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Warp Rift 14

Fan magazine for Battlefleet Gothic. Stories, rules, ideas.

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airfix1999
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100% found this document useful (1 vote)
28 views38 pages

Warp Rift 14

Fan magazine for Battlefleet Gothic. Stories, rules, ideas.

Uploaded by

airfix1999
Copyright
© Attribution Non-Commercial (BY-NC)
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd


R  Warp Rift The Battlefleet Gothic netzine

 




 





  
14 
 
 
 
 
 





O  Issue 14 - Gothicomp 2007 - Domination of Herculis - Cheap Orks - Wraithchoir - …and more…

From the Nexus Publishing House

Warp Rift is not endorsed, nor does it endorse, Games Workshop, and it is not an official publication of Games Workshop. Any words, phrases or
images are used without permission and no challenge is intended as a result of such a usage, including the use of these words, phrases and
images without the appropriate symbols of copyright. Additionally, these pages – including content, design and images – are copyright (except
where copyright should infringe other such rights). Licensed names, images and logos are copyright their respective companies or authors. No
part of these pages may be ‘borrowed’ or reproduced, and no articles or rules should be considered ‘official in any way.

Please register your support for this publication.


E
Download your copy direct from the official web site,
D at:
I [Link]/bfgmag/
T Submissions Warp Rift Publication Team
O All types of article are desperately needed, to keep this publication Roy (Horizon) Amkreutz – Void Stalker II
alive. In some cases, submission includes inclusion on the web site Iain (Cybershadow) – Watcher in the Dark
R at: [Link], or through [Link].
Please include a note with your submission if you would like this
Ray Bell – Admirality
clarified. Submission via e-mail implies approval for publication.
I Credits:

Cover Picture – Erwin Leufkens & Roy Amkreutz


A Send your submissions to: Additional Graphics & Pictures – Fafrin, juddski, Stugmeister,
Roy Amkreutz, Erwin Leufkens, TonkaTruckDriver,
L horizon@[Link]

or

warprift@[Link] Warp Rift:


Issue Fourteen
September 2007

2
+++ Red Ones go Faster +++ On your way to the Gothicomp article you
can first read some very well thought Nova
Cannon rules. If you are into Eldar and
With this I’m already writing my fourth
editorial for Warp Rift. Time certainly flies
their background you may like the Issue Fourteen – Contents:
Wraithchoir article; a detailed explanation
by when your having a good time. And
about the Craftworld Eldar and their Encyclopedia Gothica
seen all the great articles we have
weapon variants. Can escort vessels have Alternative Nova Cannon Rules 4
received and still recieve for Warp Rift I
E am certain this good time can go on.
two hitpoints or not? Check out the High
Admirality section.
Wraithchoir 7

High Admirality
D Speaking of good times I won the
Battlefleet Gothic painting competition
After the Gothicomp pictures the fanzine
continues with an article on how to build a
2 Hits or no 2 Hits? 11
hosted at [Link]!
lot of Orks for very little money. That way Showcase
I Thanks to all the people who voted on
me! But to be honest I was quite
everyone can get his Ork fleet! In this
issues story, the Hunt for Red Slaughter it
Gothicomp 2007 13
surprised as the level of quality was very
T high this year.
In this issue you can find a lot of these
is all about confusion…. The last section,
the Void Stalker section, is filled with nice
Dry dock
Orks: Hulks & Roks 20
goodness. First a scenario with those cheap
entries plus accompanying words to the
O top five vessels. Check out the Gothicomp
2007 article.
and sneaky Orks; followed by an extensive
map-based campaign system.
Officers Mess
Hunt for Red Slaughter 22

R For Gothicomp 2007 big thanks go to Iain


and ‘his’ [Link]’ as well
All I can say is enjoy! Void Stalker
Who goes there? 29
as online store sentrybox
Happy Gaming, Painting & Converting, Domination of Herculis Campaign 31
I ([Link]) for donating a prize
to this competition.
Roy

A
L

[Link]

3

Encyclopaedia Gothica


Fleets of the Galaxy

L  Alternative Rules

O  Nova Cannon – ‘Fire and the Hole’


By Dex ‘Admiral D’Artagnan’ Sy

Cannons in order to make the weapon
A  Imperial Navy players are disappointed
with the way the Nova Cannon has been
Then with the latest Battlefleet Gothic
Rules v. 1.5, they further neutered the
worthwhile, to emphasize again most
especially at long ranges and this means
nerved from it’s original incarnation. First it Nova Cannon by giving the scatter three
E  was changed from the Guess convention to bands instead of the normal two. Now
Dominator and/or Mars heavy fleets.
the Scatter Dice. This was an ideal change between 30 cm to 45 cm you roll 1D6 for
D  since it balanced out the playing field scatter distance. Between 45 cm to 60 cm, Since the new rules really made the Nova
between the good guessers and the bad you roll 2D6 for scatter distance. Then Cannon useless as a weapon by itself and
I  guessers. That was fine. between 60 cm to 150 cm, one rolls 3D6
for scatter distance.
only worthwhile en masse, the author
decided to create a new set of rules which
Then it was decided that the Eldar
hopefully can address the problem of a very
A  Holofield can save against the Nova Cannon
shot. Fine, since Eldar have tissue paper
The idea for changing the band from two
to three was that there was still a good
effective nova cannon on the scatter and
the massed Nova Cannon fleet. The rules
armour but then it was further decided that chance for the Nova Cannon to do massive
  the Eldar holofield also saves against the damage on the scatter and there was the
are presented below.
scattered Nova Cannon shot landing on problem with some power gamers going for
G  another unfortunate Eldar ship. Why would a Massed Nova Cannon fleet. While the
a ship that had the scatter shot land on it change reduces or eliminates the damage
O  be able to save against the explosion’s
effects? “Riding the explosion” was used as
on the scattered shot by increasing the
scatter distance, it just gave the massed
a reason but it’s a poor excuse to justify an Dominator players more fuel to bring said
T  Eldar holofield working on a scatter shot Massed Nova Cannon fleet into games.
since you don’t really have an inkling if the Because the Nova Cannon has become so
H  scattered shot was headed your way in the unreliable, especially on the ranges beyond
first place. 60 cm, one needs to bring lots of Nova


A 4


C  Proposed Nova Cannon Rules: Nova Cannon Ranges Nova Cannon on Lock On Special
Orders
Nova Cannon follows the same convention The Nova Cannon minimum range and
Y  before the updated rulebook v. 1.5 was
released. From 30 cm to 60 cm: roll scatter
maximum range shall be changed to the
following: to fire the Nova Cannon, place
Lock On Special Order available is now
available to the NC. This is to make the
dice with a scatter roll of D6. Beyond 60 cm the template so that the centre hole is Nova Cannon a more reliable weapon. On a
C  to 150 cm: roll scatter dice with a scatter anywhere between 30 cm for minimum scatter result, re-roll the scatter dice
roll of 2D6. range to 150 cm for maximum range. If the against races other than Eldar or Dark
L  Results of scatter roll as follows.
shot scatters below 30 cm or beyond 150 Eldar, with the second roll standing. See
cm, nothing happens and the players shall the rules on Nova Cannons vs Eldar
O  a. If direct hit roll D6 for damage,
regardless of the target’s armour value.
assume shot malfunctions. The outer
template ruling in the rulebook is odd
Holofield/Dark Eldar Shadowfield below.

because in effect, it makes the actual


P  b. If scatter with centre hole landing on
base, roll D3, regardless of the target’s minimum and maximum range at 33 cm
Other Special Orders and the Nova
Cannon
armour value. and 147 cm respectively, reducing the
A  effective range by that much aside from Other than the change with the Lock On
c. If scatter with template on base, 1 point confusing the players with the wording. Special Order, the Nova Cannon follows the
E  of damage, regardless of the target’s armor
value.
same restrictions with respect to other
Special Orders as in the main rulebook: it
cannot fire when on All Ahead Full, Brace
D  The D3 damage of a scatter shot with
centre hole landing on the base is an ideal for Impact, Burn Retros and Come to New
way of reducing the effectivity of the said Heading. It also cannot fire when the Nova
I  scatter shot which is a problem which Cannon armed ship is crippled.
concerned the High Admiralty ever since
A  the switch was made from Guess
Using Brace for Impact against the
convention to Scatter Dice rules. Capital
Nova Cannon
  ships now have a much better chance of
surviving a scatter shot. Even Escorts have As per the rules on p. 23, you must declare
a chance at surviving a scatter shot. Brace for Impact before the scatter dice is
G  As per rules, the Nova Cannon shot is
rolled.
affected by shields and if no ships were hit
O  by a Nova Cannon shot, then place a Blast
Nova Cannon vs Ordnance
Marker under the centre of the template
T  and the Nova Cannon is a Line of Sight weapon As in the rulebook, any ordnance touched
and cannot fire through obstacles or celestial by the template is automatically removed.
H  phenomena that act as normal line of sight
obstructions such as planets, moons, asteroid
fields, etc.


A 5


C  Nova Cannon-armed Ships Limit the small arrow for direction purposes. If
you have no scatter dice, use a D6. 1 and 6
Summary
Lastly, in line with the above changes, I hope that the above house rules can
means direct hit and the rest are scatters.
Y  there shall be a 1 NC per 500 points limit.
This way, the massed NC ships can be
Put a dot on one corner of all the faces with
provide an alternative way to play use the
Nova Cannon and to balance the two
a marker pen to signify the direction of the
controlled and also aligns the weapon with contending issues of the massed NC fleet
C  the fluff saying the Nova Cannon is not a
scatter.
and the worry of people of the potential to
weapon commonly seen. This would still do damage by a scatter landing on the
L  allow for two Nova Cannon armed ships in
Nova Cannon on Lock On vs. Holofields
base. Of course, the 33% chance of getting
1,000 point matches and three Nova a direct hit is still a 33% chance so all one
O  Cannon armed ships in 1,500 point matches
which is no small matter.
For Nova Cannons on Lock On against
Eldar, roll an extra D6 in determining
can do is really pray for a scatter.
I also adjusted the min and max range to
distance and remove the highest dice roll be better represented.
P  (as well as lowest dice roll for the In the case of the holofields, I disliked the
Nova Cannon vs. Eldar Holofields/Dark
holofields). This means for Eldar between save vs. shot on a 2+. I think my rules still
A  Eldar Shadowfields
30 cm and 60 cm, the scatter distance is give the Eldar a favourable chance of
Eldar holofields and Dark Eldar acquired via 3D6 with the highest and escaping the shot and yet not make the NC
E  Shadowfields are the premier spoofing
system in Battlefleet Gothic. As such, Nova
lowest dice roll being removed. For Eldar
beyond 60 cm up to 150 cm, the scatter
too devastating for them damage wise
though, of course, Eldar will always be
Cannon shots will always scatter because distance roll is 4D6, again remove the fragile.
D  of the holofields/shadowfields and this highest and lowest dice roll.
Against Necrons, it was weakened but D3
means a maximum damage of D3 for
Nova Cannon vs. Necron Reactive
I  centre hole on the base and 1 point of
Armor
hits on a ship without shields is still
effective especially with Lock On increasing
damage for outer template on the base.
the chances of a direct hit.
A  That’s the only save the
holofields/shadowfields offer in these rules.
Necron Reactive Armour is effective against
the Nova Cannon shot as it diminishes the Against other races, the damaging effect of
effect of the Nova Cannon explosion since, a scattered shot still landing on the base
  The only question is the scatter distance.
Against Holofields, the Nova Cannon
by fluff, the armour is very resilient against has been reduced although the chances for
damage caused by Solar Flares which would a direct hit have been increased with the
shooter rolls 2D6 dice for targets between
G  30 cm to 60 cm and 3D6 dice for targets
be a very good comparison. Therefore, NC adding of the Lock On rule. I feel this
shots will only roll D3 on a Direct Hit and balances things out plus by inserting the
beyond 60 cm to 150 cm in determining
O  scatter distance, removing the lowest dice
only deal 1 point of damage if the shot
scatters but the centre hole of the template
limitation of the NC armed ships, the rules
can minimize or prevent abuse and make
roll. This can be affected with the Lock On
still lands on base. Outer template on base for a more fun game.
T  order.
deals no damage. The Imperial Navy Nova
Cannon armed ship on Lock On Special
Note: Every time a Direct Hit is rolled on
H  the scatter dice, just follow the direction of
Orders follow the regular Lock On rules +++
above when targeting Necrons.


A 6


Background

The Ship Designs of the Eldar and the Wraithchoir
Y  By Doug Newton-Walters aka hellebore


Ship Classes The Phoenix is perhaps the rarest of all thrusters are the most efficient of all Eldar
L  the Eldar ship designs, and has a strong
symbolic place amongst the fleet. Taking its
escorts, allowing them to effectively
confront and engage enemy ordnance with
Unlike Imperial or other more
name from the symbol of the Eldar God an ease impossible for any other ship,
O  conventional navies, the Eldar do not
produce ships in distinct classes. Their King, Asuryan’s Phoenix represents the including the Serpent. Where the Shadow
mastery of technology means that a ships hope and rebirth of the Eldar race from the emphasises dexterity and grace, the
P  armament is not restricted to class or type, ashes of the Fall; their attempt to rekindle Serpent is simply built for speed. The hull
but merely to design. It is the design and what was lost. The Phoenix is a potent design of the Serpent incorporates stellar
A  its school of origin that dictates the symbol of this, as it is without doubt the
most heavily armed ship encountered by
sails twice as large as the Shadow’s,
allowing for bursts of speed that are simply
eventual weapons fit of a single ship, and
Imperial Naval personnel (discounting the breathtaking. Serpent construction revolves
E  they can be varied indeed. Despite this
there are certain design aspects that all random Hulk constructs of the Orks). While around very strong themes of the lightning
Eldar ships possess, and some can be the Phoenix design follows the same broad strike and retreat, and the sinister
D  categorised according to the size and aesthetics utilised by the Wraith and application of death. This is reflected in the
appearance of the ship itself. The most Dragon ship designs, by sheer dint of size, armament of the Serpent designs; weapons
I  common of these hull designs are the it necessarily incorporates many more
schools of form into its construction.
not used on other ships.
Wraith and the Dragon, but there are other,
rarer designs not often seen amongst the
A  Eldar fleets. The Wraith as its name Due to their simple construction, Eldar
suggests is highly manoeuvrable like a light escorts are built around very few core hull
  cruiser but packs the armament of a designs, instead focusing on the propulsion
cruiser. This combination makes it quite design. The two most commonly used are
G  deadly thus ideal as the mainstay of a
Craftworld fleet. Unlike the Wraith, the
the Shadow and the Serpent. These basic
hull constructions fulfil all the requirements
Dragon sits in a position more akin to a of an Eldar escort, yet do so in completely
O  heavy cruiser, or a grand cruiser. Its raw different ways.
power is deceptive considering its size and
T  construction. However the sheer power of The main role of the Shadow is patrol and
the ship brings to mind the dragon of defence, and the power and engine systems
H  legend: Little can survive a one on one
confrontation with a Dragon.
of this design are necessarily short ranged.
Despite this, Shadow manoeuvring


A 7


Each of these hull types is effectively a The Schools of Creation Hunter
C  blank, a canvas used by the bonesingers to
'paint' an Eldar ship. Due to the huge size Amongst the Bonesingers in the Domes of Those who follow the Design of the
Y  of even the smallest escort, multiple Creation many Circles of Thought and Hunter place great importance on accuracy
bonesingers are needed in this Schools of Design regarding aesthetic and skill. It is the belief that a single shot is
C  construction. This collective is known as the
Wraithchoir, and consists of dozens of
construction exist. Each of these design
aesthetics follows a specific path, centred
all that is needed and that proficiency and
grace are more important than power and
bonesingers, each a follower of a specific on a fundamental principle or concept force. The Hunter is skilled in his art, and
L  School of Design. The psychic resonance viewed as the true ideal. Every Bonesinger equipped with the best and most deadly
created by such a large number of follows one or even several of these design weapons available. With intelligence his
O  bonesingers in harmony can be felt by most schools, incorporating the core tenants of shield, and skill his weapon, the Hunter will
of the Craftworld, a joyous sound of the Design School into each of their slay all before him. Any ship built with this
P  creation. The psychic singing produced by
the choir is benevolent as it is a song of
creations. Despite this seeming disparity
between design concepts, each Bonesinger
theme in mind is always heavily equipped
with Pulsar Lances to delicately slice apart
creation and growth, a prelude to the birth understands that all concepts are necessary the enemy from a distance and evade
A  of a new life. When that life is as large as a for creation; it is simply the proportion of retribution.
ship, the feeling of renewal and joy is all each that is different. Thus when the
E  encompassing, and many an Eldar will Wraithchoir is formed to construct an eldar Stalker
spend time within the Domes of Creation to ship, the Principal Craftsmaster guides and Attacking suddenly from afar, with no
immerse themselves in the birth-joy formed
D  by the Wraithchoir.
weaves the disparate designs into a
harmonious whole, while still possessing a
warning and no hope of escape is the
maxim of the Stalker Philosophy. The
central theme. Stalker shares many themes with the
I  Hunter, but where the Hunter relies upon
There are many of these Schools present precision and finesse, the Stalker prefers
A  on a Craftworld, with new concepts camouflage and deception. With cold eyes
becoming popular, or older Circles the Stalker surveys his prey, readying his
  rejuvenated. The bonesingers very rarely
place a single School before others, instead
attack, ensuring it falls at the most
vulnerable time. Unknowing the prey
putting one as first amongst equals. presents an opening, and death follows.
G  Amongst these Schools, there are four From a distance the Stalker unleashes
major styles common to all Craftworlds in destruction, killing with no evidence of his
O  ship design; these are the Schools of the passing, just the ruined remains of his
Hunter, Stalker, Slayer, and Reaper. enemies. Bonesingers who ascribe to this
philosophy construct their ships around
T  massive Launch Bays, allowing the ship to
avoid a direct confrontation with the enemy
H  while still administering destruction.



A 8


Slayer
C  ability to avoid all retribution. The Reaper
does not simply kill his enemies; he
VoidDragon Stalker, or a VoidStalker
Dragonship. A ship that also incorporated
The Design of the Slayer is one of absolute
destroys them utterly leaving nothing another design such as the Hunter design
Y  destruction, the raining of death and
behind. He penetrates straight to their core would be called a DragonStalker VoidHunter
despair in an overwhelming torrent of
severing their soul and obliterating all as the Stalker School took precedence in
C  devastation. Slayers lack the finesse of a
Hunter or the cunning of a Stalker, instead
traces of their existence. He is aloof and construction it takes precedence in the
uncaring, unsympathetic to the desperate name. Some ships are given more
using overpowering force to completely
L  annihilate their foes. With strength and
pleas of his enemies. Absolute death is his
gift, a death where not even memory
designations the older they become,
incorporating a previous famous Wayfarer’s
fortitude a Slayer will meet his foe face to
recalls your existence. Inevitable and name into it. From this you can get a ship
O  face, and it is here he will crush them
relentless, the Reaper always claims his that is a CorionolDragonStalker VoidHunter.
utterly. Not for him the slinking of
prey, leaving terror and despair in his This however does not account for the
P  weaklings or the ideas of fools, destruction
and carnage are the only tools he needs.
wake. This is the most uncommon School name of the ship itself, which will be added
amongst the four, as its themes are after the Design name. So, by taking all of
The Slayer Philosophy is one of directness,
A  with little elegance or grace. Massed
disturbing and distressing to
bonesingers. When a ship following this
the these elements the official name of a
Dragonship once navigated by Corionol of
Weapons Batteries are favoured by this
design is formed, its birth song becomes a the Stalker School and Hunter sub-School
E  School, the better to deliver overwhelming
funeral dirge, filling the Craftworld with called Isha’s Lament would be known as the
fire power to the enemy.
sorrow and despair. Reaper ships employ CorionolDragonStalker VoidHunter Isha’s
D  Reaper
Torpedoes to scythe through the target, a Lament. This of course plays havoc with
methodical application of force applied to Imperial translators attempting to
I  This is the most sinister of Philosophies,
combining absolute destruction with the
each foe. catalogue eldar ship classes, who instead
resort to simply using the hull design as a
simplified designation, hence Dragonship
A  These Philosophies are used to class Eldar and Wraithship.
ships, the name being dependent on the Perhaps the most notable attempt at
  creation aesthetic, hull design and tactical translating an Eldar ship’s class was a
designation. This designation comes from Phoenixship that bore the Ulthwe
G  the ship’s assigned duties, whether this is
deep space patrol or roving scout and can
ambassador during the 13th Black Crusade.
This venerable ship possessed a design and
change as the ship is reassigned. Thus a
O  ship will nominally have three sections to
construction with more than one hundred
and fifty components not including its own
its class designation, but can have more or name (the only thing actually translatable)
T  less depending on circumstance. A which was “Asuryan’s Light in the Darkness
Dragonship that was constructed from the Rekindled”. Imperial servants latter dubbed
H  School of the Stalker and was placed on
deep space patrol would be called a
the ship E.S. Unpronounceable (the E.S.
representing ‘Eldar Ship’).


A 9


The Hollow Ships There are two hull designs that were attack, and must stay behind friendly lines
C  created to bear this burden, each reflecting to avoid destruction, an extreme example
When some bonesingers place a single the unique design constraints inherent in of the Stalker ethos.
Y  philosophy above all others, they produce the Creation School. The Harpy design was
some of the most specialised ships created to bear the Hunter and Slayer HarpySlayers are phenomenal gunboats,
C  available to the Eldar. A Wraithchoir
focused on a specific ideal will produce
philosophies, while the Crone Design is
adapted to the Forms of the Stalker and
but lack any other support systems, relying
on their ability to utterly obliterate the foe
ships of an unbalanced nature where the Reaper. Each of these hull designs reflects to assure their own survival. The weapons
L  designs of creation are forsaken for a single some of the aspects inherent to the batteries mounted on their prow and keel
ideal. This has many ramifications within imbalanced philosophy of construction, are larger than any other ship, and provide
O  the fleet, as these ships are seen as hollow, such that the Harpy has its energy systems a stark contrast to the bare hulled Stalker.
lacking the completeness of a true vessel. rerouted to the prow for greater power to
P  As such they are crewed by those on the
path of the outcast rather than Craftworld
the Pulsars, while the Crone possesses an
enlarged keel for ordnance storage.
CroneReapers possess a horrific amount of
ordnance, filling the void with wave upon
residents as the disharmony created by wave of torpedoes each capable of crippling
A  such ships has little affect on those who no HarpyHunters are heavily equipped with an enemy ship in a single salvo. Like the
longer stay on the Eldar path. Pulsar Lances, more so than any other Stalker this ship must rely entirely on its
E  eldar ship bar the Phoenix, but at the ordnance to protect itself, as all the space
In spite of the distrust placed in these expense of any other system leaving it available has been converted to munitions
ships, Eldar fleet admirals still appreciate suspended in a single role. storage and conveyance.
D  the specialised roles they can play within a
battle, and while distasteful, will The CroneStalker is even worse, taking the These ships are exceedingly rare in an eldar
I  incorporate such vessels into their fleets. concept of a carrier to new heights as it fleet, but when deployed in their specialised
does not actually possess any other form of role, little will survive.
A  The construction of these vessels is done
in isolation, and very few eldar will visit the
  Domes of Creation during their
construction. Only those who feel the pull of
the imbalance of the ships will come, and
G  so at the birth of such a vessel it is greeted
by the silent stares of its eldar
O  counterparts, the Exarchs. In effect the
Wraithchoir have trapped the ship on a
T  single path, or philosophy, and prevent it
from ever attaining any other function.



A 10
 
 

High Admirality
 

Voices from the Warp

G  Escort vessels

H  2 Hits or not 2 Hits


By Ray Bell
 
Escorts have 1 hit, capital ships have
A  more! It’s that simple right? Well, kinda.
But there is nothing in the rules that says
D  so (Well I suppose there might be in an
obscure paragraph somewhere!).
M  An escort with 2 hits doesn’t complicate
the rules in any meaningful way, you can
I  just use markers or dice to show the lose of
hits. The Escort will still be subject to all
R  the current rules for escorts, so critical hits
will still blow them up no questions asked
however many hits they have, catastrophic
A  damage will still just be a single blast
marker! And it’s not as if all escorts are
L  going to suddenly gain an extra hit, most
escorts are fine the way they are, it’s only
I  larger escorts that deserve it. The escorts I
speak of are the Eldar Hellebore, Ork
Grunt, Necron Jackal, Tyranid Kraken and
T  the Tau Defender.

11
 
 
Hellebore Necron Jackal To keep things simple lets take the capital
  ship rules as a base with the following
it has a massive model, has the most being Necron it has special armour and so changes or specifications:
H  firepower of any escort (actually it has the
firepower of two good escorts from the
has the same resilience as the much
smaller Dirge, it is also quite expensive for Turn after 5cm. (The missing link of
same list!) and it is rarely used because of a fragile (for Necrons) hull. Having the manoeuvrability!)
I  its extreme price and lack of survivability. extra hit would obviously make the ship Suffer extra hits instead of critical hits.
Giving it a second hit would slightly better, in fact it would effectively make its (Removes the unwanted book keeping for
G  increase its survivability as it suffers a 6+ armour save the equivalent of a 5+ near meaningless critical hits! Who cares if
critical on a 4+, but as you roll to cause save, but still making it more resilient than a Merchant can’t fire its broadside, it’ll be
H  critical hits after causing damage it’s
possible to absorb more damage than
the Dirge when braced. dead in a minute anyway!)
Can squadron with cruisers, note that
would be polite! Transports can only ever squadron with
  Tau Defender themselves! (This allows the Merchant to
Ork Grunt squadron with other cruisers in its list, if
A  this almost has a parallel argument to the wanted, while its increased manoeuvrability
it has no model but is described as carrying Hellebore, it has a big model, has a heck of can give it the ability to keep up with a
D  double the amount of crew for boarding, it
has special rules for ramming and boarding
a lot of firepower, is unfavoured etc. But I
cheekily bring another reason to the fore,
Hero (if they’re turning or on the Come to
New Heading special order).
both as if it had 2 hits. Having an extra hit the Castellan! If the Defender had an extra
M  would simplify this ship nicely and bring its hit it would be suitably different from the The Necron Shroud could (should?) be
value up to the 40pts comfort zone. Castellan while having similar weaponry Heavy Escort, it only has 4 hits has limited
I  (and more sneakily, it’d feel more firepower (for Necrons) and could do with a
Tyranid Kraken acceptable for the Castellan to have a little extra manoeuvrability.
R  I’m speaking from a mixture of
Deflector and ‘less’ firepower but at longer
range). I think Eldar are just a little bit too weird to
experimental rules and official rules, please have Heavy Escorts, and have enough
A  bear with me. Having 2 hits at 5+ armour offensive capability for critical hits to have a
while keeping the 4+ save gives the Kraken Heavy Escorts! serious impact on the game!
L  double its original boarding value, better
ramming (giving the massive claws a With all this talk of multiple hit escorts let Any race could have Heavy Escorts (to fill
I  chance to shine!), more resilience from
lances (the bane of most escorts, but in this
me completely bridge the gap of capital
ships and escorts with a new ship type: the
the gap if the gap needs filling!). I think
only Orks and Tyranids would bother
case it was horrific!) and better represents Heavy Escort! The Heavy Escort will stream making new ships for the purpose though
T  the size and capability of this big escort. line the use of weak ships with multiple (both ships ‘growing’ from escorts!).
Also it makes the lack of cruisers in a hits, like the Tau Merchant and Heavy
Y  vanguard fleet less keenly felt. Transports and give the option to develop Hope that gives food for thought!
super light cruisers! Cheers, RayB

12
 

Show case
Vessels of the Galaxy

S  GOTHICOMP 2007
H  Painting Competition Hosted by [Link]

O  I have been asked to write a brief


introduction to the third Battlefleet Gothic
addition, all entries are also automatically
submitted to the conversion side of the
thousand downloads of issue thirteen of
Warp Rift for August alone (yes, you read
Painting Competition, GothiComp07. This competition, voted on by a couple of that correctly), it is clear that the game has
W  type of article can easily become a bit of a
cliché, and I am never a person to go
'esteemed and respected' members (ha!
They think!). This year, we had a total of
tremendous support, and more than that,
its popularity is actually growing.
against the trend. These things always start thirty seven entries, and the general quality
  with a general introduction, then on to a
glowing commentary on how good the
of entries was phenomenal. I know, I know,
but I really do mean this. As an example of
The galleries for this years GothiComp, and
the previous years, can be found here:
entries were, then on to plans for next the overall quality, the three judges voted
C  year, and finishing off with a final well done
to all involved. So, first off, a general
on a winner for the conversion prize, and
with a single exception all judges
[Link]
ml
introduction... nominated totally different submissions.
A  The Battlefleet Gothic Painting In the end, the winner of the painting
I sincerely hope that you will all consider
getting involved in the 2008 Battlefleet
Competition has now run for three years, side of the competition was won by our own Gothic Painting Competition. See you all
S  as a partner to our popular Epic Painting
Competition. The idea is generally to
blackhorizon/Roy, for his Tau Custodian,
while the conversion prize was carried off
next year!

encourage people to get together and put by Canucks Fan for his Eldar Shadow Good hunting, CyberShadow (Iain)
E  together and paint something for the game
- about sharing ideas more than winning.
Cruiser. I do want to thank everyone who
participated in this competition. Whatever
The competition is voted on by the the future of Battlefleet Gothic is in official
members of the GothiComp forum ( hands, it seems fairly safe in the hands of
[Link] the community. With 37 submissions for
bin/forum/[Link]?act=SC;c=9 ). In GothiComp07, and over eleven and a half

13
 


Gauntlet Fast Battleship

H  Warmaster Nice

O  Tyranid Hiveship
Fex22763


  Necron Cairn Tombship
Asmodean


Marine War Barge

A  USABOB


Tau Protector
el piszczu

14
  Imperial Apocalypse
Admiral d'Artagnan



O  Imperial Oberon
USABOB


 
Ork MegaBlast
C  kr00za
Eldar Eclipse

A  Charad


Flame of Asuryan
blackhorizon

15
5th Place
  Ramilies Starfort with just a little filing required. The eight-drive engine is the casing of an 8-
point plug from some old electrical circuit, and this goes below the hull of the
Vanvlak
ship. A couple of gun batteries from the plastic cruiser sprues add detail to
this area. The rubble, in the form of sand glued on with PVA glue, was added
to give an impression of damage and to help hide the gaps in the resin model
of the Star Fort – this one needs an immense amount of cleaning, and I just
didn’t have the time! One final addition (other than the base) was a BFG
Thunderhawk gunship in Angels of Fire colours – the only component which
indicates ownership of the Fort by the Angels.

Putty and paint make the devil a saint


After touching up the odd crack with filler or with the sand and PVA glue mix,
S  the model was spray-undercoated white and the paint-job started. The Black
Ship was painted – well - black(!), with some red-brown detail for contrast,
representing steel plates which have been replaced and which are still in
H  primer colour. The Star Fort hull was given 2-3 coats of a sand colour which
looks a lot like Maltese limestone (Malta being home, for me). What I think of
as landing pads on the Star Fort were painted olive drab, whilst dark blue
O  was used for the roofs of the three remaining building wings. The cranes
were painted an industrial-looking jade green (yep, the cranes at the
shipyard where that colour). Sounds very colourful, but the flat and drab
W  Forgeworld’s Ramillies Star Fort is one of the largest models for the
BFG game, and its characteristic shape and Gothic style make it an
colours used combined with an overall heavy flesh wash equalized the colour
tones. For a spot of variety in the large sand-coloured areas, I had applied
impressive centrepiece for any fleet and battle. When I got mine I
  was thrilled by the broken-down hull, which comes in four large
segments with several other bits: this was yet another opportunity
thin paint layers in some locations. This gives a variation in shade which,
after the wash, reduces the monotone look of the large areas of the model. I
added some ywllow navigation lights and red ends to the gun barrels.
for conversion.
C  I decided to eliminate one of the four long, built-up arms of the hull
I applied Warhammer 40K Space Marine transfers (the shoulder pad
numbers) to some of the landing bays, and finally added the Thunderhawk:
and replace it with a vessel. I guess the inspiration came from my
A  years working at a shipyard: the VERY old Emperor Capital Ship from
Space Fleet days looks as if it’s docked inside the Star Fort, and the
red, with a yellow flame pattern over the wing trailing edges, and metal
details – oh, and the usual flesh wash (I’m a big fan) all over. Finally –
drybrushing over the whole thing with the sand colour used to paint the Star
added cranes contribute to this image. The metal ship has a width
S  which fits perfectly between the segments on either side of it; it also
looks a bit different from the current vessels in BFG, and this helped
Fort followed by a lighter drybrush of white. Matt varnish for protection and
it’s done!
me with…
E  The model
A fun build, that – and although I didn’t win, I bet it’s the heaviest entry of
all - that must count for something!
by Vanvlak, a.k.a. John C. Betts
The model presents a stage when integration of the ship to the Star
Fort is nearly ready. The ship is still mostly black, although some
rebuilt parts are painted in a brick-red primer. Two cranes, which
come from model ships, are still in place – these would be removed
once assembly is done. A good deal of rubble from the impact still
needs to be cleaned away from the upper and lower surfaces of the
Star Fort, to where it gravitated – priority was given to the
integration process, cleaning up will come later!

The metal Capital Ship was simply glued in place between the sectors 16
 


H  I play my Ship, The Wasps Nest, using the rules for Gorbags
Revenge. I really like the concept of sending out massive waves of
O  Fighta-bommerz seems really orky to me so I wanted to add the big
carrier. I already had Deathdeala and I don´t think ork ships should
look alike so I decided to convert a ship from an imperial cruiser like
W  their often described to be in the ork fluff. Then I heard about
Gothicomp 07 which was the big motivator I needed to get me going.

  The ship is built around an imperial cruiser hull which I added some
parts from the ork battleship set and several imperial/chaos gun. I
also did the upper launchbay from a small piece of bamboo which I
C  cut out to fit. I thought the front part of the ship looked a bit to thin
for an ork ship so I added the to chaos plastic command bridges (cut
down to fit). I also used a lot of green stuff of course.
A  Painting: Black spray undercoat. The metal parts are basecoated with
bestial brown and then dry brushed with a mix of 50:50 boltgun
S  metal and codex grey. Green areas are base coated catchan green
and then painted with a mix of catachan and commando green. Then
I do a few successive highlights each time adding more komando
E  kahki.
Red parts was base of dark flesh and then two more layers one a mix
of dark flesh and blood red and then a highlight of pure blood red.

3rd Place
Ork Kroozer
Borka

17
  4th Place
Void Stalker
Canucks Fan




I’ve always wanted to paint eldar in BFG, Painting the ships was a challenge. I
W  but didn’t have the chance until now.
Luckily for me I got a bunch of ships in a
used an airbrush for about 90% of the
work, starting with a base coating of very
trade just in time for Gothicomp 2007. I dark blue. Then, successively lighter
  wanted to create a Giger-like feel for the
ships, and also give them an organic
shades of blue were airbrushed to get the
effects seen. The white tendril-like
quality. The Void Stalker (Spirit of the effects were created by airbrushing
C  Night) was the first attempt. I was
reasonably happy with this, but felt the
almost pure white, and then following up
by hand with a fine brush.
abundance of raised texture limited the
A  “freehand” designs. I decided to try a
conversion, based on the Shadow cruiser.
Thanks to all who voted for these models,
I hope you enjoyed them! A full fleet
The main goal was to give the prow less with some new conversions will be
S  detail on the dorsal surface, to allow for
more freehand painting. The Song of
arriving soon!
- Canucks Fan
Darkness features two rear wings, and a
E  complete dorsal armament overhaul. The
extra wing was cast from the original,
then both wings joined to the hull with 2nd Place
“green-stuff”. All of the weapons Shadow Cruiser
batteries were removed with a drill, then
Canucks Fan
the hull was drilled to allow room for the
new guns. These guns (pulsars, cannons,
whatever you want them to be!) were
cast from the weapons on an epic
vampire, and joined to the hull with
green-stuff.
18
When I decided on a painting scheme for my Tau
  fleet I wanted a real striking and coherent look for
the entire fleet. The second given fact was that I
could not paint the fleet in primary blue tones; since I
already had two ‘blue’ fleets. So I decided on White.

Although it was easy to spray the Custodian white


painting all details and other surfaces made white a
rather difficult choice. This because touching white up
is hard and tedious work.

After I sprayed the hull white I painted all the lines,

S  bridge, exhausts, ‘Warden’ Disc and launch bay holes


with black ink. After that I painted the light blue /
grey-ish parts with Space Wolves grey and

H  highlighted these parts with (heavily) watered down


white.
All batteries, ion cannons & exhausts got painted with

O  Shadow Grey and received an highlight of Codex


Grey.
The Tau symbols base where painted Regal Blue and
W  the symbol Enchanted Blue. Next I applied Mithril
Silver on the symbol followed by a layer of heavily
watered down Enchanted Blue.
  With Red, Green, White & Blue I picked out lights.
After all that I started painting the white hull over
with a couple of watered down layers of White.
1st Place
C  Tau Custodian
blackhorizon
To finish it all I gave the model a thick layer of Glossy
Varnish.
- Roy ‘blackhorizon’ Amkreutz


19
 
 

Dry Dock
 
 
Vessels of the Galaxy
 
  Orks

Cheap Orks: Hulks & Roks


D  By Fafrin

This is an easy and very !!! Now spray the poly with black [I use car/auto primer] this attacks the
Y  cheap way of creating on ork structure of the poly and creates a more realistic surface finish, please note
fleet that also has the benefit that it takes practice to get the amount of spray right and you are not trying to
   of creating great asteroids for
those that don’t use Orks.
paint the poly black [trust me its impossible!] just using the paint as a
modelling aid. [at this point those of you that didn’t blu tack the stands down
will need to pick them up of the floor!].Now use small dabs of super glue [it
D  The starting point is a pack also attacks the poly] to fix the asteroids to the bases.
of ‘flying’ bases and some
O  polystyrene as used in Figure One All it takes now to make asteroids is to base coat with brown or grey and
packaging around breakable then dry brush with lighter colours and finish with white, see fig. Two :
C  goods, the bases are blu
tacked down and sprayed
Figure Two
black [it is important to spray
K  the bases on their own
initially] ,break up the poly
into various sized lumps
including a large one for the
hulk and press onto the
stands [don’t glue them at
this point], see fig. One:

20
 
 
To make the hulk and roks
  it’s simply a matter of raiding
Red Ones go faster!
the bits box and gluing
  turrets, antenna masts etc
left over from other ships
onto the asteroids, see fig.
  Three :

  Figure Three


Hulk and roks encounter
R  an Imperial cruiser.


  



K  Finish of using any paint style you like
and there you go, easy! [it is a good
idea to paint an arrow on the rok base to
show movement direction]

I’ve finished mine in red ‘cos red uns go


faster

Grand Ork fleet two Hulks and twenty


five Roks 12£ /25$ !
That’s 3200 points without Warlords!

21
 
 
O  Officer’s Mess Lounge time

F  Short Story:

I  The Hunt for Red Slaughter


By Duncan Railton

E  The incessant rumble emanating from the massive engines echoed
around the metal decks of the sword class Valiant as she came to her
the other convoy escort had been destroyed rather than crippled.
That way that bastard Voight would not have filed his complaint.
new heading. Captain Langsdorf stood stiffly at his post aware of the
R  oppressive presence of the commissar behind him. But it was too late now. Langsdorf and his crew of just over a
thousand were stuck with the tall hawk featured commissar for the
"Well done captain, we have the traitor cornered at last." duration, until he decided the captain and crew were fit to serve on
’  one of his emperor's vessels.
Langsdorff was surprised by the praise from Herman Kreuzer, it
S  was the first he'd received from the usually acidic tongue of his ship's
commissar since his arrival barely two weeks ago.
"Communication from
communications officer.
the Revenge sir," said the Valiant's

  The captain bristled inside as he recollected the first moment


Kreuzer had come aboard, determined to root out the apparent
"Put it through mister Heinz."

cowardice in the ship's senior staff. A charge levelled at him by the The crackling hiss of static distorted the words of captain Maher,
M petty captain Voight of the Lurcher for his part in the recent disaster master of the escort squadron's other sword class frigate.
of convoy PX17.
E  There was nothing Langsdorf could have done, even the admiral
"Ah Langsdorf!" Maher's voice was full of enthusiasm as the
realisation that the quarry had finally been brought to heel. "We have
agreed. By the time the Valiant had returned from her forward picket him now! I am on an intercept course and ready to follow Valiant's
S  the five chaos raiders had already destroyed the transport vessels
and the Lurcher was facing overwhelming odds. Langsdorf and the
lead."

Valiant could not have helped and the captain found himself wishing Langsdorf allowed himself to smile. The chase had been hard. For

22
 
  seven days the Red Slaughter had led the two imperial ships a merry navy. Filled with plasma and dust the Castius belt spelled danger for
dance around the Castius system, but now the infidel raider had been any vessel traversing it. Void shields would be useless and targeting
O  cornered at last. Venting gases from her engines the traitor vessel
could outrun imperial justice no longer and captain Langsdorf eagerly
arrays would be confused by the belt's massive electromagnetic
fields. Despite everything the captain of the Valiant had to admire his
anticipated the battle which would surely clear his name. counterpart on the traitor vessel. He obviously knew what he was
F  "Indeed captain Maher, our time is at hand."
doing.

The bridge became quiet as the crew waited for the captain's next
F  With a hearty chuckle the captain of the Revenge signed off. order, save for the continual hum of the engines and whirring of logic
Several thousand kilometres off the Valiant's starboard bow the engines. Langsdorf could feel the gaze of the commissar behind him.
I  second frigate would now be straining hard to intercept the enemy
vessel, an angry flashing icon picked out in blood red on the Valiant's
Fingering his ornately braided collar, as he was wont to do when
major decisions had to be made, Langsdorf considered his options.
tactical display. There would be no escape. Wait it out or pursue at full speed? The former would certainly reek of
C  +++
over-cautiousness, not something Langsdorf needed right now, but
the latter invited possible disaster to his ship
and crew, Commissar Kreuzer cleared his throat.
E  Captain Lucius Maher, veteran ship's master for the past twenty
years, shifted in his captain's chair, wondering for the thousandth "Presumably you aren't about to let the traitor escape?" He asked
R  time why the Navy didn't provide suitable seats for men of a more
ample build. Adjusting his position he regarded his bridge crew with
quietly.
The decision had all but been made for him, realised Langsdorf with
pride. The atmosphere was one of tense anticipation. Maher could considerable frustration.
’  not deny he was looking forward to the destruction of the Slaughter,
a renegade raider that had been responsible for thousands of "Of course not commissar," came the stiff reply, "helmsman, alter
Imperial deaths, including his good friend captain Denham of the course to intercept."
S  Chrysalis.
First officer Krauss raised an eyebrow but knew better than to
+++ question the captain's orders. Thirty-three year old Krauss had
  served under Langsdorf for six years and knew the position the
"Captain," said first officer Krauss, leaning over his display lectern, captain now found himself in.
M "the traitor vessel has changed course."
The huge vessel heaved over onto its new course, gaining on its
"Then change ours to intercept," said Langsdorf curtly. He should target with every minute, but the marker on the display marking the
E  not have to give an order twice. chaos ship shimmered and winked in and out of existence as the
vessel entered the edges of the confused dust cloud of the Castius
"My apologies sir, but he is heading for the Castius belt." belt. Still, with the range down to a few thousand kilometres captain
S  Langsdorf was confident the mission could still be achieved.
Irritation rose in Langsdorf's mind and the captain fingered his
S  short moustache and beard, now fully grey after thirty years in the "Captain, incoming transmission."

23
 
  It was Maher. Langsdorf signalled wordlessly for the communications "I don't want any foul ups in there number one." Said Maher
officer to put it through. quietly so no-one else on the Revenge's bridge could hear.
O  "Langsdorf, are you sure we should follow him into the belt? We The first officer nodded.
can wait him out. He can't stay in there forever."
F  "I'm sure captain Maher, if we don't follow the traitor could
"Its that damn commissar making Langsdorf do this captain."

disengage and yet escape. I'm not prepared to let that happen." Maher sighed. Imperial commissars had no place on a Navy ship in
F  his opinion.
There was a pause while Maher considered his reply. Langsdorf and
I  he were the same
rank, but it was Langsdorf who commanded the Sword squadron.
+++

"Master gunner, how long till maximum weapons range?" Asked


C  "As you wish captain, I will intercept in approximately twelve
minutes. Maher out."
Langsdorf.

"Nine minutes."
E  At least the commissar would not be able to level accusations of
cowardice this time. About the same time the quarry would enter the belt reasoned
R  Time slowed for the men on the Valiant's bridge as the distance
closed. Soon the enemy would be in weapons range and feel the
Langsdorf. Looking at the tactical display the blue icon of the
Revenge was also closing fast and would soon be entering the mass
wrath of the Sword's massive forward gun batteries. Combined with of gas and dust. For a moment Langsdorf wondered whether having
’  the firepower of the Revenge, the traitor vessel Red Slaughter stood
no chance.
both imperial ships pursue the Red Slaughter into the confusion of
the belt would be wise, but he knew that only together would they be
sure of the kill. Minutes passed and the range reduced, but the
S  +++ enemy vessel was still out of range.

Maher exchanged a look with his first officer. Following the chaos "Dammit can't we go any quicker." Said the captain, glancing with
  ship into the belt was a bad plan, and the old captain knew it. From frustration at adept Lucius, master engineer and priest of the
the pacing of his number one Maher was aware his views were Adeptus Mechanicus.
M shared but it was Langsdorf's decision.
Though rhetorical, adept Lucius chose to reply, his flat emotionless
"Helmsman," said Maher, "time to belt at current speed?" voice in stark contrast to the tension filling the Valiant's bridge.
E  "Nine minutes captain", came the reply. "We are at maximum speed captain. The engines are working at
their full capacity."
S  Maher exhaled heavily, his oversized navy uniform relaxing on the
captain's bulky frame. He nodded and signalled to his first officer. The reply did nothing to ease the captain's nerves and he wished
S  Maher's number one approached the captain's chair. he

24
 
  hadn't asked. Commissar Kreuzer sighed ever so slightly behind the Captain Langsdorf slowly turned to face his tormenter, the colour
captain's lectern, infuriating Langsdorf. burning in his cheeks. Seeing the captain's pent up rage the
O  "Enemy vessel entering the belt captain," said the first officer.
commissar retreated a step. Langsdorf returned to the display.
Where was the traitor vessel?

F  Langsdorf watched the display as the icon representing the Red


Slaughter flickered then winked out of existence. Leaning over the
+++

thick glass screen he clenched his fists and groaned. The sensors had Shimmering dust and gas shrouded the Revenge as the pitted
F  failed as predicted. The only way to pick up the trail now was to armoured prow of the Sword class frigate pushed its way through the
follow the vessel in and get close. Too close for Langsdorf's liking. Castius Belt. On the bridge captain Maher and his first officer stood
I  "Thirty seconds to the belt."
leaning over the main tactical lectern in the centre of the room,
directly below the decorated vaulted ceiling. Both men were
frowning.
C  Langsdorf acknowledged his first officer with a cursory wave
without looking up from the display. The ships automated systems "Bloody nothing. You see that?"
began to take over, lowering the adamantium blast shields over the
E  forward viewing windows in preparation for entering the belt. The First officer Callum had to agree. The tactical display on the
blackness of deep space shrank and was then shut out as the shields Revenge was indeed blank, but swearing and getting red-faced, as
R  closed with a heavy metallic clang. Maher was, wasn't going to change that. However after serving with
the old man for ten years Callum was used to such outbursts.
"Entering the Castius belt now sir," said Krauss.
’  Lansdorf watched with a feeling of dread as all the icons on the
"Throne of Earth! We're blind in here!"

display vanished, leaving only the blue eagle in its centre Callum didn't reply, knowing the captain was relieving his
S  representing the Valiant herself. frustration in his own unique way.

"Communications non functional captain." After a few more curse filled seconds the first officer's attention
  was drawn to a brief flash on the display. It wasn't there long but for
"Void shields ineffective." a second a white icon had appeared of the stern of the ship.
M The reports came in from his senior staff with implacable "Captain, I think there is something else in here."
predictability. This was bound to happen. His ship was now blind and
E  defenceless. Why did he follow the chaos renegade in here? Minutes
passed and Langsdorf's frustration grew.
Maher stopped mid stride as he paced up and down the bridge.
Returning to the display lectern he saw the same icon appear, briefly
glowing white, indicating a vessel only a couple of hundred
S  "I think you've lost her captain," said commissar Kreuzer with a kilometres distant. Then, as the two naval officers watched, the icon
marked hint of disapproval. appeared again, this time glowing blue. Without taking his eyes off
S  the display Maher gave his orders.

25
 
  "Comms, get me Langsdorf." "I am still in command of this ship," hissed the captain, "I will not
fire on an unidentified vessel!"
O  "Communications are being blocked by interference," came the
immediate reply. All eyes were fixed on the confrontation in the centre of the
Valiant's dimly lit bridge. Only the mindless servitors, wired into their
F  Maher's eyes locked with those of his first officer noting his look of
concern was shared by his number one. The Valiant was directly
posts, continued their duties. First officer Krauss looked nervously
from Kreuzer to Langsdorf while the gunnery officer stood ready to
behind Revenge and there was no way of knowing whether Langsdorf unleash the devastating firepower of the frigate's forward batteries.
F  could see them.
"Range five hundred kilometres, course 340," said Krauss,
I  +++ "captain, it's the Slaughter, it must be."

A flicker of light flashed into existence on the Valiant's tactical The commissar leaned over the captain's lectern, bringing his stern
C  screen, glowing white just a few hundred kilometres off the ship's
port bow. Krauss noticed first and shouted to his captain, his voice
face inches from Langsdorf's, his whisper audible only to the captain.

quavering with excitement. "If you do not open fire, captain, you're career in this navy will be
E  over. I will have you court-martialled for cowardice!"
"Vessel at 340 degrees captain! Range, three hundred
R  [Link] have a firing solution." The words stung Langsdorf to his very core, but the commissar had
left him no choice. He held the commissar's gaze for a few seconds
"Wait," commanded Langsdorf, "We must await target verification." before returning to the tactical display. The icon was still flashing
’  Langsdorf willed the flickering white icon to glow red, identifying it
white indicating an unidentified target. It had to be their quarry.
From its course and speed there was no way it could be anything else
as an enemy, but the change would not come. If he waited too long could it? In any case Kreuzer had left him no choice. With an
S  the target lock might be lost. unsettling feeling in the pit of his stomach the captain gave the only
order he could.
"Sir, range increasing to four hundred kilometres. It must be the
  Red Slaughter." "Open fire."

M "We have to be sure." +++

Commissar Kreuzer strode forward impatiently, standing beside the "Energy spike directly astern!"
E  captain, his face dark and insistent.
Maher noted the edge in the young lieutenant's voice, indicating his
"Captain Langsdorf," he said, "must I remind you of your sacred fear.
S  duty to the emperor? You have the enemy in sight, you must open
fire!" "Comms?" Asked the captain desperately, looking over to the
S  officer manning the communications console.

26
 
  Taking the heavy headphones off his ears the lieutenant looked at First officer Callum frowned as he struggled to take in the
his captain with a look which made Maher sick to his stomach. They information flashing in red and yellow across his screen.
O  couldn't raise the Valiant. Idiots! Couldn't they see the Red Slaughter
must have disengaged? "We've lost engines and aspect control captain. Another shot like
that and we're done for."
F  "The Valiant's firing sir!"
As if Captain Maher didn't know.
Maher quickly returned to his chair, followed by his first officer.
F  "Valiant's firing again captain!"
"All hands brace for impact, helmsman take evasive action!"
I  The crew followed their captain's orders without question, activity
Maher waited in grim resignation as he imagined the massive
projectiles slicing through the gas and dust, covering the distance
breaking the atmosphere of fear and tension on the Revenge's between the two ships in mere seconds. There was nothing he could
C  bridge, but Maher knew it wouldn't do any good. They were too close
and their shields were inoperative. Only a miracle would save his ship
do now.

now. The second volley of fire from the Valiant hit the Revenge along the
E  length of her port side, rupturing the ship's armour and spilling
"By the Emperor get me Langsdorf!" atmosphere out into the vacuum of space. Hundreds died in the
R  +++
initial impact but more suffered an agonising death as the breath was
sucked from their lungs as the pressurised compartments vented into
the void. Secondary explosions tore the ship apart, splitting the
’  On the Valiant the tension of the bridge immediately evaporated in
the frenetic activity that followed as the crew carried out their duty.
mighty vessel in two, sending the aft portion spinning away from the
prow, plasma and gasses pouring from the wounds torn in the
Having given the order to engage the captain became an island of Revenge's hull.
S  calm in a sea of barked orders and shouts. With a mighty shudder
the Valiant's forward guns opened fire, rocking the ship and causing The ship's bridge was a scene of total chaos. With the artificial
the lights to flicker. Again and again the batteries fired, sending gravity gone crewmen struggled to stay at their posts. Many were
  thousands of high velocity projectiles slicing through the void. At this screaming but most were still trying to carry out their duty and
range they couldn't miss. The icon on the display screen flashed wrestle some control over the convulsing ruins of their doomed
M orange then grey, indicating a kill. vessel.

+++ "Shut down the main reactor", screamed captain Maher over the
E  As the first volley impacted with the unprotected stern of the
deafening roar of explosions emanating from the heart of his ship,
"We must disengage!"
Revenge the bridge rocked violently, sending anyone not seated
S  sprawling to the cold mosaic-patterned floor. "It's too late", roared the first officer, "We must abandon."

S  "Damage report!" Barked Maher.

27
 
  First officer Callum's words were sucked from his throat as a Armoured prow? Horror gripped Langsdorf as he stared in disbelief
devastating explosion ripped through the command section, buckling at the wreck drifting across the prow of his ship. Gradually the
O  the adamantium walls and blasting an ugly gaping hole in the side of
the bridge. Many of the bridge crew were sucked, still alive, into
triumphant cheering on the bridge was silenced as every man stared
in shock at the scene of carnage. As the Valiant passed within ten
space, their screams rendered silent in the vacuum of space. kilometres of the devastation the nameplate of the vessel spun into
F  Those who clung on suffered no better fate as superheated plasma
view. It simple read: ‘Revenge’.

escaping from the ruptured power core vaporised them in seconds. Sweating profusely with his eyes wide in disbelief, commissar
F  Less than a minute later all the bridge crew were dead. They were Kreuzer turned to face the captain of the Valiant, his trembling hands
lucky. In the twisted wreckage of the Revenge's two drifting sections brandishing a laspistol levelled at Langsdorf's head.
I  men still lived, doomed to a slow death as their oxygen ran out in the
still sealed compartments of the forward weapons decks. "Captain Langsdorf," said the commissar, struggling to stop his
voice from cracking.
C  +++
"You have failed in your duty to the emperor and destroyed on of
The guns ceased firing and several of the bridge crew cheered the the imperial navy's vessels."
E  victory. They had gone in after the chaos renegade where the traitors
had thought they wouldn't be followed. Red Slaughter had paid for Captain Langsdorf managed a smile. Of course it would turn out
R  that arrogance. Even commissar Kreuzer was smiling.
The one man not rejoicing was captain Langsdorf. For him the
like this. In the heat of battle his fears of being labelled a coward had
allowed him to act against his judgement. It didn't matter that the
victory was hollow having been forced into the action by the commissar practically ordered him to open fire on an unidentified
’  unwanted intervention of the commissariat. The captain sighed and
ordered the ship about to investigate the drifting wreck of the enemy
vessel. Straightening his uniform and holding his head high Langsdorf
accepted the inevitable.
vessel.
S  "Open blast shields, let's get a visual conformation of the kill."
"Long live the Imperium." He said before the shot rang out.

+++
  The crew complied with their usual efficiency with which Langsdorf
was highly satisfied. Slowly the vast metal sheets retracted revealing
M a scene of devastation set to a backdrop of shimmering orange and
red, the colour of the Castius deeps. There was no question the guns
of the Valiant had done their job. Floating in the void the hulk in front
E  of them had been broken in two by the fury of the ship's fusillade.
Wreckage floated listlessly in space as the ship's broken sections
burned with internal fires, the armoured prow blackened and pitted
S  by the impacts of the Valiant's weaponry.

28
 
 
V  Void Stalker
Scenarios & Campaigns

Scenario
I  Who Goes There?
WARNING IF YOU HAVE NO INTEREST IN PLAYING ORKS READ NO FURTHER - IT’S FOR YOUR
D  BENEFIT!
By Alun ‘Fafrin’ Lucas
 
THIS IS A FUN SCENARIO THAT WE HAVE
S  PLAYED A NUMBER OF TIMES AND ENJOYED. I
MAKE NO CLAIMS FOR BALANCE, SO IT
SHOULDN’T BE TAKEN SERIOUSLY
T  A SCENARIO FOR HULKS AND ROKS

A  For those of you who have made or plan to


make the hulk and roks, this is a great
scenario to introduce other players to them.
L  When I first played this, I didn’t let the
other players know what they would be
facing. I took the Ork player aside and
K  explained what would be happening (to his
delight) but the two players who took the

E  Imperials were kept in the dark until the


Orks moved. Cue shock all round!

R  The scenario is played lengthways along a


standard 6x4 (180cm x 120cm) table with
terrain set out as in fig. 1.

29
 
  The Imperial players start along the The Imperial fleet
opposite base line and are advised to move
V  their minimum move until enemy ships are
discovered, when standard rules apply.
The Search

O  I suggest 1000 points for each force as this


gives about 2-3 hours of game time.

I  The Imperial players are briefed as follows


and told that, on each turn, each capital
ship scans for enemies; each ship rolls a d6
D  with a 6 giving a ‘ping’ of discovery. The
first ‘ping’ for each ship informs them that
there is something located in one of the
  rearmost asteroid clusters [determine
which cluster randomly 1-2 3-4 5-6]. The
second 6 by the same ship confirms the
S  presence of enemy ships in that cluster
[but not what type of enemy!]. The
Imperials should move forward slowly until
T  they reach the orbit of the smaller planet,
which is set at 60cm from the rear asteroid
clusters. This activates the Ork ships which
A  can then move and fight normally. [Note:
up to this point the Ork ships are
represented by asteroids]. Victory is
L  achieved by the Imperials with the
destruction of the Hulk.


Imperial briefing :

E  You have recently lost contact with one of


your colonised worlds in the [Insert suitable
region.] and have been dispatched to

R  investigate. You should proceed with all


caution,but the destruction of any foes is of
Contact!
paramount importance!

30
 
 
V  Void Stalker
Scenario’s & Campaigns

Campaign
I  The Domination of Herculis
By Mitch

A note on Tyranids
  When I originally ran this campaign, a
friend with a Tyranid fleet joined in later,
S  Introduction
A note on other races with different objectives suited to the
motivations of the hive mind. Instead of
taking and holding 6 systems, it was
T  This campaign is intended for 3 players,
namely Imperial, Chaos and Eldar. The
This campaign can easily be adapted to
include more players, and/or different races decided he had to simply ‘devour’ all 10
systems, by capturing them. Once the
with very little work. The two ‘objective’
Herculis subsector contains 2 worlds of systems had been held for a turn, it was
A  interest, one a human splinter colony
(Auriga) that the Imperial forces are keen
systems can be considered simply as a
Splinter Colony (any race) and an Artefact deemed the hive fleet had stripped any
natural resources for conversion into
World (any race). The overall objective is to
to liberate. Chaos forces are just as keen to biomass, giving it the maximum repair
L  enslave Auriga, but also have equal interest
in the Eldar heritage world, Umbriel, which
capture 6 of the subsector’s systems, one
of which must be an objective system. points possible for the system, but as a one
off (Tyranids have no concept of
Suitable races interested in the splinter
they know may give them access to Eldar sustainable living!). Note that devoured
K  secrets. The Eldar have little interest in the
human splinter colony, and are concerned
colony (aside from Imperium/ Space
Marines/ Ad-Mech) might be Tau or Eldar, systems can still be held by other races.
While they will generate no repair points,
while almost any other race would be
only with taking and holding their Heritage they will still have a tactical purpose.
E  world.
interested in an artefacts world.

Campaign rules
R  Except where stated below, campaign rules
are the same as stated in the BFG rulebook.

31
 
  The Campaign turn Victory conditions

V  1. Determine Initiative & decide order of


play
between two of their own occupied
systems, they do not have to declare
For Imperial, Chaos and Eldar forces, the
overall objective is to control 6 systems, in
2. Move any forces which players wish to the move, but must record it on the order to dominate the Sub-sector and win
O  3.
move
Reveal location of forces (if required to)
ship’s log, to avoid any disputes. Once
all moves have been made and fleets
the campaign. Each race has a specific
system that they must include among the 6
& fight any battles occurring have been revealed, any battles arising needed in order to win, as follows:
I  4. Move any
compulsory moves
retreating forces on are fought out. The defenders (whoever
has a permanent presence in the • Imperial – Six systems including
5. Roll for appeals, make repairs, receive system ie: defences, or gets there first) Auriga
D  reinforcements, etc. get to choose which Battlezone the
encounter will be fought in, if they are
• Chaos – Six systems including either
Umbriel or Auriga.
mobile (ie: ships only). Otherwise they • Eldar – Six systems including Umbriel.
  Notes
must make a stand at their outermost
defences in the system if they have
1. Determine Initiative – Players roll a any. Attackers (ie: ships arriving in the
S  D6 at the start of each campaign turn,
the winner decides whether to move all
system) must go with the defender’s
decision, but get the first turn if a battle
his forces first or last. is fought, which gives them a chance to
T  2. Move forces – Players move all of
their forces in the order agreed as
flee by disengaging if they wish. Players
may make a mutual decision not to
above. They do not have to move fight if they wish to.
A  forces if they do not wish to, but all
forces wishing to move must do so
4. Move retreating forces – Once the
outcome of any battles have been
simultaneously. Forces may make a
L  single warp jump with each move,
which will take them from one star to
resolved, any surviving ships which
disengaged may make a single warp
jump to the nearest friendly system, or
the next closest.
K  3. Reveal forces & fight battles – Once
all players have made their moves for
back in the direction they came from if
no friendly systems are nearby.
Retreating forces will always go to a
that turn, each player announces the
E  location of their ships if they moved to 5.
friendly system if there is a choice.
Appeals, Repairs, Reinforcements –
a system they have previously never These are all done as described in the
been to and/ or it is enemy held. This is
R  done in order of initiative, and must be
BFG rulebook.

recorded in the ship’s log. If moving

32
 
  The Herculis Sub-sector

V  The Sub-sector is made up of ten systems,


as shown on the map. The six Outer
systems are the entry points for forces
O  entering the region, and must be passed
through in order to reach the four Core Core systems unknown alien race, now long dead. All that
systems in the centre. remains is an automated mining and repair

I  Auriga – A Civilised world supporting a


human splinter colony, they have
facility in orbit around the system’s sole
planet. The facility has a benign artificial
Outer systems comparable technology to 20th Century intellect, and will consent to repair the

D  These systems are all Uninhabited, and


Earth. If controlled by Imperial forces or
enslaved by Chaos, this system generates
ships of whoever controls the system using
fleets of robot miners to extract resources
generate the same number of repair points +2 repair points. Eldar do not get this from the planet below. As a result Majoris
  as described in the BFG rules (1, regardless
of Reknown, although orbitals will increase
bonus. generates the same repair points as a
Mining system.
this by +1). They are: Arich, Ophiucus,
S  Albireo, Porrima, Fornax & Chiron. Umbriel – An ancient Eldar Heritage world
with many powerful artefacts buried
Oberon – Also an Uninhabited system,
Oberon is an ancient battle site, where
beneath its surface. If Eldar control this whole armadas of ships have destroyed
T  system it counts as a Pirate base for the
purposes of generating repair points. To
each other and several of the planets which
once existed here. Any forces controlling
Imperial & Chaos and forces Umbriel counts the system may scavenge the debris fields
A  as an Agri-world, although Chaos can gain
limited access to some of the artefacts so
for refits, and gain a free refit roll each
campaign turn, in addition to any other
gain a +1 bonus to repair points generated appeal rolls they are entitled to. In
L  if they control the system. addition, any orbitals in the system will
generate +2 repair points instead of the
Majoris – Is an Uninhabited system, usual +1, since they have access to greater
K  although it was once inhabited by an resources when making repairs.


33
 
  General Campaign rules Appeals/ Reinforcements – Players
receive reinforcements as normal by using
V  Starting Forces – Each player starts with
a 1500 point force, and has a single
appeal rolls, and may select either a single
capital ship or an escort squadron of up to
commander with Ld8 and 1 reroll (or zero the specified number (see BFG rules).
O  Ld bonus if Eldar), plus a single point of
Reknown.
Alternatively, players may select defences
instead, and may select a single space
station (orbital dock or spire), or a
I  Reserves/ Reinforcements – Each player
has a pool of 1000 points of reinforcements
squadron of up to 5 defence platforms for
each appeal roll. Imperial and Chaos
from which they may draw any new ships, players also gain access to additional
D  chaos lords etc, which they request. The
cost of defences and other orbitals (like
defences and system ships, as detailed in
their fleet lists.
space stations, spires and orbital docks) are
  not deducted from the 1000pts pool, and
are effectively unlimited, though appeal
Placement of defences – Defence
platforms and space stations are usually
rolls are still used up to requisition them. found orbiting planets or moons, but may
S  Once the 1000pts is gone, that’s it, no
more reinforcements in the form of ships
equally orbit the star itself, in
interplanetary space. Therefore, defences
are available, though the player may may be placed in any battlezone in a
T  continue to appeal for defences. system, not just ones where a planet
exists.
Defences & occupying systems –
A  Players must occupy systems in order to
gain the repair points they generate, there
Repair points – Repair points generated
by systems can only be used by damaged
are two ways to do this. Either a ship (at ships which are actually stationed or have
L  least 1 escort, no maximum limit) must be
left in the system to guard it, or a defence
arrived in the systems generating the repair
points. This is different to how the repairs
of some kind may be bought with an appeal work in the BFG rulebook, but more
K  and stationed in the system as a permanent
presence. There is no upper limit to the
realistic since it means players do not have
a pool of RP’s they can dip into regardless
number of defences a system may have. In of where they are. So for example, Imperial
E  addition, if a system has at least one space
station, spire or orbital dock present, it
ships stationed at one of the uninhabited
systems which has orbital facilities could
generates +1 repair points, however this draw on up to 2RP’s (normally 1RP) each
R  bonus is not cumulative with multiple space
stations being present.
turn spent at the system to repair damage
with.

34
  Chaos/ Tzeentch
Eldar pirates
As one of Ahriman’s most favoured
  Imperial Navy Champions, you have been given a great Your captain is contacted by an outcast
Farseer from the Ulthwe Craftworld with a
opportunity to win Tzeentch’s favour by
embarking on a mission to a region called revelation, and a portent of disaster that
V  Rogue Trader reports of a recently
discovered human splinter colony in the Herculis. Your master has commanded you will befall the Eldar race, unless you and
your Adventurers can intervene to change
Herculis Sub-sector, have recently been to lead an invasion fleet into the Sub-sector
and seize control of it and at least one of its the path of the future. It seems that doom
O  brought to the attention of the Hyperion
Battlegroup’s High Command. Prospector prime systems, the Human splinter colony is coming to ancient Umbriel, one of the
original colony worlds from the halcyon
scans have revealed the Auriga system at Auriga, or the Eldar Heritage world at
age, before the time of the fall. Uninhabited
I  contains high levels of transition elements
and other useful minerals, and supports an
Umbriel, in order to prove your strength
and guile. now, except the spirits of ancient Farseers
dwelling in the crystal forests, the Heritage
uncorrupted human population of around
world is visited only occasionally by
D  four billion, so would make a valuable
addition to the Imperium if it could be
The human colony at Auriga is primitive
and would be easily conquered and Farseers seeking wisdom, and by the
enslaved, and would provide a useful Rangers entrusted watch over the planet.
reintegrated. Possessing only limited 20th
The ruins of the old cities can still be found,
  Century-level technology, the inhabitants
could easily be brought under the auspices
workforce for the repair of your ships. In
addition, the system is rich in resources, so and contain many artefacts, some of which
would further enhance the efforts of the still work, so it is important to ensure these
of the Imperial faith and would likely
do not fall into the hands of the Monkei or
S  respond favourably to first contact. population in the name of Tzeentch. Your
master warns you however, that the hated the forces of Chaos.
Based on these reports, the Hyperion High Imperium may soon develop an interest in
T  Command has decreed that
Expeditionary force be dispatched to
an the system, so your strength may be tested
here.
The Farseer has foreseen many paths,
several leading to Umbriel’s destruction at
the hands of Ahriman who, it seems, has
Herculis to secure the Sub-sector and
A  prepare Auriga for reintegration into the
Imperium. There is no time to lose
The Eldar planet at Umbriel on the other
hand, has secrets to reveal, hidden in the
discovered the location of Umbriel and even
now may be sending forces to seize it.
crystal forests on its surface. Inhabited by Worse yet, the Rangers have sent you
however, since ancient records have
L  indicated sporadic Eldar activity in the Sub-
sector, so the aliens may still have an
the souls of ancient Farseers, if you could
gain control of the Heritage world your
disturbing reports that there may be a
Tyranid splinter fleet approaching the
sorcerers could tear the knowledge of the region, so there is no time to lose. The
interest in the region. The fact that the
K  population is untainted by Chaos is also
significant, and a major incentive to reach
planet’s artefacts from their minds, and use
it to maintain your fleet. However, ancient
savage investigations of the corrupted ones
would be sacrilege enough, but if the Great
records reveal the Eldar have visited the Devourer were to find Umbriel, it would be
the system before it comes to the attention
E  of the Ruinous Powers. system on a number of occasions over the
millennia, so you must assume that they
utterly destroyed. Therefore, you must gain
control of the L’laith Sub-sector (known to
will try to prevent you taking Umbriel, and the Monkei as Herculis) as quickly as
Victory conditions
R  Gain control of the Sub-sector by holding
six systems, one of which must be Auriga.
be ready. possible, and protect Umbriel at all costs.

Victory conditions Victory conditions – Gain control of the


Gain control of the Sub-sector by holding Sub-sector by holding six systems, one of
six systems, one of which must be either which must be Umbriel.
Auriga or Umbriel.

35
  Name: Arich System type: Name: Ophiucus System type: Name: Albireo System type:
Uninhabited Uninhabited Uninhabited
  Star type: G-type Repair pts: 1 (+1 Star type: A-type Repair pts: 1 (+1 Star type: Red dwarf Repair pts: 1 (+1
nascent for orbitals) giant/ White dwarf for orbitals) for orbitals)
binary
V  Battlezones & Celestial phenomena:
Zone Phenomena Battlezones & Celestial phenomena:
Battlezones & Celestial phenomena:
Zone Phenomena
Flare Solar flares, Gas Zone Phenomena Flare Solar flares, small
O  giant, D3 gas clouds,
D3 plasma clouds
Flare Solar flares, Gas
giant Mercurial
planet (dead)
D3 dust clouds
Mercurial Mercurial Solar flares, D3+1
I  Inner Biosphere asteroid fields, D3
Inner Biosphere
Prime Biosphere
Small planet (dead)
Asteroid belt, D3 dust
dust clouds
Prime Biosphere clouds
D  Outer Reaches Small planet (dead),
2D3 asteroid fields,
Inner Biosphere Small planet (dead),
D3+1 asteroid fields,
Outer Reaches Gas giant +1 moon,
D3+1 dust clouds
D3 dust clouds
D3 dust clouds Deep Space
  Deep Space D3+1 asteroid fields Prime Biosphere
Outer Reaches
Notes: None
Notes: None
Deep Space White dwarf (binary
S  star) Name: Porrima System type:
Uninhabited
Notes: Sunward edge unaffected by
Star type: G-type Repair pts: 1 (+1
T  Name: Fornax System type:
alignment of binary
nascent/ Red dwarf for orbitals)
binary
Uninhabited
A  Star type: O-type Repair pts: 1 (+1
Battlezones & Celestial phenomena:
Zone Phenomena
ancient for orbitals) Name: Chiron System type:
Flare Solar flares, radiation
L  Battlezones & Celestial phenomena:
Zone Phenomena
Uninhabited
Star type: Red dwarf Repair pts: 1 (+1
Mercurial
bursts
Dust belt, D3+1
Flare Solar flares, radiation for orbitals)
asteroid fields
K  bursts Battlezones & Celestial phenomena:
Inner Biosphere Small planet (dead),
Mercurial Radiation bursts Zone Phenomena dust belt, D3 asteroid
E  Inner Biosphere Small planet (dead),
radiation bursts
Flare
Mercurial
Solar flares
Small planet (dead) Prime Biosphere
fields
Small planet (dead),
Prime Biosphere Inner Biosphere D3+1 dust clouds
R  Outer Reaches Gas giant +1 moon Prime Biosphere Gas giant +1 moon Outer Reaches Gas giant +2 moons,
D3 asteroid fields
Deep Space Gas giant, D3 Outer Reaches D3+1 asteroid fields
asteroid fields Deep Space Deep Space D3 asteroid fields, D3
Notes: None dust clouds
Notes: None
Notes: Binary star, roll twice to determine
sunward edge

36
 
Name: Majoris System type: Name: Oberon System type: Name: Umbriel System type: Agri-
  Uninhabited
Star type: Red dwarf Repair pts: 2-4 (+1 Star type: G-type
Uninhabited
Repair pts: 1 (+2 Star type: O-type
world
Repair pts: 1-3 (3-
for orbitals) stable for orbitals) stable 12) (+1 for orbitals)
V  Battlezones & Celestial phenomena: Battlezones & Celestial phenomena: Battlezones & Celestial phenomena:
Zone Phenomena Zone Phenomena Zone Phenomena
O  Flare Solar flares, D3+1
asteroid fields
Flare Solar flares, D3+1
plasma clouds
Flare Solar flares, radiation
bursts
Mercurial Mercurial Mercurial Gas giant, radiation
I  Inner Biosphere Small planet* (dead) Inner Biosphere Asteroid belt, debris bursts, D3 dust
clouds
Prime Biosphere Asteroid belt field, D3+1 dust
clouds Inner Biosphere
D  Outer Reaches Gas giant, D3 dust
clouds Prime Biosphere Asteroid belt, debris Prime Biosphere Small planet +1
field, 2D3 dust clouds moon(living)
Deep Space
  Notes: Alien robotic repair facility. Orbits
inner planet*, system generates repair pts as
Outer Reaches Gas giant, D3+1
asteroid fields
Outer Reaches Small planet (dead),
D3 asteroid fields
a mining system. Deep Space Gas giant, D3 dust Deep Space
S  clouds
Notes: Ancient battlefield (see special
Notes: Eldar heritage world. To Eldar,
generates repair pts as a pirate base (3-12),
phenomena rules). Generates a free refit roll Tzeentch gains +1 repair pts.
T  Name: Auriga System type:
(4+) each turn to whoever controls system.

Civilised
A  Star type: G-type Repair pts: 1-6 (+1
stable for orbitals)
L  Battlezones & Celestial phenomena:
Zone Phenomena
Flare Solar flares
K  Mercurial
Inner Biosphere Small planet (dead)
E  Prime Biosphere
Outer Reaches
Small planet (living)
Gas giant +2 moons
Deep Space D3 Asteroid fields, D3
R  dust clouds
Notes: Human splinter colony. Imperial/
Chaos forces gain +2 repair pts if they control
Auriga

37
 
  Outer systems
Herculis Sub-sector

V  Ophiucus – Blue star (top right)


Albireo – Red star clockwise from Ophiucus
(right)
O  Arich – Yellow star counter-clockwise from
Ophiucus (top left)
Porrima – Yellow star clockwise from
I  Albireo (bottom right)
Fornax – Orange star clockwise from
Albireo (bottom left)
D  Chiron – Red star clockwise from Fornax
(left)

 

Notes
T  Dotted lines indicate warp routes ie:
legitimate routes of travel. Numbers
indicate number of turns required to travel
A  distance. The 6 outer systems (arranged in
a hexagon) are 2 turns warp travel from
the 4 core systems, but only 1 turn’s travel
L  from each other. The inner core systems
are 1 jump from each other.

K  Core systems

E  Auriga – Yellow star in centre


Umbriel – Orange star 11 o’clock from
Auriga
R  Oberon – Yellow star 8 o’clock from Auriga
Majoris – Red star 4 o’clock from Auriga

38

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