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Additional Battlefleet Koronus Ground War Material (pg.

121)

Table 1: Army Type


Type Acquisition Mod. Availability Base move Special Rules
Infantry +0 Scarce 20
Cavalry -20 Very Rare 60 Devastating Charge
Mechanized Infantry -10 Rare 200 Fast Troop Deployment
Armour -10 Rare 140
Artillery -10 Rare 100 Artillery Barrage
Air Forces -30 Extremely Rare 2000 Half Damage from all but Anti-Air

Special Rules Description:


Devastating Charge: When armies classified as “Cavalry” charge Infantry units (and other units at GM’s discretion), they
inflict an additional +2 damage per 1d10. With a successful Challenging (+0) Intimidate Test, a charging cavalry army can
rattle the enemy so badly that they lose 1d10+5 Morale and roll -2 less damage per 1d10 of the enemy unit.

Fast Troop Deployment: Utilizing Table 6, you can deploy an Infantry unit of that size to enter areas that vehicles cannot
go. Once you separate the Infantry unit from the Mechanized unit, they are now two separate armies, but can be merged
back at any time. The Infantry unit will now follow the rules of Infantry units, while the Mechanized still counts as a
Mechanized unit, but with no troop support. This action is counted as a free action to load / unload troops, but only at the
beginning of the movement phase can the Infantry unit separate from the Mechanized unit.
Example: I have a 2,000 unit sized Medium Mechanized Modern Regiment, and need to deploy my Infantry to
enter a fortress to clear out enemy troops. Utilizing Table 6, I now have a 1600 unit sized Medium Infantry Modern Regiment
entering the fortress, with a 200 unit sized Medium Mechanized Modern Regiment outside for support.

Artillery Barrage: Range increased by x2. Refer to pg 122 & 135 BFK.

Half Damage from all but Anti-Air: Refer to pg 123 & 135 BFK.

Other special rules: I encourage you, GM’s and players alike, to devise your own special rules as needed.

Table 2: Army Strength


Type Acquisition Modifier Power Modifier Movement Modifier
Light +10 -2 x1.5
Medium +0 +0 x1
Heavy -20 +2 x0.5

Table 2a: Additional Vehicle Types (Optional)


Type Acquisition Modifier Power Modifier Movement Modifier Special Rules
Crawler -10 +0 x0.5 Can move over difficult terrain.
Hover -50 -1 x1 Can move over difficult terrain.
Termite -30 +0 x0.25 Burrows through the ground.
Wheel/Track +0 +0 No change. Normal vehicle construct.

Table 3: Army Era


Era Acquisition Modifier Power Modifier
Feral +30 -1
Feudal +20 0
Industrial +10 +1
Scientific +0 +2
Modern 40k -10 +3
Technological -20 +4
Advanced N/A +5

Army Era Description:


Feral: No change as listed on page 125 BFK, other than Feral worlds can field Infantry and sparse Cavalry units.

Feudal: No change as listed on page 125 BFK.

Industrial: No change as listed on page 125 BFK.


Scientific: Replaced the wording “Technological,” but no change from the description as listed on page 125 BFK.

Modern: No change as listed on page 125 BFK.

Technological: A Fortress or Forge world's technological level. Some Xeno technology is also included in this description
for certain races at GM discretion. An example would be Tau technology. Can field all types of units.

Advanced: This description is reserved for Xenos armies in origin or armies carrying relic / archaeotech technology.
Examples include Eldar and Stryxis technology. Can field all types of units.

Table 4: Army Quality


Quality Acquisition Modifier Power Modifier Army Skill Starting Morale
Conscript +10 -1 20 50
Volunteer +0 +0 30 60
Professional -10 +0 40 80
Veteran -20 +1 50 90
Elite -30 +1 60 100

Table 5: Army Size* Bonus


Name Acquisition Modifier Morale Notes
Squad (10 troops) +30 NA Not intended for BFK Ground War Rules.
Platoon (40 troops) +20 -20 Not intended for BFK Ground War Rules.
Company (150 troops) +10 +0
Battalion (500 troops) +0 +0
Regiment (2,000 troops) -10 +20
Brigade (8,000 troops) -20 +40
Division (20,000 troops) -40 +80
Corps (45,000 troops) -50 +100
“Army” (100,000 troops) -60 +150
Crusade (1,000,000 troops) NA +250

*NOTE: Table 5 is a quick estimate for when you want to identify the size of a unit for acquisition.

Table 6: Army Size Composition (Optional)


To figure out an abstract composition of an armies number of fighting soldiers / vehicles, a simple method has been devised
below. This is only relevant when you need to know the estimated number of soldiers you have in a given unit.
Type Number of Troops

Infantry, All 100% of the army size is troops.

Cavalry, Light & Medium 50% are cavalry, 50% are troops (riders).
Heavy 25% to 40% is cavalry, 50% troops (riders).

Mechanized, All 20% are vehicles, 80% troops (75% Infantry / 5% crew).

Armor, Light + Medium 25% are vehicles, 60% troops (crew).


Heavy 10% to 20% vehicles, 60% troops (crew).

Artillery, Light & Medium 25% are vehicles, 60% troops (crew).
Heavy 10% to 20% vehicles, 60% troops (crew).

Aircraft, Light & Medium 25% are aircraft, 50% troops (pilots/crew).
Heavy 10% to 20% aircraft, 50% troops (pilots/crew).

Example: I have a 1,000 unit sized Medium Mechanized Modern Regiment. I'm preparing to transport them in a
barracks, and am curious to know how many soldiers I have in case I can’t use the vehicles on the planet I’m invading. This
might be due to no gravity, underground caverns, swampy terrain, etc. So, using the chart above
20% of 2000 = 400 vehicles.
80% of 2000 = 1600 soldiers.
I have a1600 unit sized Medium Infantry Modern Regiment or a 2,000 Medium Mechanized Modern Regiment, depending on
the situation / circumstance.

Additional Notes:
Anti-units (Armour/Infantry/Aircraft)
These units deal an additional +2 damage per 1d10 against their specialty. When attacking all other units they
either do normal damage or up to -2 less damage per 1d10, depending on the type and GM's approval. The specific rules for
these units would take up vast amounts of informative and descriptive templates, that are best determined between GM and
player(s) approval on a case by case basis. It is best to determine this upon army creation and annotate it with the
description of the army.

Barracks
This component has space for a 20,000 troop sized unit (This refers to Table 5, and when wanting to know exact
composition refer to Table 6) . Whether vehicles, troops, or a combination of above, this component can store it. Includes
training areas, shooting ranges, billeting, latrines, mess halls, food storage areas, and supply rooms to store everything a unit
requires. The total time the unit can stay in the void without suffering crew or morale loss is equal to the ships.

Cargo Holds
This component has space for a 40,000 troop sized army. Whether vehicles, troops, or a combination of above, this
component can store it, though it will be uncomfortable for troops and will cause Morale modifiers. Cargo Hold components
do not come equipped with anything a barracks does, besides vast storage areas. Accidents will happen and troop morale
will waiver if used to store troops in this way. Vehicles and other supplies, on the other hand, can be stored in this
component with no issues. The total time the unit can stay in the void without suffering crew or morale loss is equal to the
ship(s).
If dividing the use of this component between a barracks and a cargo hold for an army, you can use a simple
method. For any army with vehicles in it, 50% of the army are troops and their personal equipment and the remaining 50%
are vehicles and other supplies. So, a 10,000 unit sized Medium Armour Modern army has a 5,000 unit equivalent sized
army in the barracks, and 5,000 unit equivalent sized army stored in the cargo hold, for narrative purposes.

Definition of “Space”: Space does not just mean the immediate area that a trooper resides in. “Space” also
includes latrines, training areas, mess halls, storage areas for supplies like food, water, extra gear, etc, that a trooper
requires in order to sustain a healthy lifestyle during transit in the void. The “space” a trooper requires for use is almost equal
to or more than a vehicle in storage. “Space” that vehicles require are storage areas for the vehicle(s) itself, supply, fuel,
ammo, and repair areas, and sometimes ranges/training areas (mind you, these areas may be virtual areas not just physical
and are probably the same training areas that Infantry troops train in). So, in essence, barracks ``space” that an army utilizes
encompasses all aspects for living amenities for that unit, while traveling in a ship.

On Titans & The Adeptus Astartes


The rules listed on pg 124 BFK have not changed, other than what is listed. Titans have their Strength
Characteristic increased by x5 and each Titan does 10d10+Power in damage. Titans do not get the Power Characteristic
bonus per 100 Unit Strength. See Power description below for additional details. None of the rules for the Adeptus Astartes
has changed, but additional information has been added below for reference. Same rules of Infantry Unit Strength also apply
with vehicle Unit Strength.
Unit Description Power Movement Morale
Elite Heavy Infantry 20 40 100
Elite Medium Mechanized Infantry 25 No change 100
Elite Medium Armour 35 No change 100
Elite Medium Artillery 30 No change 100
Elite Medium Air-force 40 No change 100

Unit Characteristics:

Power: A unit’s power characteristic is an abstraction of its damage dealt and armour value. Each type of unit has a base
power characteristic and two sub-characteristics: Attack and Armour. Power is modified by a unit’s designation; light,
medium, heavy, tech level as detailed in Table 3, and army quality in Table 4. A unit’s attack is 1d10 per every 10 Unit
Strength it is, plus its Power Characteristic, plus an additional Power Characteristic for every 100 Unit Strength. The max
1d10’s a unit can do is 10d10’s, while the max additional Power Characteristic bonus is at 400 Unit Strength (or x5 its Power
Characteristic). A unit’s armour is equal to its base Power x2, and works like a character’s armour. Titans follow the rules of
1d10 damage per 10 Unit Strength but do not get the additional Power Characteristic bonus per 100 Unit Strength.
Unit Strength: Unit Strength is a reflection of how much damage a unit can take and distribute before attrition and a
breakdown of cohesion destroy it or cause it to desert. Whenever a unit takes damage, it loses a number of points of Unit
Strength equal to the amount of damage dealt. Each unit has a Unit Strength equal to ten percent (10%) of the total number
of men in the unit. The damage a unit can distribute to an enemy unit is also based on it’s Unit Strength, so any degradation
of a Unit’s Strength characteristic will also affect it’s damage output. Refer to the description of Power for more information.

Morale: A representation of fighting and esprit do corps, morale reflects a unit’s cohesion and its ability to move and fight in
an effective manner. Units that are well supplied, well supported, and have clear objectives typically have high morale. Each
unit starts with a base morale dictated by its troop quality as outlined in Table 4, plus the unit’s size as noted on Table 5. As
a unit takes casualties and loses unit strength it also loses morale, and if a unit loses enough morale it breaks and flees from
the battle.

Movement: Each unit has a movement characteristic, a number that represents how many kilometers a unit may move in a
Strategic Round. A unit’s movement represents the average speed a typical unit moves. If he/she wishes, a GM may adjust
a unit’s speed up or down depending on a number of considerations like unit composition, whether it’s a light, medium, or
heavy unit, terrain and obstacles, or anything else he/she feels appropriate. Movement rates for all units are listed in Table
1, and modified by Table 2 and Table 2a. Note: If using a grid map, each square equals 10 km, not 1 km.

Unit Examples:
Army Damage Armour Str Move Morale Skill Acquisition Notes
Professional Heavy Modern 10d10+36 24 200 70 100 40 -50 Macharius Tank
Armour Regiment
Volunteer Medium Modern 1d10+6 14 15 20 60 30 -10 Cadia Troops
Infantry Company
Professional Heavy Feudal 5d10+6 12 50 30 80 40 -30 Knights w/Horses
Cavalry Battalion
Conscript Medium Modern 10d10+30 12 4500 20 160 20 -50
Infantry Corps
Professional Medium Modern 1d10+11 22 15 2400 80 40 -50 Avenger Fighter
Air Force Company
Elite Heavy Technological 5d10+13 26 50 50 100 60 -80 Bombard Tank
Artillery Battalion
Volunteer Light Industrial 10d10+20 8 2000 420 140 30 -30 4 wheel trucks
Mechanized Infantry Division
Veteran Light Modern 10d10+24 16 200 105 110 50 -50 Crawler
Armour Regiment (Sentinels)

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