Alternate Battlefleet Gothic Rules For VASSAL
Alternate Battlefleet Gothic Rules For VASSAL
Alternate Battlefleet Gothic Rules For VASSAL
1. Introduction
Battlefleet Gothic (BFG) is a miniature game of starship combat set in the Warhammer 40,000 universe and published by Games Workshop. Its rules and add-ons were released for free to the public on their website and can be downloaded at: http://www.gamesworkshop.com/gws/content/article.jsp?community=&catId=cat200200&ca tegoryId=1100007&aId=4300022. This alternate version of the game (Alternate Battlefleet Gothic, ABG) allows for the use of VASSAL with added functionalities and internet a and modifies the rules in order to use a hexgrid map instead of play rulers to determine distances. This file contains all the necessary rules to play this version of the game. I heartily recommend downloading and reading a copy of the original rules and ship lists as well as the Armada expansion for reference. A lot of background, scenarios and fleet tactics documents can be found online. You can get a good feel for the BFG and Warhammer 40,000 universe by reading those files. Most of the rules follow the original BFG/Armada rules closely to preserve the feel of the game and scenario balance. When a rule had to be changed dramatically, a Note indicates the reason for the change. After downloading the VASSAL module, use the scenarios setup files or design your own (DYO) using the fleet rules included here and start playing. Charts, dice, counters (replacing the miniatures), markers, terrain features and Ship Data Cards (SDC) are all included in the module and accessible through the various in-game menus. Most pictures and game mechanics, as well as Ships Classes and Races names are property of Games Workshop. The module is optimized to be used with VASSAL v3.0 and I recommend a high definition screen to be able to view enough of the map/sideboards and charts (it was created on 1920x1200 and looks very cramped when I tried it on 1024x768).
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2. Game Components
The game uses a 24x39 hexgrid map as a playing surface (equivalent to 120 cm x 195 cm). The module contains two space maps differing only in their hex-grain, one having a large horizontal side the other a large vertical one and one low orbit map for planetary scenarios. Ship and ordnance counters are placed on the space/low orbit map and two sideboards are provided to place the Ship Data Cards (SDC) and various condition/status markers. One player selects the Blue side, the other the Red Side. Ship counters and ordnance markers are moved on the map, SDCs are used to reference the ships capabilities. Each ship on the map should have an associated SDC corresponding to its class and bearing its name. Game results are obtained by rolling different combinations of dice. Rolling high is always good except in a single case: leadership checks, performed on 2D6, are best if rolled low (equal or under the ships leadership value).
3. Abbreviations
Here is a short list of commonly used abbreviations: BFG/ABG: Battlefleet Gothic (the original) / Alternate BFG (this game). Hex(-es): hexagon(s) on the map. FRU: fractions rounded up, after a division, round up to the nearest whole number. FRD: fractions rounded down, after a division, round down to the nearest whole number. SDC: Ships data cards. All the information about the ship is found there. SO: Special Orders. HP: Hit points. MP: Movement Points. SP: Stacking points. VP: Victory points. Ld: Leadership rating. RNG: Range value in hexes L: Left fire arc. F: Front fire arc. B: Back or rear fire arc. R: Right fire arc. A: All-around fire arc.
VASSAL is a free software that allows gamers to play computerized versions of board games solo or on the internet.
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LEFT
BACK
FRONT
The markings/symbols on those are the following: The ships can be shown being Crippled (C key):
RIGHT
(F key) can be used as a reminder of which 4.1.2. A Finished/Fired icon ship fired/acted during your turn. 4.1.3. Ship counters can Rotate (Left/Right Arrow keys) to face any hexside. Ships are only allowed to occupy a hex, never a hexside or vertex. 4.1.4. Overloading Ships counters are removed from the game after the explosion event. An area of effect for overloading ships can be shown (to easily see which ships are affected by the blast) by pressing the O key. 4.1.5. You can change the ships Name by pressing CTRL-N and entering the new one. The ships silhouette corresponds to the ships Class. 4.1.6. Available Special orders (SO) can be accessed by pressing the N key and looping through until the desired order is found. To quickly return to No orders status, press CTRL-O. 4.1.7. The Name and Class of each ship in your fleet should be made to match those on one selected SDC. For example, you should pick a Dictator Cruiser SDC, name it Vengeance and place it on your sideboard if you plan to use the above ship counter on the map. 4.1.8. All the game pieces can be deleted by pressing CTRL-X and some can be cloned with CTRL-C. All key-bound functions can be accessed through a right-click menu.
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4.4.2. You can change the ships Name by pressing CTRL-N and typing the chosen name. To select or move an SDC, you need to SHIFT-click the card (this prevents involuntary displacement or stacking with markers). Shields, Hit Points and Leadership have +/- buttons that allow you to increase or decrease those values by clicking on them. When a ship takes enough hits, the SDC changes to its Crippled side. At 0 hits, it shows the ship as Destroyed. Torpedoes (green weapon entry line) can be clicked to show Empty or Out of Ammo status. 4.4.3. Markers such as Admirals, Chaos Marks, Critical damages and Special Ordnance markers are placed on the ships picture on the SDC. 4.4.4. All SDCs can be deleted by pressing CTRL-X and cloned with CTRLC. All key-bound functions can be accessed through a right-click menu.
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6. Special Orders
6.1. General rules
6.1.1. Special orders (SO) allow capital ships and escort squadrons to increase their efficiency in some areas while reducing it in others (movement vs. shooting for example). In order for a ship to be placed under SO, that ship or squadron must pass an Ld check. The SO check is taken during the Command Phase of the active player (exception: Brace for Impact, see 6.7). SO checks are valid only for that particular ship or squadron that takes it. 6.1.2. As soon as a ship or squadron fails an SO Ld check, no more SO checks are allowed for that player this game turn. It is thus a good idea to start checking with the highest Ld valued ships/squadrons. A ship/squadron remains on SO until the beginning of its next Command Phase. 6.1.3. Re-rolls can be used to attempt to cancel a failed check. 6.1.4. SO can be displayed on the ships counter by pressing the N key and looping through until the desired order is found. To quickly return to No orders status, press CTRL-O. 6.1.5. Planetary defenses as well as some Races and ship types are limited to which SO they can choose. Planetary defenses can only be placed on Reload Ordnance orders (this applies to ships used as defenses like monitors, system ships).
Players might want to remember the starting re-roll values of their leaders as they influence final VP calculations.
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7.1.3. Each player turn is divided in the following phases: 1. Command Phase 2. Movement Phase 3. Shooting Phase 4. Ordnance Phase 5. End Phase
7. Game Turn
7.1. Definition
7.1.1. Each game of ABG is divided in game turns. Each game turn is divided in two player turns, starting with the attacking player, then the defending player. There is usually no set limit on the number of game turns. Being the attacker or defender is determined by the scenario type or by a die-roll. The player whose turn it is is called the Active Player.
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8. Stacking
8.1. Stacking limits
8.1.1. Unlike miniature gaming on a tabletop, a hexgrid requires stacking rules to prevent an unrealistic amount of units in one area. The conversion factor between BFG and ABG is 1 hex = 5 cm and the stacking rules take into account the ships base sizes. 8.1.2. The maximum amount of stacking points (SP) in one space hex is 6. Ships cannot voluntarily bring the SP above 6 at any time by moving in an occupied hex. Ships forced to move into an occupied hex by minimum move rules (low orbit gravity, drifting hulk) and unable to turn have to use a sideslip during their move to avoid over-stacking the hex. If you are unable to avoid over-stacking, place the moving ship in the last hex entered before the would-be over-stacked hex. This rule applies to any mandatory movement that would produce an over-stacked situation (low orbit drift, hulk drift).
9. Movement
9.1. Speed requirements
9.1.1. Ships use MP to move. One hex of forward motion or one sideslip costs 1 MP. The amount of MP available per ship per turn is given by the ships speed value. Ships have one, two or three speed values separated by a slash (see 4.5.7). The speed value to use depends on SO or orientation with respect to the sunward direction (for Eldar ships). 9.1.2. A non-Eldar ship under no SO has to spend MP for at least half FRU its cruise speed value and can use up to its full cruise speed value. 9.1.3. Eldar can spend from 0 up to their maximum value (which depends on orientation, see 4.2.2). Note that Eldar ships cannot use All Ahead Full, Come to New Heading or Burn Retros SO. 9.1.4. Dark Eldar cruisers have no minimum move requirement but cannot use Burn Retros SO. Dark Eldar ships (cruisers and escorts) can be put under Come to New Heading SO automatically without having to test Ld (see 15.6.2). 9.1.5. Ships on All Ahead Full orders have to spend their entire amount of MP given by their All Ahead Full speed value. 9.1.6. Ships on Burn Retros orders can spend from 0 up to half FRU their cruise speed value.
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9.5. Ramming
9.5.1. Ships on All Ahead Full orders that pass through or end their movement in an enemy ships hex may elect to attempt a ram maneuver. In case of stacked enemy ships, the moving player can choose the target of the ramming attempt. In the event of a hex that would prohibit movement into it because of overstacking, the moving ship is allowed a ram attempt at an enemy of its choice in this hex it cannot enter but only if it has enough MP left to enter the hex. The ramming ship has to enter the hex if, after the ramming is resolved, there is enough room for it to move without over-stacking (i.e. ram resulted in destroying one ship). 9.5.2. To succeed in hitting the other ship, the ramming ship must pass an Ld check with 3D6 if the ramming ship is bigger, 2D6 if they are the same size and 1D6 if the ramming ship is smaller. Battleships are bigger than cruisers, cruisers are bigger than escorts. Orbital defenses and stations (including ships in high orbit) are automatically hit. 9.5.3. On a successful ram, the ramming ship rolls xD6 against the armor value of the rammed ship where x is the ramming ships starting HP, in the same way as gunnery fire. Each hit inflicts 1 damage point to the HP of the rammed ship. The target armor value to be used depends on where the ramming ship entered the target hex from (front, side or rear). 9.5.4. On a successful ram attempt, the ramming ship must stop its movement even if it has some MP left (exception see 9.5.1). 9.5.5. The rammed ship then rolls xD6 against the front armor of the ramming ship where x is half FRD of the rammed ships starting HP. 9.5.6. In case of front-to-front ram or rammed defenses (but not ships considered as defenses), roll using the full HP of the rammed ship/defense. 9.5.7. Imperial Power Ram: Imperial ships (but not Space Marines) with a front armor value of 6 can be equipped with a Power Ram for an additional 5pts to their cost value. The Power Ram adds 1 automatic hit point to the HP damage caused by this ship to the rammed ship. Place a Power Ram marker on the SDC of ships equipped with one. 9.5.8. A Tyranid ship equipped with Tyranid tentacles may use 9.5.1 to attack one enemy ship per movement phase. If the ship chooses to use the tentacles it cannot ram. You do not need to be on any kind of SO to use the tentacles, nor to roll any kind of Ld check. 9.5.9. Tyranid tentacles roll a D6 to determine the number of hit and run attacks. A result of 1,2 or 3 gives that number of attacks, a result of 4, 5 or 6 gives one hit and run attack and 1 automatic HP damage (see the Tyranid Fleet special rules 14.8 for more details). Resolve the hit and run attack(s) immediately.
9.6. Disengaging
9.6.1. Ships leaving the map are considered disengaged. Place the ship counter on its SDC for VP count later. 9.6.2. Escorts also count as disengaged if they land on a planet, Daemonships if they retreat into the warp. 9.6.3. If one ship in a escort squadron disengages, the other ships in that squadron must attempt to disengage on this turn or every following turns until the whole squadron has disengaged. 9.6.4. Ships on the space map may attempt to disengage by passing an Ld check at the end of its movement and applying the following DRM: *For each enemy ship, high orbit planetary defense or ordnance marker within 3 hexes: +1. *For any celestial phenomena hex within 3 hexes: -3 (use only once). Note that active radiation bursts or triggered solar flares count as being everywhere on the map. Failing the check just prevents disengagement and has no other effect.
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10. Shooting
10.1. Targeting requirements
10.1.1. Range is determined by counting the number of hexes between the firer and the target. Count the targets hex but not the firers. 10.1.2. A ship may only fire at the closest enemy ship unless it passes an Ld check to select a further target. Ordnance counters or hulks do not count for determining the closest target. Count only ships / defenses within the firing ships available fire arcs and in range. Different weapon firing in different arcs can fire at different targets if they cannot all reach the closest one. 10.1.3. A target must be within range of the chosen weapon to be fired at. 10.1.4. Targets dont need to be assigned before the result of previous fire is known. For example, if a ship destroys the closest target with 1 weapon, it can select a new target for its other weapons. Fire any/all available weapons from each one of your ships, one ship at a time. 10.1.5. Ordnance counters can be targeted freely within the restrictions of range and fire arcs. 10.1.6. Planets and moons block the line of fire through them but not into or out of them. Asteroid fields block the line of sight into, out of and through them, unless both the target and the firer are in the same asteroid hex. 10.1.7. Gas clouds affect battery fire as outlined on the gunnery table.
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11. Damage
11.1. Shields Damage and Holofields/Shadowfields
11.1.1. Shields always take the damage before HP unless a weapon is capable of bypassing them (10.3.6 and 10.3.7). 11.1.2. When the shields are reduced to 0, apply the next damage points to the HP of the unit. 11.1.3. Torpedoes and attack craft always bypass shields and inflict damage directly on the units HP. 11.1.4. Eldar Holofields and Dark Eldar Shadowfields provide the unit with a saving throw of D6=2+. A die roll is made for any damage point from enemy Lance fire as well as hits from torpedoes, attack craft, boarding actions, ramming and hit and run raids. Nova fire damage can be avoided with a single roll even if multiple points are scored by a direct hit. Battery fire only suffers a column shift modifier when firing against a ship equipped with Holofields/Shadowfields. 11.1.5. Those fields do not save against explosions from overloading ships or damage incurred from terrain. See also 10.3.6. 11.1.6. Some critical damages involving shields/Holofields/Shadowfields bring those permanently down. See the Damage charts for more details.
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12.2. Interactions
12.2.1. When an ordnance counter enter a hex occupied by an enemy unit (or even a friendly unit in the case of regular torpedoes), play is stopped and the interaction this ordnance has on the unit in the hex is resolved using the Ordnance Interaction table. Attack craft squadrons cannot move anymore if they interact with anything (even if they interacted as a result of enemy ordnance entering their hex), torpedo waves only stop when they attack a target. 12.2.2. In case of multiple units in the hex, enemy fighters/Thunderhawks have to be interacted with first, then it is up to the ordnance owning players to decide which unit is the target of the interaction. 12.2.3. To find out what type of interaction is happening, cross reference the ordnance type with the target type on the table. The top result applies to the entry type up top, the bottom result to the entry type on the left. 12.2.4. Eliminated: remove the ordnance marker from the game. When fighters eliminate torpedoes, 1 fighter squadron is marked empty per torpedo wave eliminated. Eliminated attack craft squadrons are placed in some convenient place on the owning players sideboard to allow for their possible repair later. ) by 12.2.5. Empty: mark the attack craft as being ammo empty ( pressing the E key. Empty units do not interact (no effect) with enemy units but other not empty enemy attack craft can still roll to attempt to destroy them in a dogfight. 12.2.6. No Effect: the ordnance does not affect the target. Empty units always get a no effect interaction result. 12.2.7. Dogfight: both players roll 1D6 per non-empty squadron involved on the dogfight table and determine the results after applying any relevant dogfight modifiers. A hit destroys 1 enemy squadron. Dogfight hits are simultaneous so both players could possibly lose their squadrons. 12.2.8. Target selection in a dogfight is done prior to any player rolling but is up to the players with no restrictions. 12.2.9. Any fighter or bomber squadron involved in a Dogfight is marked empty at its conclusion. Thunderhawks, assault boats and Impalers are not marked empty. 12.2.10. Hit & run: an immediate hit and run roll is made for each boarding torpedo that scores a hit (as per regular torpedo rules, see 12.2.13) or each attack craft squadron. See the Hit and run table and 13.2.6 for more details. Turret fire is resolved prior to hit and run. Boarding torpedoes are removed from play after rolling for hit and run, attack craft are marked empty. 12.2.11. Turret: a ship can attempt to reduce a torpedo/attack craft wave strength by rolling a number of D6 equal to their turret value. The number to roll is found on the table and depends on the ordnance type. Each hit reduces a torpedo wave by 1 point or destroys 1 attack craft squadron. Turret fire is the only interaction that is resolved prior to any other. 12.2.12. Massing turrets: one uncrippled friendly ship stacked with the target of an ordnance attack may add 1 turret point to the turret value of the target ship (provided that the supporting ship has a turret value of at least 1). This only applies to the turret attack rolls not to any bomber attack rolls modifiers.
12. Ordnance
12.1. Movement
12.1.1. Ordnance is placed on the space/low orbit map during the shooting phase but doesnt move until the ordnance phase. Both players ordnance moves during each and every ordnance phase. The order of movement is active players ordnance first, then inactive players ordnance, finally the active players Eldar ships if any (see 7.5). 12.1.2. Ordnance is divided in two types: torpedoes and attack craft. 12.1.3. Attack craft squadrons move up to their MP value (the number written on the counter). Attack craft squadrons can be of different types: bombers, fighters, assault boats Those types determine the interaction that particular squadron has with other ordnance/ships (see 12.2). Attack craft squadrons have no turn or minimum move requirements. 12.1.4. Fighters can elect to stay stacked with a capital ship and act as combat air patrol (CAP). They then forfeit their move in the next ordnance phase and move with the protected ship in its movement phase (see 7.3.1). Place or remove the CAP marker on the fighters stack at the beginning of your Movement Phase. 12.1.5. Anytime an attack craft counter moves into an enemy units hex, interrupt the movement and resolve the interaction as per 12.2. 12.1.6. Attack craft squadron waves (stacked counters moving together) have the advantage of incurring a single turret defensive fire attack but can be destroyed entirely by nova fire. 12.1.7. Torpedoes have to spend all their MPs every ordnance phase and are only allowed 1 sideslip per phase. Torpedoes cannot turn, they keep the facing they had when launched. To offset the disadvantage of having to fly in a straight line, torpedoes, when placed on the map, can be facing a vertex instead of a hexside. When facing a vertex, the torpedoes can move forward in either of the two front hexes but cannot sideslip. 12.1.8. Boarding torpedoes move like regular torpedoes but, in addition, are allowed 1 turn per phase at the beginning of their movement. That turn can place them facing a hexside or a vertex (it can be a 30 or 60 degrees turn). 12.1.9. Torpedoes that leave the map/low orbit map are removed from play. 12.1.10. Torpedo markers have no speed value but a wave strength value on their counter. Torpedoes speed is shown on the launching ships SDC. Exception: Ork boarding torpedoes have a speed value of 4 marked on their counter (S4).
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12.3. Reloading
12.3.1. You can reload torpedoes by placing a ship under the reload SO and remove the ammo empty marker from the SDC by clicking twice on it. See 6.6 for more details. 12.3.2. Empty attack craft are reloaded automatically by spending their end phase on a carrier ships SDC. 12.3.3. Any attack craft squadron can be recovered by a carrier ship (friendly and of the same race) during the ordnance phase as long as the squadron is stacked with the ship or moves into the ships hex and the ship has enough launch bays to accommodate the squadrons. Just place the attack craft marker on the carriers SDC. 12.3.4. A carrier ship (meaning a ship having launch bays) cannot have more squadrons on its SDC than it has launch bays. If its number of launch bays is reduced due to crippling or critical damage, destroy any attack craft squadron in excess of the new maximum, owning players choice. 12.3.5. Tyranid attack craft squadrons are never recovered, nor do they ever become empty.
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14.1.3. At the end of the game, a player is considered the Holding Player if he is the only one with an undestroyed ship on the map / low-orbit map. Only the Holding Player can claim enemy and friendly Hulks on the map / low-orbit map as VP. 14.1.4. Hulks that drifted off-map during the course of the game are considered destroyed and do not earn the holding player any VP for having been hulks. 14.1.5. The player with the most VP is the scenario winner. 14.1.6. Note that Necron fleets use a different VP table as far as their ships are concerned (see 15.9.7).
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15.1.3. An Imperial fleet can include up to 1 Battleship for every 3 Cruisers or Battlecruisers (but not Grand Cruisers). 15.1.4. An Imperial fleet can include up to 1 Battlecruiser or Grand Cruiser for every 2 Cruisers. 15.1.5. An Imperial fleet can include up to 12 Cruisers. 15.1.6. The combined number of Endurance and Defiant light cruisers in a fleet cannot exceed the number of Endeavour light cruisers. 15.1.7. An Imperial fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. 15.1.8. Carriers can carry a mix of fighter and bomber squadrons up to their maximum launch bay value as the owning player sees fit. 15.1.9. Assault boats can only be carried by Emperor or Oberon class Battleships and cost an additional 5 VP per ship if any of those are selected (per ship, not per squadron). 15.1.10. Other Imperial ordnance consists only of regular torpedoes.
15.2.4. An S.M. fleet can include up to 1 Battle Barge for every 1000 VP or part thereof in your fleet. 15.2.5. Any ship with a Master of the Fleet can be equipped with a Terminator squad for an additional cost of 50 pts. Place a Terminator marker on the ships SDC. The Terminator squad can perform one hit and run teleport attack per game with a roll of 2 D6 instead of one (with the S.M. +1 bonus). Apply both dice results. Remove the marker after the attack has been resolved. This attack is in addition to any teleport attack that ship might have been allowed to make this turn. 15.2.6. An S.M. fleet can include up to 10 Cruisers. 15.2.7. An S.M. fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. 15.2.8. S.M. fleets can use Imperial Escort ships and/or S.M. Escort ships. 15.2.9. Imperial and S.M. fleets can be combined under a single Imperial player. You cannot squadron Imperial Escorts with S.M. Escorts when using a combined fleet. 15.2.10. S.M. Carriers carry Thunderhawk squadrons up to their maximum launch bay value. 15.2.11. Other S.M. ordnance consists of regular and boarding torpedoes. Note that Imperial boarding torpedoes are always manned by Space marines. A player indicates a that a ship has loaded boarding torpedoes by placing a boarding torpedo marker on its SDC. Before game start and every time it reloads, the player can select to load either type of torpedo for the next shot. 15.2.12. S.M. battleships and cruisers are worth 2 Assault points (see Planetary Assault scenario). 15.2.13. S.M. Battle-barges can be used as Exterminator and succeed on a roll of D6=3+ (see Exterminatus scenario). They do not lose any prow armament for being used as Exterminators.
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15.3.3. You can include 1 Chaos Warmaster and spend VP on Marks of Chaos as indicated in the table below. A Chaos Warmaster has 1 default reroll and can choose up to 4 Marks of Chaos. 15.3.4. Each Mark of Chaos can only be chosen once. To show which Mark(s) has/have been chosen; place the appropriate marker(s) on the flagship SDC next to the Warmaster counter. The properties of each Mark can be accessed by pressing the CTRL-P key. 15.3.5. You can also include up to 3 Chaos Lords in your fleet. Chaos lords have 0 default re-rolls and may choose up to 1 Mark of Chaos. Note: we did away with the Armada Chaos Lords rules which were different from the BFG rulebook. 15.3.6. A Chaos fleet can include up to 1 Battleship for every 3 Cruisers or Heavy Cruisers (but not Grand Cruisers). 15.3.7. A Chaos fleet can include up to 1 Grand Cruiser for every 3 Cruisers or Heavy Cruisers. 15.3.8. A Chaos fleet can include up to 1 Heavy Cruiser for every 2 Cruisers. 15.3.9. A Chaos fleet can include up to 12 Cruisers. 15.3.10. A Chaos fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. 15.3.11. Carriers can carry a mix of assault boats, fighter and bomber squadrons up to their maximum launch bay value as the owning player sees fit. 15.3.12. Other Chaos ordnance consists of regular and boarding torpedoes. A player indicates a that a ship has loaded boarding torpedoes by placing a boarding torpedo marker on its SDC. Before game start and every time it reloads, the player can select to load either type of torpedo for the next shot. 15.3.13. The Planet killer is a Chaos Battleship armed with the terrifying Armageddon Cannon. This weapon requires the use of special rules. 15.3.14. The Armageddon Cannon is treated like a Nova Cannon for the purpose of eligibility to fire under SO. All the SO rules for the Nova Cannon apply to the Armageddon. 15.3.15. After every shot, the Armageddon is marked Ammo Empty like a torpedo launcher. A Reload SO is necessary to remove the empty marker. 15.3.16. On a reload roll of 12, the Armageddon Cannon is damaged and cannot be repaired during the battle. In addition, it inflicts one critical hit to the Planet Killer. On a reload roll of 11, the cannon can fire one more time but then must be marked as damaged for the rest of the battle. 15.3.17. The Armageddon can only fire in straight line exactly 18 hexes away from the front hexside of the Planet Killer. Place a Nova marker there (or on the map edge hex, if 18 hexes puts you off the map). Any unit in hexes between the Planet Killer and the marker (including the markers hex) is hit by a Nova Direct Hit. Select one primary target per hex occupied, up to two stacked units can take additional damage. See the Nova Table for details. All the ordnance counters in those hexes are destroyed. 15.3.18. The Planet Killer can be used as an Exterminator and automatically succeeds but only if its Armageddon Cannon is never fired during the game (it is charged to fire at the planet). There is no range requirement, as long as the ship is on the Low Orbit map (see Exterminatus scenario). 15.3.19. Any Chaos capital ship can be transformed into a Daemonship by paying the upgrade cost and placing a Daemonship marker on the ships SDC.
15.3.20. Daemonships cannot carry leaders or space marines and cannot be used to score assault points or as Exterminators. Any Daemonship can buy one Mark of Chaos. 15.3.21. The upgrade cost is 50 pts for a Battleship, 30 pts for a Grand Cruiser, 25 pts for a Heavy Cruiser and 20 pts for a Cruiser. 15.3.22. Daemonships roll on the Chaos table for their leadership value. 15.3.23. Daemonships are not placed on the map at game start. Their counter is kept on the ships SDC. As the last action of his End Phase (beginning with the Chaos players second turn and after), the Chaos player can summon any daemonship still off-board. To do so, select any capital ship on the map/Low Orbit map and place the daemonship counter within 4 hexes of it but not stacked with any unit. On a D6=5+, the daemonship stays in the hex. On 1 or 2, roll on the 2 hexes nova scatter table. On 3 or 4, roll on the 1 hex nova scatter table. Move the ship accordingly to its new hex, stacking with units if necessary (in case of over-stacking, re-roll for scatter). Finally, place a spectral marker on the daemonship counter. 15.3.24. In spectral form, the Daemonship is unaffected by celestial phenomena, ordnance, mines and is immune to any attack. It cannot board, fire or launch ordnance but it can move. The only effects it has on the game is stacking, making it more difficult for a ship within 3 hexes to disengage (+1 modifier, see 9.6.3) and modifying leadership in case it bears the Mark of Slaanesh (see 15.3.3). 15.3.25. In any subsequent Chaos players turn end phase, it can, as the last action of that phase, attempt to materialize by rolling a D6=2+. Remove the spectral counter if it succeeds. It is not mandatory to attempt to materialize and it can be done at the end of any subsequent chaos end phase. Materializing is not allowed if the Daemonship is stacked with any other ship. 15.3.26. A Daemonship can return to the warp at the end of any Chaos movement phase. Place its counter back on the SDC. The Daemonship counts as disengaged for VP purposes even if it comes back to play later (unless it gets crippled or destroyed). 15.3.27. A Daemonship can come back to play following the procedure outlined in 15.3.23, 24, 25. Roll on the following table to see if it gained any lost HP. The Daemonships HP cannot be brought to more HP than
what it started with. 15.3.28. Abaddon the Despoiler is a fearsome Chaos Warmaster with special abilities outlined in the following rules. 15.3.29. As mentioned in the Boarding charts, Abaddon doubles the boarding value of any ship he is stacked with and adds 1 to the boarding roll of that ship. 15.3.30. Abaddon also gets a +1 bonus for hit and run teleport attacks (see charts). 15.3.31. If one of Abaddons re-rolls is used to pass an Ld check failed by another ship of his fleet and that re-roll fails, The ship Abaddon is on has to fire with at least half (FRU) its gunnery and lances against the failing friendly ship (assuming it is in range and fire arc). If the ship survives, it gains Ld+1 for the rest of the game (up to 10, increase the SDC value). This increase only happens once per ship. Place a Wrath marker on the ship. 15.3.32. If the failing ship is not in range and/or fire arc, Abaddons re-rolls may not be used anymore on it (or on the squadron, if escorts). Place a No re-roll marker on the ship. 15.3.33. If one of Abaddon re-rolls is used to pass an Ld check failed by Abaddons own ship, and that re-roll fails, the ship loses 1 HP immediately. 15.3.34. Abaddon has an Ld of 10 and receives one re-roll per turn. He costs 195 pts and you must have a fleet of more than 1000 pts to use him. You cannot put another leader on Abaddons ship.
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15.4.5. A Chaos ship crewed by Chaos Marines can be equipped with Thunderhawk squadrons instead of the usual bomber/fighter mix. The number of squadrons carried can only be one half (FRD) the carriers launch bay capacity. When carrying Thunderhawks, you cannot carry other types of attack craft. 15.4.6. Any chaos chip can be used in Chaos Marine fleet but the ships cost is increased by 35 pts. Use the Chaos fleet limits to determine fleet composition. 15.4.7. You can also include Chaos marine ships in a regular Chaos fleet, at the same increased cost. Indicate the Chaos Marine attribute with the Chaos Marine Marker. That ship gains all the chaos marine bonuses and special rules found in 15.4.
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15.5.9. An Eldar corsair fleet may include 1 Battleship for every 1000 pts the fleet is worth. 15.5.10. An Eldar corsair fleet may include up to 12 Cruisers and Light Cruisers. 15.5.11. An Eldar corsair fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. 15.5.12. Carriers can carry a mix of fighter and bomber squadrons up to their maximum launch bay value as the owning player sees fit. 15.5.13. Other Eldar Corsair ordnance consist of Eldar torpedoes (see charts and 12.2.15 for their bonuses). 15.5.14. Eldar Craftworld fleets are the only ones that can include a mix of Dragonships, Wraithships, Shadowhunter Escorts and Ghostships. They cannot use the Corsair vessels. Those Craftworld ships come in multiple variants with different armament. 15.5.15. An Eldar Craftworld fleet may include 1 Admiral. If the fleet is worth more than 750 pts, you must buy this leader. 15.5.16. An admiral has an Ld value that replaces that one of the ship he is stacked with. The admiral comes with 0 default re-roll and may purchase one.
15.5.17. Each Eldar Craftworld ship can be assigned 1 Farseer for 30 pts. A Farseer has one re-roll that can be used on the ship he is stacked with or any Craftworld ship/squadron within 3 hexes. 15.5.18. Any Craftworld capital ship can be staffed with Eldar Aspect Warriors for 20 pts. See the boarding and hit and run tables for their bonuses. 15.5.19. An Eldar Craftworld fleet may always include 1 Dragonship Cruiser as the admirals flagship. In addition to this ship, you may include 1 Dragonship for every 2 Wraithships. 15.5.20. An Eldar Craftworld fleet may include any number of Wraithships. 15.5.21. An Eldar Craftworld fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. Shadowhunters in the same squadron can be of different types.
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15.6.13. A Dark Eldar fleet may include up to 12 Cruisers. 15.6.14. A Dark Eldar fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. 15.6.15. Carriers can carry a mix of fighter, bomber or assault boats squadrons up to their maximum launch bay value as the owning player sees fit. 15.6.16. Other Dark Eldar ordnance consists of Eldar or leech torpedoes, owning players choice. Place a leech torpedo marker on the SDC of ships
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15.7.6. You may include 1 Battleship or Battle Cruiser for each 2 cruisers in your fleet. 15.7.7. You may include up to 6 Cruisers in your fleet. 15.7.8. An Ork fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. 15.7.9. You can include any number of Ork Roks in your fleet. 15.7.10. Carriers can carry a mix of assault boats or Fightabomba squadrons up to their maximum launch bay value as the owning player sees fit. 15.7.11. Other Ork ordnance consists of regular torpedoes. The ability to launch boarding torpedoes can be purchased for +5pts per ship. Mark the ship with a boarding torpedo marker to denote its ability. Before game start and every time it reloads, the player can select to load either type of torpedo for the next shot (put a second boarding torpedo marker on the SDC to show when those are loaded). 15.7.12. Ork can field Ork Hulks as huge ships that require the following special rules. Ork Hulks always have an Ld of 6. You may include 1 Hulk in your fleet for every 1500 pts or part thereof. Each Hulk must be assigned 1 Ork Warlord to lead it. 15.7.13. Hulks do not have their boarding value doubled by the presence of a Warlord. Additionally, the Warlords upgrade may have a different effect when purchased in combination with a Hulk:
15.7.14. Ork Hulks move 2 hexes per turn can only rotate 1 hexside every 2 turns at the end of their movement. Hulks in a gravity well earn a free rotation as other ships do. Hulks movement is not slowed by celestial phenomena and they cannot enter the Low Orbit map. 15.7.15. Ork Hulks cannot use Burn Retros, All ahead full or Come to new heading SO. Hulks never run Out of Ammo even if they roll 11 or 12. 15.7.16. Ork Hulks produce a gravity well area of effect as planets do extending 1 hex from the Hulks hex. The effects of that well are identical to a planets well except for the Low Orbit map transitions that do not exist with a Hulk (except 15.7.17). This means that any ship can be put in high orbit around the hulk and remain stationary with respect to it (moving along with it keeping its relative position).
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15.8.15. At the end of the Tyranid Players End Phase, claw equipped ships currently grabbing a target roll two D6 per claw. At least one D6=4+, inflicts one more HP hit to the target. If all die rolls are a miss, remove the Grabbed marker. 15.8.16. Grabbed/grabbing ships can be put under a prepare to board marker if desired. 15.8.17. Tyranid ships do not use shields but Spore Cysts to protect themselves. A spore cloud is equivalent to one shield point for all purposes and obeys all shield rules (with exceptions below). Spore Cyst number can be found on the ships SDC where the shield number is on other units. A spore cloud hit makes that cloud inactive for the purpose of the following rules. 15.8.18. Spore clouds numbers are never reduced by crippling as shields are. 15.8.19. Spore clouds act as a turret number. Any active cloud rolls as a normal turret against ordnance and reduces bomber rolls accordingly. Active clouds can use the massed turret rules (12.2.12). An inactive cloud can be used as an additional turret defense roll but hits only on D6=6+, regardless of target type. Inactive cloud cannot mass turrets nor impair bomber rolls. Spore clouds can engage both torpedoes and attack craft squadrons in the same Ordnance Phase (an exception to rule 12.2.13). Example: a Tyranid cruiser has 1 active cloud and 1 spore hit (=1 inactive cloud). It is first attacked by 3 Imperial bomber squadrons in one wave. The Tyranid cruiser has to roll D6=4+ with its active cloud and D6=6+ with its inactive one to destroy one or two squadrons. He kills two squadrons. The remaining bomber squadron rolls 1D6-1 to determine the number of its attacks against the cruiser (-1 for the active cloud). He rolls a modified 0 and is marked Empty. Later that phase, Imperial torpedoes enter the cruisers hex. The cruiser can again use both its clouds to defend against the new threat. 15.8.20. Active spore clouds also cause damage to any non-Tyranid ship that is stacked with, rammed or attacked by claw or tentacles by a Tyranid ship. When a Tyranid ship with at least one active spore cloud enters a nonTyranid ships hex or declares a ramming, tentacle or claw attack at it, the latter suffers one automatic hit to its shields or HP. Holofields and shadowfields have no effect on spore hits. Spore hits cause critical hits and can be braced for normally. 15.8.21. Crippled Tyranid ships cannot use their claws, tentacles or launch any ordnance. 15.8.22. Tyranid Carriers can carry fighters or assault boat squadrons and do not need to roll to repair eliminated squadrons. Up to one eliminated squadron per launch bay is automatically repaired during the carriers End Phase. 15.8.23. Tyranid attack squadrons are never marked empty or recovered. They stay on the map after launch until they are eliminated. 15.8.24. Tyranids only authorized type of torpedoes are boarding torpedoes. 15.8.25. Tyranids can field stand alone attack squadrons as per their fleet list. Stand alone Tyranid attack squadrons are removed from the game when eliminated and cannot be repaired. Each wave (stack) of stand alone ordnance markers is equivalent to any escort ships squadron for the purpose of scenario setup restriction. You can differentiate stand alone squadrons by pressing the S key to mark them with a red S. 15.8.26. Tyranid units use their specific critical hit table. On a Synapse damaged hit, the ship cannot check for IB override until repaired. On spore cyst damage, spore clouds cannot be used for defense even if inactive.
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15.9.18. You may include 1 battleship (a.k.a. Tombship) for every Scythe cruiser in your fleet. 15.9.19. You may include up to 6 Scythe cruisers and 3 Shroud light cruisers in your fleet. 15.9.20. You may include up to 12 Jackal and 12 Dirge escorts in your fleet. Each squadron is limited to up to 6 escorts.
15.9.9. A single Necron battleship in any Necron fleet can be equipped with a Sepulchre weapon at a cost of +50 pts. The Sepulchre gives the ship an Ld value of 10. The Sepulchre damage on the Necron critical hit table is only applied for ships equipped with the device; roll again if there is no Sepulchre on board. 15.9.10. The Sepulchre can be used to attack one enemy capital ship per shooting phase only if the Necron battleship is not under any kind of SO. Its range is 4 hexes and its effect is to force the target into passing an Ld check. If the target fails the check, place a NO SO marker on the targets SDC and reduce its Ld by 1 (by using the +/- buttons). The NO SO marker stays on the SDC until the end of its next turn and prevents that ship from being put under any type of SO including Brace for Impact. A ship already under Brace for impact remains under it until the end of its next turn. 15.9.11. Firing the Sepulchre also destroys any enemy ordnance except regular/leech torpedoes within 4 hexes on D6=4+. 15.9.12. The Necron Lightning Arcs use the normal batteries rules except as follows. They ignore holofields, shadowfields and away/abeam modifiers (see the gunnery table) and they can split their firepower between their fire arcs. A Necron Lightning Arc with an LFR or LR arc can fire once in its left, front and right arcs or once in its left and right arcs respectively. The Necron player can split the battery value as he wishes as long as the total firing value across all arcs does not exceed the Lightning Arc value on the ships SDC. 15.9.13. The Necron Star Pulse generator is fired like a Sepulchre with the same SO restrictions by any equipped non-crippled Necron ship. It affects every non-Necron ship or ordnance marker within 4 hexes. 15.9.14. One die is rolled per ship/defenses or ordnance marker in range. Ships/defenses receive one hit if the die roll is higher than their armor value (bearing toward the firing ship). Holofields and shadowfields have no effect. An ordnance marker is destroyed on D6=4+. 15.9.15. Special rules for Necron Particle whips can be found at 10.3.6. 15.9.16. Necron Portals confer the ship an additional teleport hit and run attack for each portal point. The normal teleport rules are in effect (see 13.2) except for the HP size requirements. A Necron capital ship does not have to have the same or more HP than its hit and run target and a Necron escort can attack anything with 6 or less HP.
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16.6. Convoy
16.6.1. Forces: The convoy player must select at least 2 transports. For each pair of transports, he can spend 100 pts on an escorting ship / squadron. The attacking player then rolls on the following table to determine his forces. He makes 2 secret die rolls plus 1 for each pair of transports. Leaders and upgrades cannot be selected to raise the cost of the ship/squadron (the point values in the table are up to costs).
16.6.2. Battlezone: Use Space Map 2. The convoy player may select a planet and any other celestial phenomena he wishes and places them at least 6 hexes away from any map edge. 16.6.3. Setup: The defender sets up first by placing one Contact Marker for each torpedo wave, escort squadron or capital ship. Select the appropriate marker corresponding to the type of unit and place it un-flipped (?? side up) at least 6 hexes from any map edge and 6 hexes from each other. You can reveal the type of unit by pressing the F key and associate your ships groups by changing the marker number (N key) and placing the same numbered marker on the SDC of the ship / squadron. If there is not enough room to place all the markers apart, start stacking markers to a maximum of 2 per hex.
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16.6.6. Game length: The game ends after the convoy leaves the map though the opposite (from their entrance) short map edge or is destroyed. Transports cannot disengage. 16.6.7. Victory conditions: Victory depends on the number of transports that manage to exit though the short map edge by games end. See the table below to determine victory.
16.8.5. First turn: The scenario attacker is determined using the normal rules with a die roll modified by the racial bonus found in the scenario attacker table. 16.8.6. Game length: The game ends when one fleet has totally been destroyed or has disengaged. 16.8.7. Victory conditions: The normal VP determination is used here.
16.9. Exterminatus!
16.9.1. Forces: Agree on a fleet value point limit for the fleets. The attacker may select one ship per 1000 pts as an Exterminator (so a 2000 pts fleet can select 1 or 2 exterminators, etc). The Exterminator ships lose their F/LFR armament to anti-planet weaponry (exception: activated Blackstone fortresses and the Planet Killer do not have to loose any armament, see 15.3.18 for the Planet Killer). Place an Exterminator marker on any such chosen ships (even on the planet killer; just remove the marker in case it fires its cannon at anything other than the planet and loses its Exterminator status). The defender may, in addition, spend an additional 50 pts on high/low orbit planetary defenses per 500 pts of fleet value. 16.9.2. Battlezone: Use Space Map 2. The defender should select a planet and places it at least 6 hexes away from any map edge but not more than 30 hexes away from one short map edge. The size of the planet depends on a die roll: 1=small, 2-5=medium, 6=large. 16.9.3. Setup: The defender sets up first by selecting one ship/squadron per 500 pts of fleet value to be kept off-map and the rest to be placed anywhere on the map at least 6 hexes from any map edge. The attacker then sets up within 3 hexes of the short map edge the farthest away from the planet. 16.9.4. First turn: The scenario attacker is determined using the normal rules with a die roll modified by the racial bonus found in the scenario attacker table.
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The player with strategic advantage can choose among 4 different set-up schemes, which side (A or B) to set up in, who sets up first and can decide who goes first. The four schemes are as follows with maximum distance from map edges and facing direction: If a players side is composed of multiple groups, he must at least put one ship or squadron in each group set up area. 16.10.4. First turn: The player with the strategic advantage decides who goes first. 16.10.5. Game length: The game ends when one fleet has totally been destroyed or has disengaged. 16.10.6. Victory conditions: The normal VP determination is used here.
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TABLE OF CONTENTS
1. Introduction ....................................................................................................................................................................................................................................1 2. Game Components .......................................................................................................................................................................................................................1 3. Abbreviations.................................................................................................................................................................................................................................1 4. Ships, Units and Data Cards..................................................................................................................................................................................................... 2
4.1. Unit counters...................................................................................................................................................................................................................................................................................2 4.2. Units Arcs .....................................................................................................................................................................................................................................................................................2 4.3. Units types ....................................................................................................................................................................................................................................................................................3 4.4. Ship Data Cards (SDC)..............................................................................................................................................................................................................................................................3 4.5. Ship Data glossary.........................................................................................................................................................................................................................................................................3 5.1. Leadership values and checks.......................................................................................................................................................................................................................................................4 5.2. Starting Leadership Values .........................................................................................................................................................................................................................................................4 5.3. Admirals and other leaders..........................................................................................................................................................................................................................................................4 6.1. General rules....................................................................................................................................................................................................................................................................................4 6.2. All Ahead Full...............................................................................................................................................................................................................................................................................4 6.3. Come To New Heading ..............................................................................................................................................................................................................................................................5 6.4. Burn Retros.....................................................................................................................................................................................................................................................................................5 6.5. Lock On Target.............................................................................................................................................................................................................................................................................5 6.6. Reload Ordnance...........................................................................................................................................................................................................................................................................5 6.7. Brace For Impact............................................................................................................................................................................................................................................................................5 7.1. Definition.........................................................................................................................................................................................................................................................................................5 7.2. Command Phase.............................................................................................................................................................................................................................................................................5 7.3. Movement Phase............................................................................................................................................................................................................................................................................5 7.4. Shooting Phase...............................................................................................................................................................................................................................................................................5 7.5. Ordnance Phase..............................................................................................................................................................................................................................................................................5 7.6. End Phase ........................................................................................................................................................................................................................................................................................5 8.1. Stacking limits............................................................................................................................................................................................................................................................................... 6 8.2. Stacking Order ............................................................................................................................................................................................................................................................................. 6 9.1. Speed requirements....................................................................................................................................................................................................................................................................... 6 9.2. Turn requirements ........................................................................................................................................................................................................................................................................ 6 9.3. Terrain (celestial phenomena)................................................................................................................................................................................................................................................... 6 9.4. Planets, Low-orbit and gravity wells........................................................................................................................................................................................................................................7 9.5. Ramming..........................................................................................................................................................................................................................................................................................7 9.6. Disengaging.....................................................................................................................................................................................................................................................................................7 9.7. Squadron requirements.................................................................................................................................................................................................................................................................7 9.8. Ships on standby............................................................................................................................................................................................................................................................................8 10.1. Targeting requirements ...............................................................................................................................................................................................................................................................8 10.2. Gunnery Fire .................................................................................................................................................................................................................................................................................8 10.3. Lances Fire.....................................................................................................................................................................................................................................................................................8 10.4. Torpedo/Attack craft Launch..................................................................................................................................................................................................................................................8 10.5. Nova Cannon Fire........................................................................................................................................................................................................................................................................9 10.6. Low Orbit Fire ............................................................................................................................................................................................................................................................................9 11.1. Shields Damage and Holofields/Shadowfields....................................................................................................................................................................................................................9 11.2. Hit Points Damage.......................................................................................................................................................................................................................................................................9 11.3. Critical Damage............................................................................................................................................................................................................................................................................9 11.4. Catastrophic Damage...................................................................................................................................................................................................................................................................9
6. Special Orders.............................................................................................................................................................................................................................. 4
7. Game Turn..................................................................................................................................................................................................................................... 5
8. Stacking..........................................................................................................................................................................................................................................6
9. Movement......................................................................................................................................................................................................................................6
11. Damage........................................................................................................................................................................................................................................... 9
12. Ordnance......................................................................................................................................................................................................................................10
12.1. Movement..................................................................................................................................................................................................................................................................................... 10 12.2. Interactions................................................................................................................................................................................................................................................................................... 10 12.3. Reloading....................................................................................................................................................................................................................................................................................... 11 13.1. Boarding ......................................................................................................................................................................................................................................................................................... 11 13.2. Hit and Run attacks..................................................................................................................................................................................................................................................................... 11 13.3. Other End Phase actions........................................................................................................................................................................................................................................................... 11 14.1. Standard victory conditions...................................................................................................................................................................................................................................................... 11 15.1. Imperial Fleet............................................................................................................................................................................................................................................................................... 13 15.2. Space Marine Fleet .................................................................................................................................................................................................................................................................... 13 15.3. Chaos Fleet.................................................................................................................................................................................................................................................................................. 14
14. End of the game and Victory points.....................................................................................................................................................................................11 15. Fleet Special Rules....................................................................................................................................................................................................................13
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16.1. Cruiser Clash...............................................................................................................................................................................................................................................................................25 16.2. The Bait........................................................................................................................................................................................................................................................................................25 16.3. The Raiders..................................................................................................................................................................................................................................................................................25 16.4. Surprise Attack ..........................................................................................................................................................................................................................................................................25 16.5. Blockade Run ..............................................................................................................................................................................................................................................................................25 16.6. Convoy.........................................................................................................................................................................................................................................................................................25 16.7. Planetary Assault ...................................................................................................................................................................................................................................................................... 26 16.8. Escalating Engagement ............................................................................................................................................................................................................................................................ 26 16.9. Exterminatus!............................................................................................................................................................................................................................................................................. 26 16.10. Fleet Engagement.....................................................................................................................................................................................................................................................................27
18.1. Sunward edge ...............................................................................................................................................................................................................................................................................28 18.2. Planetary systems.......................................................................................................................................................................................................................................................................28 18.3. Gas Clouds placement...............................................................................................................................................................................................................................................................28 18.4. Asteroid Fields placement.......................................................................................................................................................................................................................................................28 18.5. Solar flares and radiation bursts placement .........................................................................................................................................................................................................................28 18.6. Random generation of phenomena.........................................................................................................................................................................................................................................28 19.1. Gunnery Table.............................................................................................................................................................................................................................................................................29 19.2. Boarding and Hit and Run Tables ..........................................................................................................................................................................................................................................29 19.3. Ordnance and Leadership Tables............................................................................................................................................................................................................................................30 19.4. Nova Cannon fire Table........................................................................................................................................................................................................................................................... 31 19.5. Imperial/Chaos/Orks/Tau Damage Tables ..................................................................................................................................................................................................................... 31 19.6. Eldar Damage Tables ................................................................................................................................................................................................................................................................32 19.7. Necron Damage Tables.............................................................................................................................................................................................................................................................32 19.8. Tyranid Damage Tables............................................................................................................................................................................................................................................................33 19.9. Dark Eldar Critical Table .......................................................................................................................................................................................................................................................33 19.10. Defenses Damage Tables........................................................................................................................................................................................................................................................ 34 19.11. Ramilies Fort Damage Tables............................................................................................................................................................................................................................................... 34 19.12. Ork Hulk Damage Tables......................................................................................................................................................................................................................................................35 19.13. Summary charts 1......................................................................................................................................................................................................................................................................35 19.14. Summary charts 2.................................................................................................................................................................................................................................................................... 36 19.15. Tyranid Instinctive Behavior.................................................................................................................................................................................................................................................37 19.16. Pre-Game charts........................................................................................................................................................................................................................................................................37
19. Appendix..................................................................................................................................................................................................................................... 29
Adaptation of the original rules and VASSAL module created by F. Delstanches. [email protected] corrected 09/12/07.
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