points against a disabled
D6 x 10 points on planetary defenses when defending Naval Base on the roll of a 6.
against a Planetary Assault or Exterminatus mission in
this system. Exterminatus missions targeting Naval Bases work the
same way as the above Planetary Assault mission rules,
Naval Base: Whether they be massive and heavily but if the attacker wins then he rolls a D6. On a 1-3 the
militarized space stations, orbital plates, or even planet system becomes uninhabited, mark it as such on the
encircling artificial rings the Imperial Navy commonly subsector map. On a 4-6 while the Naval Base has been
has at least one major installation in each sectors serving destroyed one or more planets in the system still bear
as its base of operations and command. While less life. Roll again to see what the system becomes: 1-3
common other each faction has some equivalent, such as agri-world, 4-6 mining planet.
Eldar Craftworlds, Ork Mek’Roks, and Tau Orbital
cities. The resources such a facility can provide are Civilized World: No special effect.
often well worth the extreme challenge presented in
capturing it. Penal World: No special effect

While a player controls a Naval Base increase the Hive World: No special effect.
number of hits recovered by withdrawn or destroyed
ships and escort squadrons by 1 during the repairs and PLANETARY DEFENSES
withdrawals step of the campaign turn.
Not all worlds have the resources or strategic value to
acquire significant defenses. When playing a Planetary
Naval Bases are treated in exactly the same way as
Assault or Exterminatus mission the defender adds or
Pirate Bases when defending against a Planetary Assault
subtracts the following number of points based on the
or Exterminatus mission. You may either select the unit
system type in addition to the D6x10 per 500 points they
to represent the Naval Base from the Void Installations
receive in the scenario rules. Any system types not
list based on the defenders faction, or you may
listed here receive no bonuses.
determine at the outset of the campaign what type of
facility is represented by the Naval Base regardless of
SYSTEM DEFENSES
who owns it (helpful if you have a limited selection of Naval Base +150
appropriate models). Fortress World +100
Astartes Homeworld +100
The one exception is that unlike a Pirate Base an Forge World +75
attacker can capture and utilize a Naval Base, and so in Hive World +50
Planetary Assault missions the attacker still gains Player’s Home System* +50
transports per the normal rules for that scenario. While Penal World +25
the Naval Base can be damaged as normal it is Deathworld -25
considered too large to simply be destroyed. When it is * This is the system each player began the
brought to 0 hit points do not roll on the catastrophic campaign controlling, not counting Pirate Bases.

24
FACTION SPECIAL RULES ADEPTUS ASTARTES & TRAITOR LEGIONS THE ADEPTUS MECHANICUS
Angels of Death: Forge Ships:
Another fun addition to campaigns can be to add
While they are able to deploy some of the most Rather than mere ships or war the vessels of the Adeptus
thematic special rules for the various factions in the
advanced war machines the Imperium possesses a Mechanicus are mobile temples devoted to the glory of
game. While this list provides some good examples, it
Chapter’s greatest weapon is the Space Marines the Machine God, and their mobile forges possess the
is by no means intended to limit your gaming group’s
themselves. As such their vessels serve primarily as industrial capacity nearly equal than that of most
creativity. Feel free to come up with your own faction
delivery systems to rapidly deploy companies onto a worlds.
(or even sub-faction) special rules.
planet, and they excel at this role.
During the repairs and withdrawal step of the campaign
THE IMPERIAL NAVY
When attacking in a Planetary Assault or Exterminatus turn each non-crippled Adeptus Mechanicus Cruiser and
Dominion Over The Stars:
mission an Adeptus Astartes player counts as having Light Cruiser in your fleet roster generates one repair
The Imperium of Mankind is the single largest stellar
won an additional battle prior to launching the attack. point, while each uncrippled Ark Mechanicus generates
empire in history. While its forces are stretched thin by
D3 repair points.
the shear immensity of such a realm the Imperial Navy
CHAOS RENEGADES & IMPERIAL REBELS
often needs only to arrive in a system for recalcitrant
The Lost and The Damned: ROGUE TRADERS
governors to reassert their loyalty to the Golden
It is a poorly kept secret that the ranks of Chaos Smuggling Networks:
Throne.
Renegade fleets include many recent traitors to the Some men can find the profit in everything, even war.
Imperium. Whether they fell to worship of the dark gods
Each Campaign Turn after all attacks have been
via their own will or simply through cowardice matters During the repairs and withdrawal step of the campaign
declared each Imperial Navy player may declare that
little. turn each Rogue Trader player gains one repair point for
they are “Patrolling” in one neutral system adjacent to a
each system connected via a Warp Route to a system
system they control. They game control of this system
After a battle in which the Chaos Renegades player was they control except for Uninhabited systems, Astartes
at the end of the campaign turn.
victorious for each enemy wreck they recovered they Homeworlds, Deathworlds, Fortress Worlds, Naval
count as having 1 higher renown for the purposes of Bases, Penal Worlds, and Daemonworlds.
ELDAR & DARK ELDAR
Reinforcement appeals.
The Webway:
FORCES OF THE INQUISITION
Using the webway the children of Isha can strike nearly
THE TAU EMPIRE Absolute Authority:
anywhere at any time.
Rapid Technological Innovation: Every Inquisitor holds the authority to requisition or
Continuing to undergo technological advancement at an commandeer the services of any Imperial citizen be they
When declaring the target of an attack Eldar and Dark
unprecedented pace the Tau Empire frequently deploys Planetary Governors, Lords Militant,or even Astartes
Eldar players can choose to target any system regardless
their newest and most advanced weapon systems to their Chapter Masters.
of whether it borders one they control.
ships for field testing. Using information gleamed from
each battle these prototypes are further refined and Allied detachments are free for Inquisition players.
ORKS
moved towards more widespread adoption.
KiLL Dem AL An’ TakE Der StuF’:
Orks will loot anything shiny that isn’t bolted down
At the end of each campaign turn choose one refit
(though even that often won’t stop them).
equipped to a ship which participated in the battle and
After a battle in which the Ork player was victorious survived. Roll a D6, on a 5+ you may equip that same
they may attempt one free Refit Appeal for every refit kind of refit to another ship on your fleet roster.
on any wrecks they recovered.

25
THE TYRANIDS BUYING APPEALS
The Great Devourer:
The Hive Fleets do not use worlds as other races do, While ordinarily players will be spending their repair
instead consuming their biospheres and leaving behind points on repairing their ships there will occasionally be
worthless dead husks before moving on. times when they will have extra points left over.
Players may attempt to purchase appeals using these left
When a Tyranid player gains control of a system place a over repair points by rolling a D6 for each point spent.
marker next to it on the campaign map with the number They receive one free appeal for each 6 rolled.
6 on it. This represents the worlds “consumption
rating”, which is the number of campaign turns
remaining until that system has been fully consumed.
Once a system has a consumption maker next to it it
counts as a Deathworld in addition to its other
classification. If another player regains control of the
system the consumption marker remains in place.
When determining how many repair points a system
generates for a Tyranid player use the following table
instead of the normal one. Additionally when
determining the repair points of a Deathworld you may
attempt one free Refit appeal for every roll of a 6 as the
unique genetic traits of the native fauna and flora are
absorbed by the hive fleet. After generating repair
points reduce each Tyranid controlled system’s
consumption rating by 1.

Once a world’s consumption rating reaches 0 it has


become a lifeless, airless rock of almost no strategic
value. Permanently change its classification to
Uninhabited on the sub-sector map.

Agri, Forge, Hive, Civilised, Fortress, Naval Daemon,


Shrine Penal Mining Pirate Base Cardinal Deathworld Base, Astartes Unihabited
6 2D3 2D3 2D3 5D3 4D3 2D3 2D3 D3
5 3D3 2D3 2D3 6D3 5D3 3D3 3D3 D3
Consumption

4 4D3 D3 3D3 5D3 6D3 4D3 2D3 D3


3 3D3 D3 2D3 4D3 4D3 3D3 2D3 D3
2 2D3 D3 2D3 3D3 2D3 2D3 D3 D3
1 D3 D3 D3 D3 D3 D3 D3 D3
0 - - - - - - - -

26

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