updated to match 1.11

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Rory Hinnen
2026-08-23 10:13:03 -05:00
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@@ -375,7 +375,7 @@ This document doesn't include all of the lore that was present in the original R
<dt>Fire Arc:</dt><dd>Weapon systems may only fire in particular directions depending on where they are mounted on the ship. Both the cruisers shown mount most of their weaponry in broadsides on either side of the ship. Few vessels mount any rear facing weapons &mdash; their engines are too massive and the thermal &lsquo;backwash&rsquo; they create makes targeting almost impossible.</dd> <dt>Fire Arc:</dt><dd>Weapon systems may only fire in particular directions depending on where they are mounted on the ship. Both the cruisers shown mount most of their weaponry in broadsides on either side of the ship. Few vessels mount any rear facing weapons &mdash; their engines are too massive and the thermal &lsquo;backwash&rsquo; they create makes targeting almost impossible.</dd>
</dl> </dl>
<h3 id="basesize">Base Size</h3> <h3 id="basesize">Base Size</h3>
<p>There are two base sizes: small (32 mm diameter) and large (60 mm diameter). Any ship or defence with either 3 or more shields OR greater than 10 Hits must use a large size base. However, any capital ship can elect to use a large base and is considered to have Tractor Fields for free. Tractor fields have no effect except making it easier for the ship to ram and/or board due to its larger base size, in exchange for being a larger ordnance target.</p> <p>There are two base sizes: small (32 mm diameter) and large (60 mm diameter). Any ship or defence with either 3 or more shields OR 11 or more Hits must use a large size base. However, any capital ship can elect to use a large base and is considered to have Tractor Fields for free. Tractor fields have no effect except making it easier for the ship to ram and/or board due to its larger base size, in exchange for being a larger ordnance target.</p>
<h2 id="leadership">Leadership</h2> <h2 id="leadership">Leadership</h2>
<p>Even the smallest stellar craft is a marvel of engineering, packed with machinery and technology of the highest sophistication. The truly massive stellar warships are almost impossible to comprehend in their complexity, with thousands of crew members performing millions of tasks to keep the whole vessel in working order. It is said that no single man could fully understand all of the machinery and systems that work together to make such a vessel function. Nonetheless, it is ultimately the captain and crew who will determine how well a ship performs in combat. A ship under the command of an inspiring captain with a dedicated, well-trained crew can consistently outrun or outgun enemy vessels.</p> <p>Even the smallest stellar craft is a marvel of engineering, packed with machinery and technology of the highest sophistication. The truly massive stellar warships are almost impossible to comprehend in their complexity, with thousands of crew members performing millions of tasks to keep the whole vessel in working order. It is said that no single man could fully understand all of the machinery and systems that work together to make such a vessel function. Nonetheless, it is ultimately the captain and crew who will determine how well a ship performs in combat. A ship under the command of an inspiring captain with a dedicated, well-trained crew can consistently outrun or outgun enemy vessels.</p>
<p>In Battlefleet Gothic, the expertise of a captain and his crew is shown by the ship&rsquo;s Leadership value: the higher it is, the better the captain and crew. Leadership is very important, because ships must test against it if they wish to use special orders.</p> <p>In Battlefleet Gothic, the expertise of a captain and his crew is shown by the ship&rsquo;s Leadership value: the higher it is, the better the captain and crew. Leadership is very important, because ships must test against it if they wish to use special orders.</p>
@@ -503,7 +503,7 @@ This document doesn't include all of the lore that was present in the original R
<p>Some circumstances will make it easier or harder for a vessel to use special orders. To represent this, there are two modifiers that can apply to Command checks, one positive and one negative. Under no circumstance can a ship&rsquo;s Leadership be modified higher than Leadership 10. A leadership check roll of 11 or 12 always fails unless SPECIFICALLY stated otherwise.</p> <p>Some circumstances will make it easier or harder for a vessel to use special orders. To represent this, there are two modifiers that can apply to Command checks, one positive and one negative. Under no circumstance can a ship&rsquo;s Leadership be modified higher than Leadership 10. A leadership check roll of 11 or 12 always fails unless SPECIFICALLY stated otherwise.</p>
<dl> <dl>
<dt id="underfire">Under Fire -1</dt> <dt id="underfire">Under Fire -1</dt>
<dd>If a ship has Blast Markers in contact with its base, it is under fire and suffers a -1 modifier to its Leadership. Blast Markers are described more fully in the Shooting section of the rules. For now it&rsquo;s simply worth knowing that they represent weapon impacts, debris clouds, and other impediments to calm and orderly ship operation.</dd> <dd>If a ship has any Blast Markers in contact with its base, it is under fire and suffers a -1 modifier to its Leadership. Blast Markers are described more fully in the Shooting section of the rules. For now it&rsquo;s simply worth knowing that they represent weapon impacts, debris clouds, and other impediments to calm and orderly ship operation.</dd>
<dt id="enemycontacts">Enemy Contacts + 1</dt> <dt id="enemycontacts">Enemy Contacts + 1</dt>
<dd>Enemy ships on special orders create anomalous energy emissions which make it much easier for the ship to detect them and react quickly. For this reason the ship gains a +1 modifier to its Leadership value if any enemy ships are on special orders.</dd> <dd>Enemy ships on special orders create anomalous energy emissions which make it much easier for the ship to detect them and react quickly. For this reason the ship gains a +1 modifier to its Leadership value if any enemy ships are on special orders.</dd>
</dl> </dl>
@@ -737,7 +737,8 @@ This document doesn't include all of the lore that was present in the original R
<p><em>Notes:</em> To save space, both cruisers and battleships are referred to as capital ships on the Gunnery table. If a squadron has a firepower value greater than 20, look up 20 and the remaining value separately and add them together. For example, a squadron of two Carnage cruisers can have up to firepower 32 in one broadside, or firepower (20+12).</p> <p><em>Notes:</em> To save space, both cruisers and battleships are referred to as capital ships on the Gunnery table. If a squadron has a firepower value greater than 20, look up 20 and the remaining value separately and add them together. For example, a squadron of two Carnage cruisers can have up to firepower 32 in one broadside, or firepower (20+12).</p>
<p class="footnote">*Defences (for example ground based defences and satellites) and ordnance targets are not affected by orientation. A ship must move at least 5 cm to not be targeted as defences</p> <p class="footnote">*Defences (for example ground based defences and satellites) and ordnance targets are not affected by orientation. A ship must move at least 5 cm to not be targeted as defences</p>
<h3>Splitting Fire</h3> <h3>Splitting Fire</h3>
<p>A ship can elect to split the firepower of its weapon batteries or lances between several enemy vessels, but only after halving the effect of the weaponry as a result of special orders, crippling damage and so on.</p> <p>A ship can elect to split the firepower of its weapon batteries or lances between several enemy vessels.</p>
<p>If the effect of weaponry is halved as a result of special orders, crippling damage and so on, this applies before firepower is split between targets.</p>
<p>You cannot split weapons battery or lance fire of any type at a single target!</p> <p>You cannot split weapons battery or lance fire of any type at a single target!</p>
<p>Ships with multiple weapons in a given fire arc may split their weapon strength between two or more targets but must still make a leadership check to fire on any target besides the closest.</p> <p>Ships with multiple weapons in a given fire arc may split their weapon strength between two or more targets but must still make a leadership check to fire on any target besides the closest.</p>
<h2>Special Order:</h2> <h2>Special Order:</h2>
@@ -749,6 +750,7 @@ This document doesn't include all of the lore that was present in the original R
<p>The correct dimensions of the Nova Cannon template are a 5 cm outer diameter with the hole&rsquo;s diameter at 1.2 cm. The Nova Cannon template&rsquo;s dimensions can be found on Games Workshop&rsquo;s small green blast template where the perimeter is marked with a 2; this does not include the width of the line. Use the larger hole in the centre of the template if there are two sizes.</p> <p>The correct dimensions of the Nova Cannon template are a 5 cm outer diameter with the hole&rsquo;s diameter at 1.2 cm. The Nova Cannon template&rsquo;s dimensions can be found on Games Workshop&rsquo;s small green blast template where the perimeter is marked with a 2; this does not include the width of the line. Use the larger hole in the centre of the template if there are two sizes.</p>
<p>When firing, the template is placed anywhere desired so that its edge is between 30-150 cm from the firing vessel in its specified firing arc.</p> <p>When firing, the template is placed anywhere desired so that its edge is between 30-150 cm from the firing vessel in its specified firing arc.</p>
<p>It does not have to be centred on a single enemy vessel and can be placed so that it touches more than one ship.</p> <p>It does not have to be centred on a single enemy vessel and can be placed so that it touches more than one ship.</p>
<p>However, a leadership test must be made if the closest target greater than 30cm is not at least partially under the template, and the template must not touch any friendly ships.</p>
<p>When the template is placed, check the range. If placed within 45 cm, roll a scatter die and 1D6. Roll 2D6 if the range is between 45 cm to 60 cm, and 3D6 if the range is beyond 60 cm. Move the template a number of cm rolled by the dice in the direction of the scatter die roll. If the scatter die rolls a &ldquo;hit&rdquo;, the template remains where placed.</p> <p>When the template is placed, check the range. If placed within 45 cm, roll a scatter die and 1D6. Roll 2D6 if the range is between 45 cm to 60 cm, and 3D6 if the range is beyond 60 cm. Move the template a number of cm rolled by the dice in the direction of the scatter die roll. If the scatter die rolls a &ldquo;hit&rdquo;, the template remains where placed.</p>
<p>After the attacking player designates which target is being fired on, the defending player must decide whether or not to brace ships or squadrons BEFORE the weapon is fired. This includes targets the weapon may hit due to miss distance or scatter.</p> <p>After the attacking player designates which target is being fired on, the defending player must decide whether or not to brace ships or squadrons BEFORE the weapon is fired. This includes targets the weapon may hit due to miss distance or scatter.</p>
<p>Any target that is in base contact of the template after it is moved takes one hit. Any target in base contact of the centre hole of the template takes D6 hits, regardless of its Armour value. Any ordnance touching the template is automatically removed. Replace the template with a single Blast Marker if it does not contact a target after being moved.</p> <p>Any target that is in base contact of the template after it is moved takes one hit. Any target in base contact of the centre hole of the template takes D6 hits, regardless of its Armour value. Any ordnance touching the template is automatically removed. Replace the template with a single Blast Marker if it does not contact a target after being moved.</p>
@@ -775,7 +777,7 @@ This document doesn't include all of the lore that was present in the original R
<p>Once a ship has lost half its damage points it is crippled. When a ship has lost all its hits, it is out of action and a roll needs to be made on the Catastrophic Damage table to see if it explodes in a spectacular fashion or simply drifts helplessly.</p> <p>Once a ship has lost half its damage points it is crippled. When a ship has lost all its hits, it is out of action and a roll needs to be made on the Catastrophic Damage table to see if it explodes in a spectacular fashion or simply drifts helplessly.</p>
<h3 id="crippledships">Crippled Ships</h3> <h3 id="crippledships">Crippled Ships</h3>
<p>A ship which loses half its damage points is crippled.</p> <p>A ship which loses half its damage points is crippled.</p>
<p>Being crippled halves shields, turrets, ordnance, all weapons and affects boarding. This effect is cumulative if the ship is braced, meaning if a ship is both braced and crippled, its weapons and ordnance are halved (rounding up) again! Crippled ships also reduce their move by 5 cm and will not be able to fire their nova cannon.</p> <p>Being crippled halves (rounding up) shields, turrets, ordnance, all weapons and affects boarding. This effect is cumulative if the ship is braced, meaning if a ship is both braced and crippled, its weapons and ordnance are halved (rounding up) again! Crippled ships also reduce their move by 5 cm and will not be able to fire their nova cannon.</p>
<p class="example">For example, a standard Lunar class cruiser has 8 hits and is therefore crippled when it has suffered 4 points of damage.</p> <p class="example">For example, a standard Lunar class cruiser has 8 hits and is therefore crippled when it has suffered 4 points of damage.</p>
<h2>Special Order: Brace For Impact!</h2> <h2>Special Order: Brace For Impact!</h2>
<p>Brace For Impact special orders can be undertaken ANY time a ship faces taking damage before the actual to-hit result is rolled, including when ramming or being rammed or against damage from asteroid fields but NOT any damage from boarding actions.</p> <p>Brace For Impact special orders can be undertaken ANY time a ship faces taking damage before the actual to-hit result is rolled, including when ramming or being rammed or against damage from asteroid fields but NOT any damage from boarding actions.</p>
@@ -785,7 +787,7 @@ This document doesn't include all of the lore that was present in the original R
<p>The weapons used in space are so destructive that when a ship is hit there is a chance that a vital location will be critically damaged. Critical hits can temporarily knock out a ship&rsquo;s weapons and engines, start fires or even breach its hull.</p> <p>The weapons used in space are so destructive that when a ship is hit there is a chance that a vital location will be critically damaged. Critical hits can temporarily knock out a ship&rsquo;s weapons and engines, start fires or even breach its hull.</p>
<p>Roll a D6 for each hit scored on a ship (but not against its shields). On a roll of 1-5 the hit causes no extra effects. On a roll of 6 the hit causes critical damage. Roll 2D6 on the table below to see what effect it has. Note that you do not roll for further critical hits for any damage caused by a critical hit.</p> <p>Roll a D6 for each hit scored on a ship (but not against its shields). On a roll of 1-5 the hit causes no extra effects. On a roll of 6 the hit causes critical damage. Roll 2D6 on the table below to see what effect it has. Note that you do not roll for further critical hits for any damage caused by a critical hit.</p>
<p><h3>Critical Hits on Escorts</h3> Escort ships which suffer a critical hit for any reason, such as during a boarding action, are automatically destroyed.</p> <p><h3>Critical Hits on Escorts</h3> Escort ships which suffer a critical hit for any reason, such as during a boarding action, are automatically destroyed.</p>
<p>Note: Whenever ships are damaged, there&rsquo;s a good chance that it will be serious. Therefore a check for critical damage is made for every point of damage scored on a ship, no matter what its source is.</p> <p>Note: Whenever ships are damaged, there&rsquo;s a good chance that it will be serious. Therefore a check for critical damage is made for every point of damage scored on a ship, no matter what its source is. Exceptions to this are explicitly noted, e.g. no further critical hits for any damage caused by a critical hit, or on damage cause by a boarding result.</p>
<p>Critical hits that can be repaired are cumulative; meaning ships that take a multiple number of the same critical damage must repair all incidences of that critical damage before the system is fully operational. A ship&rsquo;s speed is only affected once by multiple Thrusters Damaged criticals. However, the number of times it takes effect are still cumulative, and all Thrusters Damaged criticals must be repaired for the ship to regain its normal speed.</p> <p>Critical hits that can be repaired are cumulative; meaning ships that take a multiple number of the same critical damage must repair all incidences of that critical damage before the system is fully operational. A ship&rsquo;s speed is only affected once by multiple Thrusters Damaged criticals. However, the number of times it takes effect are still cumulative, and all Thrusters Damaged criticals must be repaired for the ship to regain its normal speed.</p>
<p>Damage from multiple fire criticals is cumulative.</p> <p>Damage from multiple fire criticals is cumulative.</p>
<p>Example: if a ship had 3 fire criticals and failed to repair any of them in the End Phase, it would suffer 3 points of damage and all three fires would keep burning.</p> <p>Example: if a ship had 3 fire criticals and failed to repair any of them in the End Phase, it would suffer 3 points of damage and all three fires would keep burning.</p>
@@ -881,7 +883,7 @@ equal to half the ship&rsquo;s starting Damage capacity. Roll to hit as normal.<
<p>If more attack craft remain in play than there are available launch bays, the owning player may not launch any ordnance that turn. However, ordnance in play may be &ldquo;recalled&rdquo; by immediately removing it from play in order to launch new markers from the ship&rsquo;s stem, if it has successfully reloaded ordnance. Attack craft recalled in this manner must be removed immediately and not expended on other targets, including enemy ordnance. This prevents a carrier from attacking a target to expend its attack craft in play and then launching a new attack craft wave in a single turn. This rule does not apply to torpedoes, which do not run out and do not have launch limits.</p> <p>If more attack craft remain in play than there are available launch bays, the owning player may not launch any ordnance that turn. However, ordnance in play may be &ldquo;recalled&rdquo; by immediately removing it from play in order to launch new markers from the ship&rsquo;s stem, if it has successfully reloaded ordnance. Attack craft recalled in this manner must be removed immediately and not expended on other targets, including enemy ordnance. This prevents a carrier from attacking a target to expend its attack craft in play and then launching a new attack craft wave in a single turn. This rule does not apply to torpedoes, which do not run out and do not have launch limits.</p>
<h2>Special Order: Reload Ordnance</h2> <h2>Special Order: Reload Ordnance</h2>
<p>Ordnance needs to be loaded and armed in order to be launched. Ships are considered to start the game with torpedoes in tubes and attack craft fuelled and ready to go.</p> <p>Ordnance needs to be loaded and armed in order to be launched. Ships are considered to start the game with torpedoes in tubes and attack craft fuelled and ready to go.</p>
<p>However, once the ship has launched its ordnance it must use the Reload Ordnance special order before it can launch ordnance again. If the ordnance is successfully reloaded and it may launch ordnance in the Shooting Phase, or keep the ordnance ready for launch in a later turn. Use the fleet roster to keep track of which vessels have ordnance loaded.</p> <p>However, once the ship has launched its ordnance it must use the Reload Ordnance special order before it can launch ordnance again. If the ordnance is successfully reloaded it may launch ordnance in the Shooting Phase, or keep the ordnance ready for launch in a later turn. Use the fleet roster to keep track of which vessels have ordnance loaded.</p>
<h2 id="movingordnance">Moving Ordnance</h2> <h2 id="movingordnance">Moving Ordnance</h2>
<p>In the Ordnance Phase players move and attack with any ordnance they have launched on previous turns. Sometimes both players will have to move ordnance so it&rsquo;s important to know who moves first. In this case the player whose turn it is moves all their ordnance first.</p> <p>In the Ordnance Phase players move and attack with any ordnance they have launched on previous turns. Sometimes both players will have to move ordnance so it&rsquo;s important to know who moves first. In this case the player whose turn it is moves all their ordnance first.</p>
<p>All ordnance has a speed value that dictates how far it moves during each Ordnance Phase. Ordnance attacks are represented by markers which are moved on the tabletop. Ordnance markers in a wave or salvo must be spread in contact with each other and cannot be stacked.</p> <p>All ordnance has a speed value that dictates how far it moves during each Ordnance Phase. Ordnance attacks are represented by markers which are moved on the tabletop. Ordnance markers in a wave or salvo must be spread in contact with each other and cannot be stacked.</p>
@@ -976,7 +978,7 @@ equal to half the ship&rsquo;s starting Damage capacity. Roll to hit as normal.<
<p>An ordnance marker or wave is considered to move with the ship it is escorting and will protect the ship against enemy ordnance it encounters even in the midst of the ship&rsquo;s movement.</p> <p>An ordnance marker or wave is considered to move with the ship it is escorting and will protect the ship against enemy ordnance it encounters even in the midst of the ship&rsquo;s movement.</p>
<p>Multiple fighters on CAP in base contact with a single ship function as independent markers in all respects and are not a wave. When encountering Blast Markers, roll once per squadron marker. This includes if the ship is subsequently destroyed, at which time the fighter markers roll separately against the effects of the explosion. Any markers that survive subsequently act as separate ordnance markers and may move again in the subsequent Ordnance Phase.</p> <p>Multiple fighters on CAP in base contact with a single ship function as independent markers in all respects and are not a wave. When encountering Blast Markers, roll once per squadron marker. This includes if the ship is subsequently destroyed, at which time the fighter markers roll separately against the effects of the explosion. Any markers that survive subsequently act as separate ordnance markers and may move again in the subsequent Ordnance Phase.</p>
<p>Only fighters and ordnance markers that behave as fighters can be used as CAP. Bombers and attack craft cannot be used as CAP to protect against ramming or Hit-and-Run attacks by other ships the escorted ship encounters in its own Movement Phase. For example, a bomber can&rsquo;t be placed on CAP to escort a cruiser so that it immediately makes attacks upon an enemy ship the cruiser moves in base contact with. This includes resilient bombers such as Mantas.</p> <p>Only fighters and ordnance markers that behave as fighters can be used as CAP. Bombers and attack craft cannot be used as CAP to protect against ramming or Hit-and-Run attacks by other ships the escorted ship encounters in its own Movement Phase. For example, a bomber can&rsquo;t be placed on CAP to escort a cruiser so that it immediately makes attacks upon an enemy ship the cruiser moves in base contact with. This includes resilient bombers such as Mantas.</p>
<p>Multi-role ordnance markers that can still act as fighters on CAP are capable of attacking ships (such as Fighta-Bommas and Thunderhawks) can only attack ships during the Ordnance Phase unless an attacking ship moves into contact with them during the enemy&rsquo;s Movement Phase. They may not otherwise attack a ship until they leave CAP first. See the following two examples:</p> <p>Multi-role ordnance markers that can act as fighters on CAP but are also capable of attacking ships (such as Fighta-Bommas and Thunderhawks) can only attack ships during the Ordnance Phase unless an attacking ship moves into contact with them during the enemy&rsquo;s Movement Phase. They may not otherwise attack a ship until they leave CAP first. See the following two examples:</p>
<p>An Ork Terror Ship with two fighta-bommas in base contact serving as CAP rams and/or boards an Imperial cruiser. The fighta-bommas it dragged along in the course of its movement do not automatically attack the Imperial cruiser as well but must wait until the Ordnance Phase, and even then may only do so if the attacking ship ends its movement in base contact with the target vessel because attack craft that escort a ship in the Movement Phase cannot also move in the Ordnance Phase. If engaged in a boarding action and the Terror Ship ends its movement in base contact with the Imperial cruiser, the fighta-bommas may attack it in the Ordnance Phase before the boarding action takes place in the End Phase. An Imperial cruiser rams and/or boards an Ork Terror Ship that has two fighta-bommas in base contact serving as CAP. In this case the Imperial cruiser must follow all rules for moving in contact with enemy ordnance. After resolving the ram attack (if successful), the fighta-bommas immediately attack the Imperial cruiser and are removed. If engaged in a boarding action and the Imperial cruiser ends its movement in base contact with the Terror Ship, the fighta-bommas still resolve their attack immediately, before the boarding action takes place in the End Phase.</p> <p>An Ork Terror Ship with two fighta-bommas in base contact serving as CAP rams and/or boards an Imperial cruiser. The fighta-bommas it dragged along in the course of its movement do not automatically attack the Imperial cruiser as well but must wait until the Ordnance Phase, and even then may only do so if the attacking ship ends its movement in base contact with the target vessel because attack craft that escort a ship in the Movement Phase cannot also move in the Ordnance Phase. If engaged in a boarding action and the Terror Ship ends its movement in base contact with the Imperial cruiser, the fighta-bommas may attack it in the Ordnance Phase before the boarding action takes place in the End Phase. An Imperial cruiser rams and/or boards an Ork Terror Ship that has two fighta-bommas in base contact serving as CAP. In this case the Imperial cruiser must follow all rules for moving in contact with enemy ordnance. After resolving the ram attack (if successful), the fighta-bommas immediately attack the Imperial cruiser and are removed. If engaged in a boarding action and the Imperial cruiser ends its movement in base contact with the Terror Ship, the fighta-bommas still resolve their attack immediately, before the boarding action takes place in the End Phase.</p>
<p>Note: The same example would apply for other multi-role attack craft that behave as fighters on CAP, such as Thunderhawks. Note that because the markers are not in a wave, if a ship is destroyed by markers in CAP, no further markers are lost to attacking the destroyed ship.</p> <p>Note: The same example would apply for other multi-role attack craft that behave as fighters on CAP, such as Thunderhawks. Note that because the markers are not in a wave, if a ship is destroyed by markers in CAP, no further markers are lost to attacking the destroyed ship.</p>
<p>Fighters and attack craft that behave as fighters can, at any time in their normal movement, be placed on a friendly ship as CAP. However, only these types of attack craft can behave as CAP. Fighter-type attack craft must be split from attack craft in a mixed wave of ordnance that don&rsquo;t have the fighter rule before they can subsequently serve as CAP.</p> <p>Fighters and attack craft that behave as fighters can, at any time in their normal movement, be placed on a friendly ship as CAP. However, only these types of attack craft can behave as CAP. Fighter-type attack craft must be split from attack craft in a mixed wave of ordnance that don&rsquo;t have the fighter rule before they can subsequently serve as CAP.</p>
@@ -1052,6 +1054,7 @@ equal to half the ship&rsquo;s starting Damage capacity. Roll to hit as normal.<
<h3>Moving in for Boarding</h3> <h3>Moving in for Boarding</h3>
<p>A ship may attempt a boarding action if it&rsquo;s in base contact with an enemy vessel in the End Phase before damage control has been attempted or Blast Markers are removed. If a vessel is going to attempt a boarding action it must be declared in the Movement Phase when contact is made. Vessels attempting to board an enemy ship may not fire weapons or launch ordnance in the same turn because their crews are too busy participating in the boarding action.</p> <p>A ship may attempt a boarding action if it&rsquo;s in base contact with an enemy vessel in the End Phase before damage control has been attempted or Blast Markers are removed. If a vessel is going to attempt a boarding action it must be declared in the Movement Phase when contact is made. Vessels attempting to board an enemy ship may not fire weapons or launch ordnance in the same turn because their crews are too busy participating in the boarding action.</p>
<p>Under no circumstances may a player initiate a ship-to-ship boarding action during the enemy&rsquo;s turn, though it may defend against an enemy boarding action normally.</p> <p>Under no circumstances may a player initiate a ship-to-ship boarding action during the enemy&rsquo;s turn, though it may defend against an enemy boarding action normally.</p>
<p>Ships involved in boarding actions may not be shot at, nor can torpedoes be deliberately aimed at them. Attack craft also may not attack them.</p>
<p>To resolve the action, both players roll a D6 and add the appropriate modifiers from the following list.</p> <p>To resolve the action, both players roll a D6 and add the appropriate modifiers from the following list.</p>
<div> <div>
<table> <table>
@@ -1078,8 +1081,8 @@ equal to half the ship&rsquo;s starting Damage capacity. Roll to hit as normal.<
<p>The ship being boarded afterwards adds its number of remaining turrets.</p> <p>The ship being boarded afterwards adds its number of remaining turrets.</p>
<p>This is the final boarding value and it is this value, that offers the +1, +2, +3, +4 boarding modifier.</p> <p>This is the final boarding value and it is this value, that offers the +1, +2, +3, +4 boarding modifier.</p>
<h3>Boarding Action Results</h3> <h3>Boarding Action Results</h3>
<p>The player with the highest total score is the winner. The losing ship suffers 1 point of damage for each point it lost the combat by. The total score is NOT limited to 6 and can potentially result in a roll of up to 12 or more.</p> <p>The player with the highest total score is the winner. The losing ship suffers 1 point of damage for each point it lost the combat by. The total score is NOT limited to 6 and can potentially result in a roll of up to 12 or more. Do not check normally for critical damage for any damage caused.</p>
<p>There is also a chance of each ship suffering a critical hit during the fighting as shown on the table below. If a ship is reduced to 0 damage by a boarding action do not roll on the Catastrophic Damage table, instead the ship automatically becomes a drifting hulk (exception: if a ship is reduced to 0 damage by a critical hit, roll for catastrophic damage as normal). Ships which survive being boarded may move off normally in their next Movement Phase.</p> <p>Instead, there is a chance of each ship suffering a single critical hit during the fighting as shown on the table below. If a ship is reduced to 0 damage by a boarding action do not roll on the Catastrophic Damage table, instead the ship automatically becomes a drifting hulk (exception: if a ship is reduced to 0 damage by a critical hit, roll for catastrophic damage as normal). Ships which survive being boarded may move off normally in their next Movement Phase.</p>
<div class="floatleft"> <div class="floatleft">
<table> <table>
<thead> <thead>
@@ -1161,11 +1164,11 @@ equal to half the ship&rsquo;s starting Damage capacity. Roll to hit as normal.<
<h3>Different Armour values</h3> <h3>Different Armour values</h3>
<p>A mixed squadron of ships may include vessels with different armour values, or armour may vary because the ships have differing values on their front and sides. When attacking a squadron with a mix of armour values find out what the lowest armour is before rolling the dice. Any dice which equal or beat the lowest armour in the squadron will score hits: allocate the dice one at a time, starting with the lowest rolls against the nearest targets they can affect and work your way up.</p> <p>A mixed squadron of ships may include vessels with different armour values, or armour may vary because the ships have differing values on their front and sides. When attacking a squadron with a mix of armour values find out what the lowest armour is before rolling the dice. Any dice which equal or beat the lowest armour in the squadron will score hits: allocate the dice one at a time, starting with the lowest rolls against the nearest targets they can affect and work your way up.</p>
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<p class="example">In this example, the Unclean is firing on a mixed squadron including a Sword class frigate and a Cobra class destroyer.</p> <p class="example">In this example, the Unclean is firing on a mixed squadron including a Sword class frigate (5+ armour) and a Cobra class destroyer (4+ armour).</p>
<p class="example">Rolling three dice, it scores a 4, 5 and 6. The 4 is good enough to hit the Cobra and is allocated to it, the 5 and 6 can hit the Sword and both are allocated to that ship as it is a closer target.</p> <p class="example">Rolling three dice, it scores a 4, 5 and 6. The 4 is good enough to hit the Cobra and is allocated to it, the 5 and 6 can hit the Sword and both are allocated to that ship as it is a closer target.</p>
<h2>Capital Ship Squadrons</h2> <h2>Capital Ship Squadrons</h2>
<p>Capital ships in a squadron that are being fired upon to the point that one of the capital ships is destroyed must roll for and apply all critical damage before counting as destroyed. The easiest way to avoid confusion is to roll each D6 critical roll separately while recording damage.</p> <p>Capital ships in a squadron that are being fired upon to the point that one of the capital ships is destroyed must roll for and apply all critical damage before counting as destroyed. The easiest way to avoid confusion is to roll each D6 critical roll separately while recording damage.</p>
<p class="example">For example, if a squadron of three Dauntless light cruisers is fired upon by a squadron of three Carnage cruisers and takes a total of 13 hits, all critical damage rolls must be made for the first Dauntless before declaring it destroyed. This means if while applying hits one at a time and the first Dauntless rolls a Thrusters Damaged (+1HP) and Engine Room Damaged (+1HP) criticals in the process of being destroyed, there remains a total eight remaining hits to be applied to the next closest Dauntless light cruiser, with shields, Blast Markers, etc. still taking effect normally, for a total of seven HP damage to the second Dauntless, against which it rolls a D6 to check for critical damage while applying hits one at a time (after the shield hit). This means at least one hit would pass to the third Dauntless even if the second rolled no critical damage.</p> <p class="example">For example, if a squadron of three Dauntless light cruisers (1 shield and 6 HP each) is fired upon by a squadron of three Carnage cruisers and takes a total of 13 hits, all critical damage rolls must be made for the first Dauntless before declaring it destroyed. This means if while applying hits one at a time and the first Dauntless rolls a Thrusters Damaged (+1HP) and Engine Room Damaged (+1HP) criticals in the process of being destroyed, there remains a total eight remaining hits to be applied to the next closest Dauntless light cruiser, with shields, Blast Markers, etc. still taking effect normally, for a maximum of seven hits applied to the second Dauntless, against which it rolls a D6 to check for critical damage while applying hits one at a time (after the shield hit). This means at least one hit would pass to the third Dauntless if the second rolled no critical damage.</p>
<p>This rule in particular applies to squadrons of ships that do not count critical damage normally and instead take an additional 1HP of damage, such as Ork Roks or Kroot Warspheres.</p> <p>This rule in particular applies to squadrons of ships that do not count critical damage normally and instead take an additional 1HP of damage, such as Ork Roks or Kroot Warspheres.</p>
<p>If a capital ship squadron disengages in its entirety, each capital ship calculates its percentage destroyed for victory points separately and not in the same manner as escorts.</p> <p>If a capital ship squadron disengages in its entirety, each capital ship calculates its percentage destroyed for victory points separately and not in the same manner as escorts.</p>
<h2>Shooting by Squadrons</h2> <h2>Shooting by Squadrons</h2>
@@ -1392,7 +1395,7 @@ equal to half the ship&rsquo;s starting Damage capacity. Roll to hit as normal.<
<dt>Large planet &ndash;</dt> <dd>up to 30 cm from template edge.</dd> <dt>Large planet &ndash;</dt> <dd>up to 30 cm from template edge.</dd>
</dl> </dl>
<p>Ships within the gravity well of a planet may make a free 45&deg; turn at the beginning and end of their move, but the turn must always be made towards the planet. The ship does not have to move its minimum distance before it is able to make its free turn. Free turns provided by gravity wells can be used even when the ship cannot normally turn, such as when under All Ahead Full or Lock On special orders. They can also be combined with Come To New Heading special orders.</p> <p>Ships within the gravity well of a planet may make a free 45&deg; turn at the beginning and end of their move, but the turn must always be made towards the planet. The ship does not have to move its minimum distance before it is able to make its free turn. Free turns provided by gravity wells can be used even when the ship cannot normally turn, such as when under All Ahead Full or Lock On special orders. They can also be combined with Come To New Heading special orders.</p>
<p>This does not change the fact that the free turn can only be used before the start of the move and again only at the end of the move. In either or both instance(s) the ship must actually be in the gravity well to use it, and the free turn is only toward the centre of the planet&rsquo;s or moon&rsquo;s gravity well or toward a space hulk&rsquo;s stem or no more than 45 degrees, whichever is less.</p> <p>This does not change the fact that the free turn can only be used before the start of the move and again only at the end of the move. In either or both instance(s) the ship must actually be in the gravity well to use it, and the free turn can only be taken toward the centre of the planet&rsquo;s or moon&rsquo;s gravity well or toward a space hulk&rsquo;s stem and up to a maximum of 45 degrees. It may not be used to turn away from the centre again, even if it means turning less than 45 degrees.</p>
<p>A ship within a planet&rsquo;s gravity well may elect to enter high or low orbit. A ship does not have to move whilst it is in high orbit, but such a stationary ship uses the defences column for gunnery purposes if it elects to remain stationary. A ship that enters low orbit, however, is removed from play and (where the scenario requires it) is placed on a separate low orbit table. Ships moving up from low orbit are placed touching the outer edge of the planet template.</p> <p>A ship within a planet&rsquo;s gravity well may elect to enter high or low orbit. A ship does not have to move whilst it is in high orbit, but such a stationary ship uses the defences column for gunnery purposes if it elects to remain stationary. A ship that enters low orbit, however, is removed from play and (where the scenario requires it) is placed on a separate low orbit table. Ships moving up from low orbit are placed touching the outer edge of the planet template.</p>
<h3>Placement</h3> <h3>Placement</h3>
<p>Planets are usually so far apart that only one will be placed on the tabletop, although in spectacular &lsquo;When Planets Collide&rsquo; scenarios you might want to place two planets in shockingly close proximity.</p> <p>Planets are usually so far apart that only one will be placed on the tabletop, although in spectacular &lsquo;When Planets Collide&rsquo; scenarios you might want to place two planets in shockingly close proximity.</p>
@@ -1429,7 +1432,7 @@ equal to half the ship&rsquo;s starting Damage capacity. Roll to hit as normal.<
<p>You will need a separate table (or section at one end of the main table) to represent low orbit. This doesn&rsquo;t need to be very large &ndash; 45-60 cm wide &times; 90-135 cm long should be sufficient. One long table edge should be nominated as the planet edge and represents the planet itself. Ships within the gravity well of a planet may elect to enter low orbit at the start of any of their turns &ndash; place the ship on the low orbit table, touching the edge furthest from the planet.</p> <p>You will need a separate table (or section at one end of the main table) to represent low orbit. This doesn&rsquo;t need to be very large &ndash; 45-60 cm wide &times; 90-135 cm long should be sufficient. One long table edge should be nominated as the planet edge and represents the planet itself. Ships within the gravity well of a planet may elect to enter low orbit at the start of any of their turns &ndash; place the ship on the low orbit table, touching the edge furthest from the planet.</p>
<p>Ships in low orbit do not have to move and capital ships do not have to move a minimum distance before they can turn. To represent interference from the planet&rsquo;s gravity well and the outermost edges of its atmosphere, all firepower shooting in low orbit suffers one column shift to the right, lances and nova cannons require a 4+ roll to fire and torpedoes may not be fired by ships at all.</p> <p>Ships in low orbit do not have to move and capital ships do not have to move a minimum distance before they can turn. To represent interference from the planet&rsquo;s gravity well and the outermost edges of its atmosphere, all firepower shooting in low orbit suffers one column shift to the right, lances and nova cannons require a 4+ roll to fire and torpedoes may not be fired by ships at all.</p>
<p>Ships which move within 45 cm of the planet edge will be gripped in the heart of the gravity well and must use their engines to keep station if they don&rsquo;t wish to crash. At the start of each player&rsquo;s turn, all ships within 45 cm of the planet table edge are moved directly towards the planet (without changing facing or turning in any way).</p> <p>Ships which move within 45 cm of the planet edge will be gripped in the heart of the gravity well and must use their engines to keep station if they don&rsquo;t wish to crash. At the start of each player&rsquo;s turn, all ships within 45 cm of the planet table edge are moved directly towards the planet (without changing facing or turning in any way).</p>
<p>The distance that they move depends upon the size of the planet: small = 5 cm; medium = 8 cm; large = 10 cm. Any ship that moves off of the planet table edge in this way is totally destroyed. Escorts and transports which voluntarily move off the planet edge are said to have landed and are removed from play; capital ships cannot land. If a ship in low orbit moves off the table from any other edge, it is assumed to have left low orbit and is placed back on the main table, touching the edge of the planet. A ship may not enter low orbit and then leave it again in the same turn.</p> <p>The distance that they move depends upon the size of the planet: small = 5 cm; medium = 8 cm; large = 10 cm. Any ship that moves off of the planet table edge in this way is totally destroyed. Escorts and transports which voluntarily move off the planet edge are said to have landed and are removed from play; capital ships cannot do this. If a ship in low orbit moves off the table from any other edge, it is assumed to have left low orbit and is placed back on the main table, touching the edge of the planet. A ship may not enter low orbit and then leave it again in the same turn.</p>
<p>Apart from this, movement and combat is resolved in each player&rsquo;s turn as normal.</p> <p>Apart from this, movement and combat is resolved in each player&rsquo;s turn as normal.</p>
<p>If you&rsquo;re limited for space, you can represent the low orbit table with a sheet of paper and markers, using a scale of 1 mm : 1 cm on the Deep Space table. Alternatively, you could use graph paper to plot moves in low orbit, again changing the scale as appropriate.</p> <p>If you&rsquo;re limited for space, you can represent the low orbit table with a sheet of paper and markers, using a scale of 1 mm : 1 cm on the Deep Space table. Alternatively, you could use graph paper to plot moves in low orbit, again changing the scale as appropriate.</p>
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