First Battle: - Remastered
First Battle: - Remastered
First Battle
THIS IS NOT AN OFFICIAL GAMES WORKSHOP PUBLICATION
The content within is a fan project and made for personal use only.
A first game in Battlefleet Gothic can be quite overwhelming – when the rules are scattered
throughout three different official publications and even though my Remastered version has all
changes to the game rules implemented, it's still a daunting 200 pages document.
Hopefully, these 30 pages seem quite more forthcoming, giving a good overview of the game and
encourage you to actually play your first game in the dark void of the 41st millennium!
Most of the art and all rules phrasing has been sourced from Games Workshop PLC and
remains copyrighted by Games Workshop PLC.
Additional art was sourced from the video games Battlefleet Gothic: Armada and Battlefleet
Gothic: Armada II, either as artwork or screenshots and remains copyrighted by Tindalos
Interactive SARL and/or Focus Home Interactive SA.
Please get in touch if I have used anything you would like to be removed.
GW, Games Workshop, Space Marine, 40K, Warhammer, Warhammer 40,000, the ‘Aquila’
Double-headed Eagle logo, and all associated logos, illustrations, images, names, creatures,
races, vehicles, locations, weapons, characters, and the distinctive likenesses thereof, are either
© or TM, and/or © Games Workshop Limited, variably registered around the world. All Rights
Reserved.
This is a work of fiction. All the characters and events portrayed in this book are fictional, and
any resemblance to real people or incidents is purely coincidental.
SHOOTING PHASE����������������������������������������� 14
Range�����������������������������������������������������������14
Fire arcs�������������������������������������������������������14
Target priority��������������������������������������������14
Direct firing: Lances���������������������������������14
Direct firing: Weapons batteries�������������15
Launching ordnance���������������������������������15
Blast Markers������������������������������������ 16
Shields����������������������������������������������� 17
Damage��������������������������������������������� 18
Taking hits��������������������������������������������������18
Critical hits�������������������������������������������������18
Catastrophic Damage�����������������������19
Area effects�������������������������������������������������19
QUICK START RULES
The rules presented here are an abbreviation of the full rules, intended to be used in
your first few games, preferably in conjunction with the starter fleet lists.
As such, they will not cover everything you can encounter. Whenever you run into any
trouble, try to find the most sensible solution. If you can't agree on a solution, let the
dice decide your fate and move on. Don't get bogged down into a lengthy argument.
It's more fun to continue playing.
4
3D OR NOT 3D? Re-rolls
As well as being very big, space is also infinitely In some situations the rules allow you a re-roll
wide, high, deep etc. Despite this, Battlefleet of the dice. This is exactly as it sounds – pick
Gothic is played on a flat tabletop. To allow for up the dice you wish to re-roll and roll it/them
the vagaries of three dimensions and the vast again. The second score counts with a re-roll,
distances involved, ships can move and fire past even if it means a worse result than the first.
each other without any risks. It’s easy to imagine No single Special Order or other leadership
that individual ships are just a few hundred test can be re-rolled more than once,
kilometres higher or lower than each other and regardless of the source of the re-roll.
so have plenty of clear space to manoeuvre in.
THE BEARING
DICE ROLLS COMPASS
All dice rolls in Battlefleet Gothic use a A vital instrument in
standard six-sided dice (usually shortened to the game is the bearing
D6). Sometimes you will need to modify the compass, a circular card
result of the dice roll. This is noted as D6 plus template with a hole
or minus a number, such as D6+1 or D6-2. punched through the
Roll the dice and add or subtract the number middle. It is used for two purposes. Firstly
indicated to get the final result. to check the fire arcs of your own ships to
see which weapons they can bring to bear
For example, D6+2 means roll a dice and add 2 against the enemy. Doing so is simple: place
to the score, giving a total between 3 and 8. the template over your ship so that the hole
in the centre is above the centre of the flying
You may also be told to roll a number of dice stand and the two arrows are pointing along
together, which is written as 2D6, 3D6 and so the length of the ship: This places the 90°
on. Roll the indicated number of dice and add quadrants so that one is in front, one is behind
the scores together, so that with a 2D6 roll, two and one is to each side of the ship. Fire arcs
dice are rolled and added together for a score and ship’s gunnery are explained in more
between 2–12, 3D6 adds together the scores of detail in the Shooting Phase section.
three dice for a total between 3 and 18 and so on.
Secondly, it is used to find out what aspect
For example, a 2D6 roll of a 5 and a 3 are added a target is presenting to a ship firing at it. In
together to score 8. this case the bearing compass is placed over
the target in the same way as described above.
Another method used is to multiply a dice by a The aspect of the target is shown by which
certain amount. Thus, D6×5 means the result quadrant faces the firer.
of a D6 roll multiplied by 5, giving a total
between 5 and 30.
5
SHIP TYPES
All miniatures used to play Battlefleet SHIP DATA SHEETS
Gothic are referred to as ships (or sometimes Each vessel available in Battlefleet Gothic
vessels) in the rules that follow. Each ship has a complete set of characteristics. These
is an individual playing piece with its own characteristics will tell you how fast,
capabilities. Different ships can have very manoeuvrable, well-armoured and hideously
different capabilities, so they are separated armed they are.
into the following types: battleships, cruisers
and escorts. Name: All ships deserve a name! Well, except
escorts maybe. Ship entries often have a list
Battleships are the largest fighting ships of some of the most famous ships that fought
in space. They can absorb a tremendous in the Gothic War, so feel free to use those or
amount of damage and mount weapon make up your own.
batteries capable of laying waste to entire
continents. These vessels are so huge that Class: Ships are not all the same, so they
they are comparatively slow and ponderous to are listed as belonging to a particular class.
manoeuvre, so they need support from other Different classes may be approximately the
vessels to bring the enemy to battle. same in terms of size and weight but vary a
lot in details. What is basically the same hull
Cruisers are the workhorses of any fleet. They may carry different weapons, bigger engines,
are manoeuvrable, well-armed ships, capable more or less armour, etc. Ships may even be
of operating away from a base for extended converted from one class to another in the
periods. This means that cruisers are used course of a major refit. The two ships shown
for extended patrols, blockades and raiding on the next page are a Lunar class Imperial
deep into enemy held space. In a major battle, cruiser and a Murder class Chaos cruiser. You
cruisers screen the approach of the fleet in will notice that while they are both cruisers
support of the escorts and form the gun line their actual characteristics are different.
once battle begins.
Leadership: A ship’s Leadership value
Escort Ships are the commonest warships indicates how experienced and well trained
in any fleet. They are fast, lightly armed and its crew are and/or how clever and decisive
capable of running rings around heavier its captain is in combat. In a one-off game
ships, which they accompany to protect them of Battlefleet Gothic the Leadership value of
against torpedo attacks and to fight off enemy ships is randomly generated. If the ship fights
escorts. They are also used for independent in an ongoing campaign its Leadership can
actions such as scouting, raiding, protecting improve or worsen depending on how well the
transport ships, and chasing pirates. ship performs.
Note that for reasons of brevity, battleships Type/Hits: A ship’s Type tells you if it is a
and cruisers are often grouped together under battleship, cruiser or escort. Its number of
the general heading of capital ships, a term Hits indicates how big and strongly built
which applies to all ships of both types. its hull is and how large a crew it has. In
Battlefleet Gothic, a ship’s Hits represents how
many times it can be hit and damaged before
it is reduced to a floating wreck (note that Hits
are also referred to as damage points: don’t be
confused – both mean the same thing). Both
cruisers in our example have 8 Hits, which is
average for a cruiser.
6
Range/Speed: The maximum
NAME: AGRIPPA CLASS: LUNAR LEADERSHIP: 7 range of weapons is shown
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS in centimetres. In the case
of ordnance weapons which
Cruiser/8 20 cm 45° 2 6+ front / 5+ 2
move towards their target,
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC such as torpedoes or fighters,
Port lance battery 30 cm 2 Left the speed of the weapon
Starboard lance battery 30 cm 2 Right is shown rather than its
Port weapons battery 30 cm 6 Left
maximum range. As you can
see, the Lunar class cruiser
Starboard weapons battery 30 cm 6 Right
mounts more weapon systems
Prow torpedoes 30 cm 6 Front than the Murder class but they
all have a shorter range.
NAME: UNCLEAN CLASS: MURDER LEADERSHIP: 7
Firepower/Strength: This
TYPE/HITS SPEED TURNS SHIELDS ARMOUR TURRETS
number represents how
Cruiser/8 25 cm 45° 2 5+ 2 effective a weapons system
ARMAMENT RANGE/SPEED FIREPOWER/STR FIRE ARC is when it shoots – the
Port weapons battery 45 cm 10 Left
higher the number the better.
Special weapons systems like
Starboard weapons battery 45 cm 10 Right
torpedoes and lances have
Prow lance battery 60 cm 2 Front a Strength rating instead of
a Firepower value. In this
case the greater firepower
Speed: The Speed characteristic Armour: The ship’s Armour of the Murder class cruiser
tells you how far a ship moves rating shows how well is counter-balanced by the
in one turn. Vessels can protected it is and/or how lances and torpedoes of the
potentially move faster than difficult it is to damage. Imperial ship.
this but the additional power When the ship is fired upon,
output needed will divert the attacker needs to roll Fire Arc: Weapon systems
energy from weapon systems. equal to or over its Armour may only fire in particular
The Chaos cruiser has a slight rating on a D6 in order directions depending on
edge over the Imperial one in to score a hit. The Chaos where they are mounted on
terms of speed, which gives cruiser has Armour of 5+ the ship. Both the cruisers
it an important advantage in all round, but the Imperial shown mount most of their
combat. cruiser has a heavily weaponry in broadsides on
armoured prow which makes either side of the ship.
Turns: Ships can usually turn its Armour 6+ against shots
just once during their move. from its front.
This characteristic shows how BASE SIZE
sharply it can turn. In this Turrets: In addition to There are two base sizes: small
case both ships can turn up their main armament, (32 mm diameter) and large
to 45°, which is again about most ships carry numerous (60 mm diameter). Any ship or
average for cruisers. small, quick-firing turrets. defence with either 3 or more
These are mounted over the shields OR greater than 10
Shields: Nearly all ships are length of their hull to shoot Hits must use a large size base.
protected by powerful force down incoming torpedoes However, any capital ship can
field generators that can absorb and fighters. Both cruisers elect to use a large base and
or shunt aside incoming hits. mount enough of these is considered to have Tractor
Shields are rated according lighter weapons to have a Fields for free. Tractor fields
to how many hits they can Turrets value of 2. have no effect except making
absorb in a turn before they it easier for the ship to ram
temporarily collapse. Both Armament: This section lists and/or board due to its larger
the ships shown have shields the ship’s main armament base size, in exchange for
capable of absorbing two hits. and its location. being a larger ordnance target.
7
LEADERSHIP
8
TAKING COMMAND CHECKS Command check modifiers
To make a Command check, roll 2D6 and Some circumstances will make it easier or
compare it to the ship’s Leadership value harder for a vessel to use special orders. To
(Ld). If the roll is equal to or under the ship’s represent this, there are two modifiers that can
Ld value it has passed the check and goes apply to Command checks, one positive and one
onto special orders. Then move the ship as negative. Under no circumstance can a ship’s
appropriate before moving on to place your Leadership be modified higher than Leadership
next special order. Place a special order dice 10. A leadership check roll of 11 or 12 always
next to the model with the appropriate symbol fails unless SPECIFICALLY stated otherwise.
face uppermost as a reminder. A ship can
never be on more than one special order at a Under Fire -1
time unless specifically described otherwise in If a ship has Blast Markers in contact with its
its special rules. base, it is under fire and suffers a -1 modifier
to its Leadership. Blast Markers are described
With all of the orders except Brace For Impact! more fully in the Shooting section of the rules.
you must make the check in the Movement For now it’s simply worth knowing that they
Phase before moving the ship. Each ship represent weapon impacts, debris clouds, and
may make a Special Order until all are under other impediments to calm and orderly ship
Special Orders or a Command Check fails. operation.
For example, a successful test against Leadership is required for a ship to target a specific
vessel. These tests are taken like Command checks by rolling a number of dice and
comparing the total score to the ship’s Leadership value. If the score is equal to or less than
the ship’s Leadership, the test is passed.
Leadership tests can be undertaken even if a Command check for special orders has been
failed earlier in the turn. No modifiers apply to leadership tests – such modifiers are
unique to command checks for special orders.
9
SPECIAL ORDERS
There are six different special orders and each one allows a vessel to perform better
at something, such as gunnery or navigation, during its turn. A ship or squadron can
only ever be on one special order at a time.
Special orders are declared during the Movement Phase by choosing a vessel or squadron,
declaring the order and rolling leadership, then moving it.
10
THE TURN
A game turn is both player turns, so a game ENDING THE BATTLE
that lasts eight turns has sixteen player turns. A battle can end in a number of different ways.
Most commonly in Battlefleet Gothic fighting
In his turn a player can move and fight with continues until either one side surrenders, or
all of his ships. has no ships remaining on the tabletop.
TURN SEQUENCE
1. THE MOVEMENT PHASE 3. THE ORDNANCE PHASE
This is when a player moves his ships. The player Both players may move any Ordnance
begins by removing any special order dice he markers (such as torpedoes) which are still
placed last turn. Next, the player moves his ships on the tabletop, having been launched in a
one at a time. In this phase he may also take previous turn.
Command checks to institute special orders.
11
MOVEMENT PHASE
1. Choose a ship to move. Minimum Move Distance
2. Move the ship up to its maximum move Ships moving under engines retain enormous
distance. amounts of momentum. If a vessel slows
3. Choose another ship to move. down without the correct preparations, it is
so big that there is a very real chance that its
Note that a player has to move his ships unless structure will be damaged because the whole
they use the Burn Retros special order to of its vast length isn’t moving at the same
remain stationary. speed. Because of this, ships must always
move at least half of their speed unless they
When a ship is forced to stand still, it counts use the Burn Retros special order. Ships who
as being targeted as Defences. Minimum are unable to move half their speed (due to
move distance to not count as defences is at damage, Blast Markers, etc.) must move the
least 5 cm. maximum possible distance instead.
12
TURNING
The bigger a ship, the slower it will turn.
While light escort ships are quite agile, larger
cruisers are ponderous beasts. The time lag
between a cruiser applying thrust and turning
is considerable. Battleships take even longer to
manoeuvre.
13
SHOOTING PHASE
1. Choose a ship to fire. TARGET PRIORITY
2. Check the ship has targets within range. Enemies at close range pose a much greater
3. Check the ship has weapons within fire arc threat than those thousands of kilometres
of the target. away, so a ship will normally target the nearest
4. Resolve firing. enemy ship. However, a ship can always fire at
5. Choose another ship to fire. whatever targets you like if it takes and passes
a Leadership test on 2D6 first.
FIRE ARCS
Weapons have a limited field of fire depending
on where they are mounted on the vessel. The
different fire arcs are: front, left, right and rear.
14
DIRECT FIRING: WEAPONS BATTERIES Gunnery Modifiers
If a ship’s weapons battery is within range Modifiers are applied in the form of column
and fire arc of the target, look up the battery’s shifts. No target aspect or modifier can adjust
firepower on the ship’s data sheet. Then take a shooting beyond the Defences or Ordnance
look at the Gunnery table. columns on the gunnery table.
LAUNCHING ORDNANCE
Ships armed with torpedoes and/or launch
bays can use ordnance.
GUNNERY TABLE
CLOSING CAPITAL SHIPS ESCORTS
MOVING AWAY CAPITAL SHIPS ESCORTS
ABEAM CAPITAL SHIPS ESCORTS
SPECIAL DEFENCES ORDNANCE
1 1 1 1 0 0
2 2 1 1 1 0
3 3 2 2 1 1
4 4 3 2 1 1
5 5 4 3 2 1
6 5 4 3 2 1
7 6 5 4 2 1
FIREPOWER
8 7 6 4 3 2
9 8 6 5 3 2
10 9 7 5 4 2
11 10 8 6 4 2
12 11 8 6 4 2
13 12 9 7 5 3
14 13 10 7 5 3
15 14 11 8 5 3
16 14 11 8 6 3
17 15 12 9 6 3
18 16 13 9 6 4
19 17 13 10 7 4
20 18 14 10 7 4
15
BLAST MARKERS
Placing Blast Markers Blast Marker Effects
Blast Markers are shown on the tabletop by Movement: If a ship moves through any Blast
placing counters where the event occurs. Markers, it reduces its speed that phase by
They remain in play until they are removed 5 cm (regardless of the number of markers
in a subsequent End Phase. Blast Markers are actually moved through).
placed in the following circumstances:
A vessel is considered to be moving through
• For each hit absorbed by a ship’s shields. Blast Markers even if it is moving away from
Blast Markers it is in contact with at the
• For ships which are reduced to 0 damage as beginning of the Movement Phase.
specified on the Catastrophic Damage table.
A ship with a Shield strength of 0 (i.e. suffering
Blast Markers that are caused by shield impacts, the Shields Collapse critical) which moves
the first Blast Marker is placed directly in through any Blast Markers must roll a D6 once
the line of fire from the shooting vessel, with per turn and takes damage on a roll of 6.
subsequent Blast Markers fanning out around it.
Shooting: If a ship’s line of fire passes through
Place Blast Markers so they do not touch the any Blast Markers (including those in contact
bases of ships nearby but not actually in base with a ship’s base) or it or its targets are in
contact with a ship that took fire. base contact with Blast Markers, it suffers
a column shift to the right on the Gunnery
A ship in base contact with a Blast Marker table.
means the whole ship’s base is affected.
Lances are unaffected.
If a ship moves into base contact with another
ship that already has a Blast Marker but the Blast Markers come into effect immediately
blast maker does not touch its own base, it and so can affect subsequent shooting in the
does not count as having a Blast Marker in same turn in which they are placed.
contact as well.
Shields: If a ship’s base is in contact with any
Blast Markers do not move once they have Blast Markers when it is fired upon, its shield
been placed on the tabletop. Strength is reduced by 1 per Blast Marker.
16
SHIELDS
Each shield will block one point of damage
from hitting the ship. A Blast Marker is placed
touching the ship’s base for each hit blocked
by the shields, to show how much energy has
been absorbed.
17
DAMAGE
TAKING HITS CRITICAL HITS
When a ship is damaged, note the number of Roll a D6 for each point of damage scored on
hits it has taken on your fleet roster. a ship that was not blocked by its shields. On a
roll of 1-5 the hit causes no extra effects. On a
Once a ship has lost half its damage points it roll of 6 the hit causes critical damage. Roll 2D6
is crippled. When a ship has lost all its hits, on the table below to see what effect it has. Note
it is out of action and a roll needs to be made that you do not roll for further critical hits for
on the Catastrophic Damage table to see if it any damage caused by a critical hit.
explodes in a spectacular fashion or simply
drifts helplessly. In the End Phase, some critical hits can be
repaired. Critical hits that can be repaired are
Crippled Ships cumulative; all incidences must be repaired
A ship which loses half its damage points is before the system is fully operational.
crippled. Being crippled halves (rounding up)
shields, turrets, ordnance and all weapons. Damage from multiple fire criticals is
This effect is cumulative if the ship is braced, cumulative (e.g. 3 fire criticals are scored, the
meaning if a ship is both braced and crippled, ship would suffer 3 points of damage).
its weapons and ordnance are halved
(rounding up) again! If a critical hit is rolled which cannot be applied,
or multiple criticals are rolled for a location that
Crippled ships also reduce their move by 5 cm. cannot be repaired (such as Shields Collapse),
apply the next highest critical hit instead.
18
CATASTROPHIC DAMAGE
A ship with no hits left is effectively out of action. closest target, but it must make a leadership
check normally.
With a mighty capital ship, there is a chance
that the vessel will be destroyed by catastrophic When shooting at hulked ships, use the
damage as its plasma drive overloads or its destroyed ship’s Armour value to roll for hits.
warpdrive triggers. Roll 2D6 on the Catastrophic Roll once on the catastrophic damage table each
Damage table to see what happens. time hits are inflicted by shooting or ordnance
from a given ship, squadron or ordnance wave
Ships that are reduced to zero hits and become (regardless of the number of hits inflicted), not
hulks no longer have turrets, shields or any once for each additional hit inflicted.
other abilities. They also block lines of fire
that pass over their base. When placing an exploding ship’s Blast
Markers, place a single Blast Marker exactly
Hulks cannot be fired upon or boarded by where the ship was, and then place as many
friendly vessels or ordnance in an attempt to Blast Markers from the explosion as possible
deny victory points to the enemy or induce fanning around and in contact with it until
catastrophic damage. Torpedoes that hit a the total number Blast Markers are placed
friendly hulk still inflict hits normally, but without overlapping any Blast Markers.
torpedoes cannot be deliberately aimed at
friendly hulks.
AREA EFFECTS
While enemy ships can choose to fire on a Exploding ships count as an area effect.
hulk, they do not have to pass a leadership Shields work normally, but these effects are
check to ignore one if it is the closest target. A not blocked by line of sight obstructions such
player can fire on an enemy hulk if it is not the as hulks, minefields or celestial phenomena.
19
ORDNANCE PHASE
20
SHOOTING AT ORDNANCE ORDNANCE ATTACKS
Ordnance may be fired at in the Shooting Ordnance attacks are always resolved
Phase with direct fire weapons. A ship immediately, including in the Movement
firing at ordnance does not have to make Phase when a ship moves into enemy
a leadership check to ignore closer targets, ordnance. This also allows small torpedo
nor does it have to make a leadership check salvoes from escorts to be used to clear the
to ignore enemy ordnance if it is the closest way of enemy fighters in the Ordnance Phase
target. It must still make a leadership check to so that larger salvoes can get through, etc.
fire on an enemy ordnance marker, wave or
salvo if it is not the closest enemy ordnance Ordnance markers must always attack the first
marker in range. ordnance or vessels they come in contact with.
21
TORPEDOES
Torpedo Rules Premature detonation
Torpedoes may be launched by a ship with An entire salvo of torpedoes can be triggered
torpedo tubes. These are normally fitted prematurely by the following circumstances:
to the prow of a ship. In Battlefleet Gothic,
torpedo salvoes have a Strength value and a • On a D6 roll of 6 if it moves through any
Speed value, which are shown on the ship’s Blast Markers.
characteristics. The higher the Strength, the
more torpedoes there are in a salvo. The higher • If the salvo is fired on by direct fire
the speed, the faster the torpedoes travel. weapons and any hits are scored.
If the Torpedo marker contacts a ship’s base When launched, torpedoes do not normally
(friend or foe) it attacks. Roll a D6 for every ignore any targets in front of them, including
point of Strength in the torpedo salvo. Each dice friendly units! However, a ship that is actually
which equals or beats the ship’s Armour value in base contact with another friendly vessel
scores one point of damage. Torpedoes will pass may “shoot through” the friendly ship’s base.
through shields before they impact, so ignore
any shields when applying damage. The torpedo
salvo continues moving after the attack but its
Strength is reduced by 1 for every hit it inflicted.
22
END PHASE
During the End Phase, players sort out DAMAGE CONTROL
any events which have been set into action Both players can attempt to repair critical
during the turn, such as repairing any critical damage during the End Phase. Repair crews
damage. Some of the Blast Markers are will be working continuously of course, welding
removed from the table, as the energy and up hull breaches, re-routing power conduits,
debris they represent is naturally dissipated. putting out fires and generally trying to keep the
The End Phase is also a good opportunity to ship functioning. To represent this, capital ships
tidy up the table top, count victory points, roll 1D6 per Damage point remaining in the End
check up on scenario victory conditions and Phase. Each roll of a 6 enables the ship to repair
break out the biscuits. The End Phase works one critically damaged system or put out one
in the following order: fire. If the ship has any Blast Markers in contact,
the player only rolls half as many dice as usual
1. Conduct Boarding Actions/Hit-and-Run (rounding up).
attacks (not used in the first game)
+++[Link]+++[Link]+++[Link].
DESTRUCTUS+++[Link]+++[Link].45/67
/90.5%+++[Link]’[Link]+++
23
YOUR FIRST BATTLE
You have now read through the basic and simplified rules of Battlefleet Gothic.
Of course, there are more rules for other aspects of spaceship warfare in the
41st millennium – but now it's time for your first battle!
The scenario "Cruiser Clash" is an The Imperial Navy player has two cruisers
introduction to the Battlefleet Gothic rules. with hard hitting torpedoes that ignore
We suggest you play it several times when shields and feature heavily armoured prows.
you’re learning the rules. Complemented by a faster light cruiser which
still packs a punch with their forward lance
One player should play the Imperial Navy, battery, they favour a direct and aggressive
while the other takes command of the Chaos approach – meeting their enemies head-on.
ships.
The Chaos player has slightly faster ships and
Each player controls three cruisers. guns with more range. Paired with their lower
armoured prow, their goal is to stay away from
close combat fights – outmanoeuvring and
outgunning the enemy at long ranges.
24
SCENARIO
CRUISER CLASH
In this battle, the Imperial Navy and the forces of Chaos have run into each other
near to a system’s jump point. Seeing their hated enemies, they immediately attack.
The side which can inflict the most damage on the enemy will emerge victorious.
25
IMPERIAL NAVY
LUNAR CLASS CRUISER
The Lunar class cruiser forms the mainstay of Battlefleet Obscuras with over six hundred ships
serving throughout the Segmentum and more than twenty ships fighting in the Gothic war. The
uncomplicated design of this class ensures its enduring utility, enabling vessels to be built at
hive and industrial worlds normally unable to muster the expertise to construct a capital ship.
Perhaps the most remarkable example of this is the Lord Daros, constructed at the feral world
of Unloth. The primitive tribesmen dwelling there were influenced to mine and smelt metals
which were then presented for 'sacrifice' at sky temples established by the Planetary Lord. The
raw materials were then lifted into orbit at each vernal equinox. After a period of eleven years
the tribes were rewarded for their effort with the sight of a bright new star moving across the
heavens as the Lord Daros boosted out-system to join Battlefleet Obscuras.
Famous Ships of the Gothic War: Iron Duke, Retribution, Agrippa, Minotaur, Justicar, Lord Daros
26
IMPERIAL NAVY
DAUNTLESS CLASS LIGHT CRUISER
SPECIAL • Improved thrusters (additonal +1D6 cm on All Ahead Full special orders).
Light scouting cruisers like the Dauntless class have always been a feature of Imperial fleets
throughout the Imperium. An ideal light cruiser carries enough firepower to drive off opposing
escorts and enough fuel and supplies to remain away from bases for months at a time. The
Dauntless is a popular class, as fast and manoeuvrable as a frigate but with a ferocious frontal
lance armament. During the Gothic War, the light cruisers Uziel and Baron Surtur were the first
to detect Warmaster Khuzor's fleet near the Formosa cluster and their accurate information
allowed Admiral Sartus to bring the foe to battle.
Famous Ships of the Gothic War: Abdiel, Uziel, Vigilant, Baron Surtur, Havock, Guardian
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CHAOS
MURDER CLASS CRUISER
Before being replaced by Lunar class cruisers, the Murder class cruiser was the mainstay of
Battlefleet Obscurus. Almost five hundred were built between the 33rd and 37th millennia but a
proportionate number turned renegade, joining the forces of Chaos. Armed with several decks
of the best plasma cannon batteries ever produced by the Adeptus Mechanicus, this class is a
formidable opponent at long range, with engines powerful enough to keep out of range of lesser
armed enemy ships. Several of these vessels combined can cripple the largest battleships and it
was a force formed from the Doombringer, Steel Fang and Monstrous that destroyed the Imperial
battleship Relentless Persecution (brought in from the Ardekka Sector) during the closing
actions of the Gothic War.
Famous Ships of the Gothic War: Doombringer, Deathblade, Steel Fang, Monstrous, Unholy
Dominion, Plagueclaw, Despicable Ecstasy
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CHAOS
SLAUGHTER CLASS CRUISER
SPECIAL • Improved thrusters: moves a total of +5D6 cm on All Ahead Full special orders.
The Slaughter class cruiser utilises a Scartix engine coil, that provides the ship with a thrust
considerably more powerful than any other vessel's. When the Dutiful, a Slaughter class cruiser,
laid down in 126.M34, turned renegade and bombarded the Sethelan forge world, the design
for the Scartix coil was destroyed. Some think the attack had the sole purpose of preventing
the construction of any more vessels of this design. The Dutiful was re-named the Soulless by
Admiral Dorez for this despicable deed and was mercilessly hunted across Imperial space for the
next seven millennia. It was finally destroyed during the Orar Raid, when its plasma drives were
wrecked by the Imperious, a Mars class battlecruiser.
The Killfrenzy has a fearsome reputation and is so named because of its peculiar broadcasts. In
every encounter, the vessel has transmitted a single continuous message across all frequencies –
KILLFRENZY KILLFRENZY KILLFRENZY ... The ship's captain, believed to still be Abraham
Thurst, shows an incredible disregard for the safety of his ship, continuing to fight in several
battles despite suffering crippling damage.
Famous Ships of the Gothic War: Deathskull, Killfrenzy, Soulless, Heathen Promise
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HOW TO CONTINUE
As stated at the beginning, the rules in this document are only a simplified
version to give you an overview of the game. If you had fun, it's time to give you
some pointers for your way into Battlefleet Gothic.
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TURN REFERENCE
MOVEMENT PHASE (PG. 12) ORDNANCE PHASE (PG. 20)
Ships must move in a straight line between After the turn it was launched in, ordnance
half and full speed per turn. They may make moves in both player's Ordnance Phases.
one turn during their movement.
Shooting at ordnance required a 6 to hit with
A cruiser must move 10 cm before it can weapons batteries and lances.
execute a turn.
Ordnance ignores shields and attack as soon
Before moving, they may make a Command as they make contact with a ship's base.
check to go on a special order.
Ships may fire at incoming ordnance with
If a ship moves through any Blast Markers, its their turrets (pg. 21) and roll a number of D6
speed is reduced by 5 cm. equal to the Turrets value. They hit on a 4+.
Each hit reduces Torpedo strength by 1.
SHOOTING PHASE (PG. 14) Torpedoes (pg. 22) travel their full move in
Ships must shoot at the closest target within a straight line and attack the first ship they
a weapon's fire arc, unless the ship passes a come in contact with (even friendly ships).
Leadership test first.
Roll a number of D6 equal to the current
Weapons batteries use the Gunnery table on strength of the salvo. A roll that scores equal
pg. 15 with the following modifiers and hit on or over the target's Armour value causes one
a dice roll that scores equal or over the target's damage. Torpedoes that miss carry on moving.
Armour value:
Each time a ship is hit, place a Blast Marker Blast Markers in contact halve the number of
(pg. 16) in contact. If the Blast Markers in dice rolled (rounding up).
contact equal the Shields value (pg. 17), each
additional hit causes one point of damage. The active player rolls a D6 and removes that
many Blast Markers, that are not in contact
For every hit that inflicts damage to a ship, with a ship.
roll a D6 and on a score of 6, roll 2D6 on the
Critical Hits table on pg. 18.
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– REMASTERED –