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a Alternate Battlefleet Gothic v1.

Alternate Battlefleet Gothic Rules for VASSAL

1. Introduction
Battlefleet Gothic (BFG) is a miniature game of starship combat set in the Warhammer 40,000 universe and published by Games Workshop. Its rules and add-ons were released for free to the public on their website and can be downloaded at: http://www.gamesworkshop.com/gws/content/article.jsp?community=&catId=cat200200&ca tegoryId=1100007&aId=4300022. This alternate version of the game (Alternate Battlefleet Gothic, ABG) allows for the use of VASSAL with added functionalities and internet a and modifies the rules in order to use a hexgrid map instead of play rulers to determine distances. This file contains all the necessary rules to play this version of the game. I heartily recommend downloading and reading a copy of the original rules and ship lists as well as the Armada expansion for reference. A lot of background, scenarios and fleet tactics documents can be found online. You can get a good feel for the BFG and Warhammer 40,000 universe by reading those files. Most of the rules follow the original BFG/Armada rules closely to preserve the feel of the game and scenario balance. When a rule had to be changed dramatically, a Note indicates the reason for the change. After downloading the VASSAL module, use the scenarios setup files or design your own (DYO) using the fleet rules included here and start playing. Charts, dice, counters (replacing the miniatures), markers, terrain features and Ship Data Cards (SDC) are all included in the module and accessible through the various in-game menus. Most pictures and game mechanics, as well as Ships Classes and Races names are property of Games Workshop. The module is optimized to be used with VASSAL v3.0 and I recommend a high definition screen to be able to view enough of the map/sideboards and charts (it was created on 1920x1200 and looks very cramped when I tried it on 1024x768).
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2. Game Components
The game uses a 24x39 hexgrid map as a playing surface (equivalent to 120 cm x 195 cm). The module contains two space maps differing only in their hex-grain, one having a large horizontal side the other a large vertical one and one low orbit map for planetary scenarios. Ship and ordnance counters are placed on the space/low orbit map and two sideboards are provided to place the Ship Data Cards (SDC) and various condition/status markers. One player selects the Blue side, the other the Red Side. Ship counters and ordnance markers are moved on the map, SDCs are used to reference the ships capabilities. Each ship on the map should have an associated SDC corresponding to its class and bearing its name. Game results are obtained by rolling different combinations of dice. Rolling high is always good except in a single case: leadership checks, performed on 2D6, are best if rolled low (equal or under the ships leadership value).

3. Abbreviations
Here is a short list of commonly used abbreviations: BFG/ABG: Battlefleet Gothic (the original) / Alternate BFG (this game). Hex(-es): hexagon(s) on the map. FRU: fractions rounded up, after a division, round up to the nearest whole number. FRD: fractions rounded down, after a division, round down to the nearest whole number. SDC: Ships data cards. All the information about the ship is found there. SO: Special Orders. HP: Hit points. MP: Movement Points. SP: Stacking points. VP: Victory points. Ld: Leadership rating. RNG: Range value in hexes L: Left fire arc. F: Front fire arc. B: Back or rear fire arc. R: Right fire arc. A: All-around fire arc.

VASSAL is a free software that allows gamers to play computerized versions of board games solo or on the internet.

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LFR: Left-Front-Right fire arc. LF: Left + Front firing arc. FR: Right + Front firing arc. LR: Left + Right firing arc. xD6: Rolling x 6-sided dice. 2D6: Rolling 2 6-sided dice and adding the result (in most cases). 1D12: Rolling one 12-sided die. 1D3: Rolling one 3-sided die. DRM: die or dice roll modifiers. A number to add or subtract from a die or dice roll. DYO: Design your own scenarios. 4.2.2. In addition to arcs, vessels using solar winds for propulsion have their hexsides with respect to the sunward direction defined as upwind, downwind and abeam. This determines their speed. See diagram to the right. 4.2.3. The sunward direction has also some effect on firing (column modifiers on the gunnery table). You are firing sunward if your line of sight thread passes through the sunward hexside.

4. Ships, Units and Data Cards


4.1. Unit counters
4.1.1. Ship and other units counters are placed on both the Space map and the Low Orbit map and oriented facing a hexside (see diagram to the right). Here is a Dictator Class Imperial Cruiser named Vengeance:

LEFT

BACK

FRONT

The markings/symbols on those are the following: The ships can be shown being Crippled (C key):

RIGHT

As a Drifting Hulk (H key):

Arcs and facing diagram (4.1.1 and 4.2.1)

As a Blazing Hulk (H key again):

(F key) can be used as a reminder of which 4.1.2. A Finished/Fired icon ship fired/acted during your turn. 4.1.3. Ship counters can Rotate (Left/Right Arrow keys) to face any hexside. Ships are only allowed to occupy a hex, never a hexside or vertex. 4.1.4. Overloading Ships counters are removed from the game after the explosion event. An area of effect for overloading ships can be shown (to easily see which ships are affected by the blast) by pressing the O key. 4.1.5. You can change the ships Name by pressing CTRL-N and entering the new one. The ships silhouette corresponds to the ships Class. 4.1.6. Available Special orders (SO) can be accessed by pressing the N key and looping through until the desired order is found. To quickly return to No orders status, press CTRL-O. 4.1.7. The Name and Class of each ship in your fleet should be made to match those on one selected SDC. For example, you should pick a Dictator Cruiser SDC, name it Vengeance and place it on your sideboard if you plan to use the above ship counter on the map. 4.1.8. All the game pieces can be deleted by pressing CTRL-X and some can be cloned with CTRL-C. All key-bound functions can be accessed through a right-click menu.

Solar Wind diagram (4.2.2)

4.2. Units Arcs


4.2.1. All Ships have four Arcs: front, left, right and back. They are used to determine weapons firing arcs and targets angle of bearing. The following diagram shows those arcs on our Vengeance Dictator Class Cruiser. All ships use the same arcs diagram. Those arcs extend to the boards edges (albeit firing weapons within those arcs is limited to their range).

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Sunward combat diagram (4.2.3)

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4.3. Units types
4.3.1. Ships come in three types, Battleships, Cruisers and Escorts. Planetary defenses come in two types of units: high orbit defenses and low orbit defenses (called ground units). 4.3.2. Battleships are the largest, most heavily armed vessels. They are considered Capital Ships and have a stacking value of 4 SP. 4.3.3. Cruisers are the basic ship of the line; they are also Capital Ships and have a stacking value of 2 SP. Battlecruisers, Grand Cruisers, Heavy and Light Cruisers are all different types of Cruisers and obey the same rules unless otherwise noted. 4.3.4. Escorts are smaller ships usually operating in Squadrons. Destroyers, Frigates, Raiders and any ship with only 1 HP are all considered Escorts. They have a stacking value of 1 SP. 4.3.5. High orbit defenses are static space defense facilities (satellites, space stations). They have a stacking value of 3 SP. Ships in orbit are considered defenses for targeting purposes only (they retain their SP value). Defenses with only 1 HP have a stacking value of 1. All high orbit defenses are always placed in a planet or moons gravity well (9.4.1). 4.3.6. Ground units are planet-based defensive installations that are placed on the planet side of the Low Orbit map. The have no stacking value. They are always considered defenses for targeting purposes only. Note that ground units have an F firing arc (see 4.2 and 4.5) extending outward from the planets surface hexside (green hexes). different color for each race in the game or gray for generic multi-race common units. 4.5.2. Class and type: Each ships class or unique unit is represented by an SDC. Different classes and units have different capabilities. For types, see rule 4.3. 4.5.3. Shields: Shields are usually the first part of a ship to be damaged. When shields are down (zero shield points), subsequent hits reduce the ships HP. Shields regenerate 1 point lost during the End Phase up to their maximum (which is halved FRU for crippled Ships the only change not automatically displayed on the SDCs crippled side). The maximum value is the small bottom left number; the current value (adjustable by clicking the +/- symbols) is the larger font number. Some Ork special rules allow ships to start with 1 shield point above their normal maximum (see Ork fleet rules). 4.5.4. Hit Points: HP represent both the ships structural integrity and the size of the crew for boarding actions. A ship reduced to half HP FRD is crippled. A capital ship reduced to 0 HP rolls on the Catastrophic Damage table to determine its fate. An escort or a 1 HP planetary defense unit is simply removed from the game when destroyed. The maximum value is the small bottom left number; the current value (adjustable by clicking the +/symbols) is the larger font number. Some Chaos Fleet special rules allow some ships to start with 1 HP above their normal maximum (see Chaos fleet rules). 4.5.5. Leadership: Ld represents both the ships Captain and crews experience and ability. It is used when taking a Leadership Check (roll 2D6 inferior or equal to Ld to pass) as required by the rules. The highest the leadership value is the better. Leadership value modifiers (not DRM) can be found on the bottom left corner (a +1/-1 means you add that number to the number in the square, auto means the unit always passes leadership checks). The leadership is adjustable by clicking the +/- symbols. A ships leadership (including on-SDC modifiers) can never be increased above 10 and a ship with a leadership value reduced to 1 cannot fire and has to attempt to disengage by moving towards the closest map edge. 4.5.6. Armour: Armour can be different for different Arcs. The values from left to right are Rear (back) Arc, Side (left/right) Arcs and Front Arc (conforming to the ships silhouette orientation on the SDC). The highest the value, the better. 4.5.7. Speed: Corresponds to the number of MP the ship can use per turn. The speed number before the slash is cruise speed, after the slash is All Ahead Full speed. Eldar solar wind powered vessels have 3 speed values for upwind, downwind and abeam speeds. Dark Eldar vessels have only one speed value as they cannot use All Ahead Full orders. 4.5.8. Radius: This number is the straight-line minimum distance (in hexes) a ship has to move before it can turn. There is no carry-over from turn to turn as in some other games. Ships whose speed is reduced below their radius by damage can still make one turn at the end of their move. 4.5.9. Turn: The number represents the amount of 60 degrees rotations the ship can make in a hex (the number of hexsides changes allowed per individual turn). 4.5.10. Turret: Represents the ability of the ship to fight incoming ordnance and other small fast targets. Turrets are defensive weapons only. 4.5.11. Cost: Shows the VP gained from destroying this ship as well as the cost to buy the ship in any scenario. 4.5.12. Armament: Anti-ship offensive weapons are listed here as well as Launch Bays for carriers. Weapons are color coded by type for ease of reference/cosmetic reasons only. Torpedoes lines can be clicked to show their ammo status. 4.5.13. RNG: The maximum range of weapons is shown in hexes. In the case of ordnance weapons, which move towards their target, the speed of the weapon is shown rather than its maximum range (note the preceding S for speed on the torpedo line). Some weapons have minimum-maximum range values (Nova Cannon for example). No weapon can be fired below its minimum range or above its maximum range. In the case of Launch Bays, there is no range number.

4.4. Ship Data Cards (SDC)


4.4.1. Each individual unit placed on the Space or Low Orbit maps has an associated SDC placed on that players sideboard. An SDC has two purposes: it shows the units data and serves as a placeholder for status markers affecting it. Here is the Vengeances SDC: Name Silhouette Class and type Shields: Current value Max value Hit points: Current value Max value Leadership: Current value Armament

Rear/Side /Front Armor Class data

4.4.2. You can change the ships Name by pressing CTRL-N and typing the chosen name. To select or move an SDC, you need to SHIFT-click the card (this prevents involuntary displacement or stacking with markers). Shields, Hit Points and Leadership have +/- buttons that allow you to increase or decrease those values by clicking on them. When a ship takes enough hits, the SDC changes to its Crippled side. At 0 hits, it shows the ship as Destroyed. Torpedoes (green weapon entry line) can be clicked to show Empty or Out of Ammo status. 4.4.3. Markers such as Admirals, Chaos Marks, Critical damages and Special Ordnance markers are placed on the ships picture on the SDC. 4.4.4. All SDCs can be deleted by pressing CTRL-X and cloned with CTRLC. All key-bound functions can be accessed through a right-click menu.

4.5. Ship Data glossary


4.5.1. Name: The ships name can be selected from BFGs ship list for historical ships or invented by the players, as long as the name on the counter matches the one on the SDC. The top line of the data card is of a

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4.5.14. Firepower/Strength (#): Shows the number of weapons available or the strength of the volley (torpedoes, batteries) or the number of attack craft squadrons for Launch Bays. Sometimes a die-roll (+modifier) value replaces the usual fixed number as for Ork torpedo/gunz value. 4.5.15. Arc: L is a Left firing Arc, R a right firing Arc, F a frontal firing arc, B a rear firing Arc and Front (F) LFR a front firing arc Left (L) combined with left and right arcs. A stands for an all-around firing Right (R) arc. LF and FR are combinations Back (B) of the front arc and the left or right arc respectively. The diagram on the right shows Around (A) how those arcs relate to the map grid. The firing Left-Front-Right (LFR) arcs extend to the weapons maximum range. 4.5.16. Special properties: Some units have special capabilities or properties that can be accessed by pressing CTRL-P. Some markers also have that menu available. Example: the Hemlock class Eldar destroyer has the property sheet shown here. An asterisk * anywhere on the SDC means that that particular value is modified / influenced by a special property. Campaign rules can affect how leadership is determined for ships after the campaign has started. A ships Leadership value can change between scenarios during a campaign game.

5.3. Admirals and other leaders


5.3.1. Capital ships can be led by an Admiral (or Warmaster, Lord, Prince) that has a leadership effect, sometimes other effects and one or several Re-rolls. The Ld and re-roll values (if any) are written on the marker and modifiable by the players. 5.3.2. Re-rolls can be used to re-roll a failed leadership check and using that second dice roll result. One re-roll comes with most leaders, though more can be purchased, but each re-roll can only be used once during a game. Re-rolling a failed Ld check can only be done once per check, no matter how many re-rolls the leader has left. The second roll always stands. 5.3.3. You can access and modify the re-roll number by pressing the L key when the leader is selected. You can also adjust the Ld value of the leader prior to game start. A leaders Ld value always supersedes the ships Ld value he is stacked with even if his is worse. 5.3.4. Leaders are placed on the selected flagships SDC. The largest ship (in VP) in the fleet should be selected as the flagship. Escorts can never be flagships unless the fleet contains no capital ships at all. If you purchase multiple leaders, the other flagships can be selected without the VP restriction as long as the highest leadership valued leader is on the highest VP ship. 5.3.5. The cost of a leader (including additional bonuses and re-rolls) is added to the flagships value to determine unit cost and VP earned if the ship is destroyed/crippled or disengaged. His cost counts towards VP when a . he is killed (5.3.6) 5.3.6. A leader is killed (remove marker from SDC) when the ship he is on suffers a Bridge smashed or Commander Killed critical hit. 5.3.7. The choices/limitations you have in buying/selecting leaders can be found in the appropriate fleet lists.

6. Special Orders
6.1. General rules
6.1.1. Special orders (SO) allow capital ships and escort squadrons to increase their efficiency in some areas while reducing it in others (movement vs. shooting for example). In order for a ship to be placed under SO, that ship or squadron must pass an Ld check. The SO check is taken during the Command Phase of the active player (exception: Brace for Impact, see 6.7). SO checks are valid only for that particular ship or squadron that takes it. 6.1.2. As soon as a ship or squadron fails an SO Ld check, no more SO checks are allowed for that player this game turn. It is thus a good idea to start checking with the highest Ld valued ships/squadrons. A ship/squadron remains on SO until the beginning of its next Command Phase. 6.1.3. Re-rolls can be used to attempt to cancel a failed check. 6.1.4. SO can be displayed on the ships counter by pressing the N key and looping through until the desired order is found. To quickly return to No orders status, press CTRL-O. 6.1.5. Planetary defenses as well as some Races and ship types are limited to which SO they can choose. Planetary defenses can only be placed on Reload Ordnance orders (this applies to ships used as defenses like monitors, system ships).

5. Leadership and Admirals


5.1. Leadership values and checks
5.1.1. Each ship and unit has a Leadership value (Ld) that can be found on its SDC. Ld is used to determine if a unit can undertake special actions such as Ramming or Special Orders for example. The usual way to take an Ld check is to roll 2D6 and add the result (the module does that for you if ). Apply any relevant DRM and on-SDC Ld you click the icon modifiers and compare the result to the Ld value of the unit checking. Anything inferior or equal to the Ld value is a pass, above is a fail. Note: the BFG special orders and blast markers DRM are not used in ABG anymore. The blast marker rules were difficult to implement in a VASSAL module without cluttering the game board. We decided to drop all the blast marker rules altogether; this is the only big departure from the original BFG rules.

5.2. Starting Leadership Values


5.2.1. Players determine their units Ld values before the game begins by menu rolling 1D6 on their appropriate table (found under the Charts button under Game setup or in the Appendix). You roll once for every Capital Ship and once for every Escort Squadron (the whole squadron shares the same Ld). Do not roll for planetary defenses as they have a default Ld of 7 unless noted otherwise. Vessels, bought as part of a planetary defense allocation (Monitors, System Ships), are treated as planetary defenses for that purpose. 5.2.2. The Ld starting value can be modified during the game by critical hits or other effects. Remember, a ships leadership (including on-SDC modifiers) can never be increased above 10 and a ship with a leadership value reduced to 1 cannot fire and has to attempt to Disengage by moving towards the closest map edge.

6.2. All Ahead Full


6.2.1. Ships on this SO used their All Ahead Full maximum speed value when moving. Those ships have to spend all their MP during their Movement Phase. Ships on All Ahead Full orders cannot turn and their batteries firepower and lance number are halved FRU. Any Nova Cannon cannot be fired.

Players might want to remember the starting re-roll values of their leaders as they influence final VP calculations.

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6.3. Come To New Heading
6.3.1. Ships on this SO may make one additional turn (provided they meet their radius requirement) during their Movement Phase. Ships on Come To New Heading orders have their batteries firepower and lance number halved FRU. Any Nova Cannon cannot be fired. Battleships cannot use this SO (they cant benefit from it anyway because of their large radius number). 7.1.2. Before the start of the game, each player rolls 1D6 and adds the appropriate racial modifier as found on the following table. The highest roll chooses to either attack or defend.

6.4. Burn Retros


6.4.1. Ships on this SO may spend a number of MP from 0 up to half FRU their cruise speed. Ships on Burn Retros orders have their batteries firepower and lance number halved FRU. Any Nova Cannon cannot be fired.

7.1.3. Each player turn is divided in the following phases: 1. Command Phase 2. Movement Phase 3. Shooting Phase 4. Ordnance Phase 5. End Phase

6.5. Lock On Target


6.5.1. Ships on this SO may re-roll any failed lance or gunnery dice during their own Shooting Phase. Only one re-roll per miss is allowed and no re-roll is allowed for Nova Cannon. Ships on Lock On Target orders cannot turn.

7.2. Command Phase


7.2.1. The active player should remove all SO on his units except for Brace For Impact orders which are removed in the End Phase. 7.2.2. Units should also be marked unfinished (F key or toolbar menu icon ). Units on standby should keep their finished status, as they need to pass an Ld check to get out of standby. 7.2.3. The active player rolls for Solar Flares and Radiation Bursts if present and moves all the ships (enemy ships too) within 9 hexes of a planet edge on the low orbit map toward the planet 1 hex. 7.2.4. The active player may attempt to place any of his ships/squadrons under SO by making Ld checks. These attempts end when an Ld check or re-roll fails. Units on standby may attempt to get out of standby by passing an Ld check (see 9.8.3).

6.6. Reload Ordnance


SO may reload any Ammo Empty ) torpedo ( launcher. 6.6.2. If an 11 or 12 is rolled when checking Ld for this SO, any Ammo Empty torpedo becomes Out of Ammo ( ) for the rest of the game. Note: BFG had rolling doubles the cause of ammo depletion. We therefore reduced the likeliness of depletion by about 50%. 6.6.1. Ships on this

7.3. Movement Phase


7.3.1. The active player moves his ships. Fighters on CAP may move with the ship they are stacked with but in doing so forfeit their move in the ordnance phase. Active players hulks are moved after all his operational units are done. 7.3.2. Ships declare now if they will attempt to board during the End Phase (place a boarding marker on their SDC). Ships under a Prepare to board marker cannot fire or launch ordnance. Eldar ships under such a marker cannot move during the Ordnance phase.

6.7. Brace For Impact


6.7.1. Ships on any type of SO or no SO at all can check Ld to attempt to place themselves under a Brace For Impact order at anytime during theirs or the enemys turn. This SO gives the ship under it a chance to void any hit (explosions, ramming. boarding, gunnery, lance) inflicted on its HP but not on its shields. It also applies to successful Hit and run attacks. 6.7.2. The saving throw is 4,5,6 on 1D6 (conventionally written D6=4+). So, for each HP damage point, roll 1D6 and disregard the hit on D6=4+. 6.7.3. The decision to attempt to Brace For Impact must be made before the attacking dice rolls (or strength rolls for Ork gunz). A ship that failed to brace may not attempt to do so again until the next ship, squadron, ordnance wave or event (i.e. explosion, celestial phenomena) targets that ship. 6.7.4. A ship already under Reload orders keeps this SO and adds the Brace order by selecting the Reload/Brace! icon. This is the only combined SO possible. 6.7.5. A ship has to stay under Brace orders until the end of its next turn. It means that bracing during your own turn puts the ship under this order for 2 turns (use a Brace for Impact marker on the ships counter and remove it during the End Phase instead of removing the SO). A ship cannot be put under Reload SO if it is already bracing. 6.7.6. Ships on Brace For Impact orders have their batteries firepower, lance number and torpedo/squadron launch numbers halved FRU. Any Nova Cannon cannot be fired.

7.4. Shooting Phase


7.4.1. The active player may shoot his batteries, lances and special weapons. 7.4.2. Torpedoes and attack craft are launched during this phase and stacked with the launching ship. 7.4.3. You can mark units that fired and launched ordnance finished (F key) as a reminder.

7.5. Ordnance Phase


7.5.1. The active player moves his ordnance (except fighters on CAP, see 8.3.1). Ordnance interactions (dogfight, attack, hit & run) are resolved immediately as soon as the stacking occurs, before the next ordnance counter is moved. Carriers can recover attack craft squadrons. 7.5.2. When the active player is finished, the inactive player moves his ordnance and resolves interactions. 7.5.3. When all ordnance has been moved, an Eldar active player can move his ships one more time. Those ships can be put under Prepare to board markers only if they didnt fire or launch ordnance during the previous Shooting Phase.

7. Game Turn
7.1. Definition
7.1.1. Each game of ABG is divided in game turns. Each game turn is divided in two player turns, starting with the attacking player, then the defending player. There is usually no set limit on the number of game turns. Being the attacker or defender is determined by the scenario type or by a die-roll. The player whose turn it is is called the Active Player.

7.6. End Phase


7.6.1. The active player resolves all boarding and teleport hit & run attacks. 7.6.2. The empty status is removed from any active player attack craft squadrons stacked on a carriers SDC. He reloads his torpedoes for ships under a reload SO. 7.6.3. He can attempt to repair any critical damages on his ships or any previously eliminated attack squadron.

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7.6.4. He can increase the value of his ships shields by one point up to their current maximum and remove Brace For Impact orders from those of his ships that did not brace this turn (see 6.7.5 for those that did).

9.2. Turn requirements


9.2.1. Ships under no SO are allowed 1 rotation per game turn. The maximum number of hexsides a ship can rotate is given by the ships turn value (1=60 degrees, 2=120degrees). 9.2.2. Before turning, a ship has to travel in a straight line an amount of hexes equal to its radius value. Forward travel is never carried over from game turn to game turn. Rotations do not cost any MP. 9.2.3. Eldar ships (and boarding torpedoes in the ordnance phase) always perform their rotation at the beginning of their move (in both the movement and the ordnance phase) if they want to turn. 9.2.4. Ships reduced to a cruise speed less than their radius number by damage can always perform one rotation up to their turn value limit at the end of their forward movement. 9.2.5. Ships reduced to 0 MP cannot rotate (except in a gravity well as in 9.4.4.). 9.2.6. Ships on All Ahead Full and Lock On Target orders are not allowed to turn at all. Eldar ships on Lock On Target SO cannot turn in the Ordnance Phase, but can still turn in their Movement Phase. 9.2.7. All Ships are always allowed one sideslip per game turn. A sideslip counts as forward movement for the purpose of turn radius requirements. To perform a sideslip move the ship in one of its left or right arc hexes adjacent to its front arc hex while maintaining facing (see diagram below). Note: this sideslip is allowed to compensate from not being able to turn less than a full 60 degrees per rotation, which is allowed with miniatures.

8. Stacking
8.1. Stacking limits
8.1.1. Unlike miniature gaming on a tabletop, a hexgrid requires stacking rules to prevent an unrealistic amount of units in one area. The conversion factor between BFG and ABG is 1 hex = 5 cm and the stacking rules take into account the ships base sizes. 8.1.2. The maximum amount of stacking points (SP) in one space hex is 6. Ships cannot voluntarily bring the SP above 6 at any time by moving in an occupied hex. Ships forced to move into an occupied hex by minimum move rules (low orbit gravity, drifting hulk) and unable to turn have to use a sideslip during their move to avoid over-stacking the hex. If you are unable to avoid over-stacking, place the moving ship in the last hex entered before the would-be over-stacked hex. This rule applies to any mandatory movement that would produce an over-stacked situation (low orbit drift, hulk drift).

8.2. Stacking Order


8.2.1. The stacking order is also important to determine firing arcs and target bearing for stacked enemy ships. Ships having the same or the complete opposite (180 degrees) facing are considered to be abeam each other. When ships have different facings, the top ship is considered in the front arc of the bottom one. 8.2.2. A moving player can choose whether to place his ship on top or on the bottom of an enemy stack but not in the middle of two enemy ship (we assume those ships are in formation to prevent a double broadside). 8.2.3. Stacking order has no effect on firing into or out of a stacked hex. 8.2.4. Ordnance markers stacking order has no effect. Note that there is a limit of 12 torpedoes per side per hex (a marker number goes up to 12). If you end up with more than 12 torpedoes in one hex, use 8.1.2 to solve the over-stacking problem. Torpedoes launched from a single ship or stacked escorts in squadron must be represented by a single marker if the salvo is 12 or less torpedoes (which happens most of the time). Exception: if more than 12 torpedoes are launched by a single ship (i.e. Ork Hulk), keep the counters over-stacked during the Shooting Phase but comply with the stacking limits during their movement in the Ordnance Phase. 8.2.5. Attack craft squadrons have no effect on stacking. Attack craft squadrons moving as a stack are considered in a wave. Each torpedo marker (of up to 12 units) is a single wave.

9.3. Terrain (celestial phenomena)


9.3.1. Gas Clouds cost 2 MP to enter and cause 1 shield damage (but never any HP damage). Eldar (or Dark Eldar) can make an Ld check to avoid those effects and treat the hex as a clear hex. Eldar Escort may re-roll that check. Make one check (and re-roll) for each hex entered. A ship may always make a minimum move of 1 hex regardless of MP cost if it has a speed value of at least 1. 9.3.2. Asteroid Fields require an Ld check to move through without incurring damage. A ship on All Ahead Full orders checks using 3D6 instead of 2. Escorts may re-roll once. A failed check results in 1D6 damages on shields and/or HP. Torpedoes are destroyed upon entering the field, attack craft are destroyed on D6=6+. Eldar and Dark Eldar attack craft squadrons, Impalers, Tau bombers and Thunderhawks can re-roll. Hulks drifting in an asteroid field are destroyed with no catastrophic damage roll. 9.3.3. Warp Rifts, when entered, relocate the ship 2D6 hexes away from it in any chosen direction with any chosen facing (but you cannot violate stacking rules by repositioning the ship). However a 3D6 Ld check needs to be passed in order to navigate the rift properly. A failed check destroys the ship on a D6=6, disengages it on D6<6. 9.3.4. Solar Flares: Roll 1D6 marker at the beginning of each player turn. On each roll of 6, a flare occurs and each unit on the map (not the Low Orbit map) takes one point of damage (shields or HP if shields are down). If the ships HP is damaged, roll for a critical hit for each HP damage but with a success of D6=4+ instead of 6+. Ordnance markers are destroyed on a D6=4+ (roll for each marker). Eldar and Dark Eldar attack craft squadrons, Impalers, Tau bombers and Thunderhawks can re-roll. After the flare event occurred (a 6 was rolled), remove the solar flare marker from the map (each triggered marker is a one-time event).

9. Movement
9.1. Speed requirements
9.1.1. Ships use MP to move. One hex of forward motion or one sideslip costs 1 MP. The amount of MP available per ship per turn is given by the ships speed value. Ships have one, two or three speed values separated by a slash (see 4.5.7). The speed value to use depends on SO or orientation with respect to the sunward direction (for Eldar ships). 9.1.2. A non-Eldar ship under no SO has to spend MP for at least half FRU its cruise speed value and can use up to its full cruise speed value. 9.1.3. Eldar can spend from 0 up to their maximum value (which depends on orientation, see 4.2.2). Note that Eldar ships cannot use All Ahead Full, Come to New Heading or Burn Retros SO. 9.1.4. Dark Eldar cruisers have no minimum move requirement but cannot use Burn Retros SO. Dark Eldar ships (cruisers and escorts) can be put under Come to New Heading SO automatically without having to test Ld (see 15.6.2). 9.1.5. Ships on All Ahead Full orders have to spend their entire amount of MP given by their All Ahead Full speed value. 9.1.6. Ships on Burn Retros orders can spend from 0 up to half FRU their cruise speed value.

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9.3.5. Radiation Bursts: Roll 1D6 per burst at the beginning of each player turn. On each roll of 5 or 6, a burst occurs and each unit on the map (not the Low Orbit map) has its leadership reduced by the burst level determined by rolling 1D6. Place a burst marker on the map to indicate the amount of the Ld reduction (+/- keys to adjust the burst level). Bursts are cumulative but do not force ships to disengage if their Ld is temporarily reduced to 1 or less. The effects of the burst last until the End phase. An active burst also prevents leaders from using their re-rolls on any other ship than the one they are stacked with.

9.5. Ramming
9.5.1. Ships on All Ahead Full orders that pass through or end their movement in an enemy ships hex may elect to attempt a ram maneuver. In case of stacked enemy ships, the moving player can choose the target of the ramming attempt. In the event of a hex that would prohibit movement into it because of overstacking, the moving ship is allowed a ram attempt at an enemy of its choice in this hex it cannot enter but only if it has enough MP left to enter the hex. The ramming ship has to enter the hex if, after the ramming is resolved, there is enough room for it to move without over-stacking (i.e. ram resulted in destroying one ship). 9.5.2. To succeed in hitting the other ship, the ramming ship must pass an Ld check with 3D6 if the ramming ship is bigger, 2D6 if they are the same size and 1D6 if the ramming ship is smaller. Battleships are bigger than cruisers, cruisers are bigger than escorts. Orbital defenses and stations (including ships in high orbit) are automatically hit. 9.5.3. On a successful ram, the ramming ship rolls xD6 against the armor value of the rammed ship where x is the ramming ships starting HP, in the same way as gunnery fire. Each hit inflicts 1 damage point to the HP of the rammed ship. The target armor value to be used depends on where the ramming ship entered the target hex from (front, side or rear). 9.5.4. On a successful ram attempt, the ramming ship must stop its movement even if it has some MP left (exception see 9.5.1). 9.5.5. The rammed ship then rolls xD6 against the front armor of the ramming ship where x is half FRD of the rammed ships starting HP. 9.5.6. In case of front-to-front ram or rammed defenses (but not ships considered as defenses), roll using the full HP of the rammed ship/defense. 9.5.7. Imperial Power Ram: Imperial ships (but not Space Marines) with a front armor value of 6 can be equipped with a Power Ram for an additional 5pts to their cost value. The Power Ram adds 1 automatic hit point to the HP damage caused by this ship to the rammed ship. Place a Power Ram marker on the SDC of ships equipped with one. 9.5.8. A Tyranid ship equipped with Tyranid tentacles may use 9.5.1 to attack one enemy ship per movement phase. If the ship chooses to use the tentacles it cannot ram. You do not need to be on any kind of SO to use the tentacles, nor to roll any kind of Ld check. 9.5.9. Tyranid tentacles roll a D6 to determine the number of hit and run attacks. A result of 1,2 or 3 gives that number of attacks, a result of 4, 5 or 6 gives one hit and run attack and 1 automatic HP damage (see the Tyranid Fleet special rules 14.8 for more details). Resolve the hit and run attack(s) immediately.

9.4. Planets, Low-orbit and gravity wells


9.4.1. There are four types of planetary bodies: large, medium or small planets and moons. All planetary bodies have a gravity well. 9.4.2. Ships can move in hexes occupied by planets (they fly over or under it) and are influenced by the planets gravity well represented by a light yellow area of effect shading. Attack craft squadrons can also move into planetary hexes. 9.4.3. Drifting/blazing hulks, defenses that lost their orbit and torpedoes moving in (but not out of) a planet or moon hex are destroyed (we assume they impacted). No catastrophic damage roll is necessary. 9.4.4. Ships in a planets gravity well earn a free rotation of up to their turn value but only in the direction of the planet. This turn is made at the end of their movement and is free of radius requirements. 9.4.5. Ships in a planets gravity well can elect to remain stationary in high orbit. Place an orbit marker on the SDC to indicate the ships status. Ships in high orbit are treated as defenses when shot at on the gunnery table and they do not move. Ships in high orbit can use the free rotation provided by the gravity well. Drifting/blazing hulks in high orbit do not move. 9.4.6. Entering or leaving High Orbit status is done at the beginning of the ships movement phase and doesnt cost any MP. 9.4.7. Ships in a planets gravity well (not a moons well though) at the beginning of their move, may elect to enter low orbit. Just remove the ship from the space map and place it in any hex/half hex at the far (space) edge of the Low Orbit map (respecting stacking limits), facing the planet edge. This ends the ships movement phase. Note that ships do not need to be adjacent to the planets picture, just inside the shaded area in order to be eligible for low orbit entrance. 9.4.8. Ships in low orbit have no minimum move restriction nor do they have turn radius requirements. However, if a ship is 9 hexes or less from the planet edge, it has to move 1 hex towards that edge at the start of each players turn. Drifting/blazing hulks in low orbit do not move except for this mandatory movement if within 9 hexes. 9.4.9. A ship/hulk/ordnance other than an Escort/attack craft squadron ending up in a planet edge hex is destroyed. An Escort is considered disengaged; an attack craft squadron is put back on its friendly bases SDC or is destroyed if there is no base with enough friendly launch bays to accommodate it. 9.4.10. An attack craft squadron cannot transfer from the space map to the low orbit map or vice versa. If launched on the low orbit map, it can only attack targets on this map and must return to its base/carrier on this map if able. 9.4.11. Ships on the low orbit map cannot target/affect units on the space map and vice-versa. 9.4.12. To leave low orbit, move the ship across the space edge and place it anywhere within the planets well (shaded area) on the space map pointing outward from the planets center. This completes the ships movement phase. 9.4.13. Ground units are only placed in planet edge hexes/half-hexes (green hexes). Their facing is always considered to be toward the space edge, with a regular front arc in that direction irrespective of their counters orientation. 9.4.14. High orbit planetary defenses cannot be placed on the low orbit map, only in a planet or moons gravity well.

9.6. Disengaging
9.6.1. Ships leaving the map are considered disengaged. Place the ship counter on its SDC for VP count later. 9.6.2. Escorts also count as disengaged if they land on a planet, Daemonships if they retreat into the warp. 9.6.3. If one ship in a escort squadron disengages, the other ships in that squadron must attempt to disengage on this turn or every following turns until the whole squadron has disengaged. 9.6.4. Ships on the space map may attempt to disengage by passing an Ld check at the end of its movement and applying the following DRM: *For each enemy ship, high orbit planetary defense or ordnance marker within 3 hexes: +1. *For any celestial phenomena hex within 3 hexes: -3 (use only once). Note that active radiation bursts or triggered solar flares count as being everywhere on the map. Failing the check just prevents disengagement and has no other effect.

9.7. Squadron requirements


9.7.1. Escorts are formed into squadrons. When naming escorts, include the squadron name and a number to identify which escort is in which squadron (i.e. Scout squadron with Scout 1, Scout 2, etc.). 9.7.2. Ships in a squadron have to remain within 3 hexes of at least one other ship in the squadron. In case a ship starts its turn out of formation, it

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cannot be put under any SO and must move toward the squadron in an attempt to rejoin. For disengaged escorts see 9.6.3. 9.7.3. Ships in a squadron can combine torpedoes into a single wave and add their gunnery fire, if stacked (see 10.2.2 and 12.1.12). 9.7.4. Capital ships can not form squadrons under these rules. Note: it is a departure from BFG which allowed it. 10.2.6. Determine the bearing to the target (moving away, abeam, closing) by tracing a line of sight thread (using the toolbar icon ) front the center of the firers hex to the center of the targets hex. Defenses and ordnance are always considered as closing targets (no column shift). 10.2.7. If the thread passes exactly through a vertex, retrace it after assuming the target moved in its front hex (without actually moving it). For immobile targets (defenses, ships on standby), assume the firer moves forward one hex and retrace. 10.2.8. In order to cause one damage point to the target, you need to roll the Armor value of the target or more on a D6. Determine the Armor value to use (front, side, rear) the same way you determined the bearing. 10.2.9. For each D6 equal or above the Armor value, one hit is inflicted on the shields or HP of the target. Always deplete the shields first. Roll for critical damage for every HP damage. 10.2.10. Additional racial modifiers depending on the type of battery firing can be found next to the chart. They affect column shift and/or to hit die roll. 10.2.11. Ork ships sometimes have variable battery value. Roll the appropriate die to determine the value for that particular fire phase. 10.2.12. Space Marine Bombardment Cannons use the standard gunnery procedure but they disregard armor. They need to roll D6=4+ to hit and inflict a critical hit result on D6=4+. 10.2.13. Tyranid Pyro-Acid batteries causing any type of critical hit automatically produce an additional Fire! critical hit. 10.2.14. Tau Railguns firing when within 2 hexes of a tracking system equipped ship ignore long range firing penalties. 10.2.15. Any type of gunnery Batteries firing at ordnance require a D6=6+ to hit. A hit results in 1 torpedo wave or 1 attack craft squadron being destroyed. Note: In BFG, entire waves of attack squadrons were destroyed by a single hit. We changed that making attack craft more resilient.

9.8. Ships on standby


9.8.1. Any unit described as being on standby may not move, fire weapons, board, perform teleport hit and run or launch ordnance. It may however attempt to enter Brace for Impact SO anytime and repair critical damage during the End Phase. Its turrets and shields work normally. 9.8.2. A unit on standby keeps its finished marker until it gets out of standby. 9.8.3. To get out of standby, an active players unit must pass an Ld check. That check is performed after the active player finishes his SO checks during the Command Phase. It can be performed regardless of whether or not the last SO check was successful so that each unit on standby can roll to attempt to get out of standby once per friendly Command Phase.

10. Shooting
10.1. Targeting requirements
10.1.1. Range is determined by counting the number of hexes between the firer and the target. Count the targets hex but not the firers. 10.1.2. A ship may only fire at the closest enemy ship unless it passes an Ld check to select a further target. Ordnance counters or hulks do not count for determining the closest target. Count only ships / defenses within the firing ships available fire arcs and in range. Different weapon firing in different arcs can fire at different targets if they cannot all reach the closest one. 10.1.3. A target must be within range of the chosen weapon to be fired at. 10.1.4. Targets dont need to be assigned before the result of previous fire is known. For example, if a ship destroys the closest target with 1 weapon, it can select a new target for its other weapons. Fire any/all available weapons from each one of your ships, one ship at a time. 10.1.5. Ordnance counters can be targeted freely within the restrictions of range and fire arcs. 10.1.6. Planets and moons block the line of fire through them but not into or out of them. Asteroid fields block the line of sight into, out of and through them, unless both the target and the firer are in the same asteroid hex. 10.1.7. Gas clouds affect battery fire as outlined on the gunnery table.

10.3. Lances Fire


10.3.1. Lances, Eldar/Dark Eldar Phantom Lances, Eldar Pulsar Lances, Necron Particle Whips, Tyranid Bio-plasma and Tau Ion Cannons are treated as Lances except noted otherwise. 10.3.2. Firing Lances at a target within range and fire arc requires a roll of D6=4+ to inflict one damage point to shields or HP. Armor and bearing have no effect on Lance fire. Always deplete the shields first. Each damage point to HP calls for a critical damage roll. You can roll one lance shot at a time if desired and select another target for the next shot if allowed. 10.3.3. Lances firing at ordnance require a D6=6+ to hit. A hit results in 1 torpedo wave or 1 attack craft squadron being destroyed. 10.3.4. Dark Eldar / Eldar Phantom Lances inflict 1 damage point on a roll of 4 but inflict 2 damage points on a roll of D6=5+. 10.3.5. Eldar Pulsar Lances can keep rolling as long as they hit the target for a maximum of three times in a row, each hit inflicting 1 damage point. Rerolls are stopped at the first miss. They therefore can inflict up to 3 damage points. 10.3.6. Necron Particle Whips ignore shields/Holofields/Shadowfields and inflict their damage directly on the targets HP but only if the die roll is 6. A roll of 4 or 5 is treated as a standard Lance. 10.3.7. Tyranid Bio-plasma ignores shields altogether and inflicts their damage directly on the targets HP. 10.3.8. Tau Ion Cannons and Eldar Phantom Lances are similar to standard Lances in every aspect.

10.2. Gunnery Fire


10.2.1. Batteries, Space Marine Bombardment Cannons, Ork Gunz and Heavy Gunz, Necron Lightning Arcs, Tyranid Pyro-Acid Batteries and Tau Railguns all use the Gunnery Chart to determine their effect on a target. In this section, the term Battery encompasses all those weapons if not specified otherwise. The Gunnery Chart cross-references battery value with target type and yields a number. This is the number of D6 rolls allowed against the targets armor. 10.2.2. Battery values of different weapons on a same ship, or stacked ships in an escort squadron, can be combined by adding them together, if they all bear on the same selected target. Escorts must meet the squadron requirements (9.7) in order to combine their battery fire. 10.2.3. In the same way, a single weapon battery value can be split and used against different targets within range and the same fire arc (exception: Necron Lightning Arcs, 15.9.12). A battery value of 1 cannot be split. 10.2.4. After determining the battery value to be used against the target, determine the type of target and use the appropriate column on the Gunnery Chart to find the number of D6 to roll against it. 10.2.5. Modifiers to Gunnery fire are always in column shifts. (+1) means one column to the right and (-1) means one column to the left. Column shifts are cumulative but if the column number shifts to less than 0, use the 0 column and if it shifts to more than 5, fire is not possible. Note: We added a column 5 to the BFG table to allow for weaker shifted shots.

10.4. Torpedo/Attack craft Launch


10.4.1. Torpedoes are launched during the shooting phase by placing them on the firing ship facing within the firing arc shown on the SDC or any adjacent vertex. 10.4.2. The number of torpedoes in the wave can be adjusted by pressing the +/- keys. 10.4.3. Torpedoes do not move or attack in the shooting phase but in the ordnance phase even if there is a target in the same hex as the firer. 10.4.4. Mark the firing units torpedo line as ammo empty by clicking on the armament line once.

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10.4.5. Attack craft are treated like torpedoes for these rules except that the units launch bays are never marked out of ammo (the squadron counter is just removed from the ships SDC and placed on the map). Attack craft squadrons have no facing. 10.4.6. Unit starts with a number of attack craft squadrons equal to their launch bay added values. Place those counters on the units SDC when not launched on the space/low orbit maps. Prior to game start, each player that has available launch bays selects the type of ordnance squadrons he wants (conforming with his fleet list restrictions) and places the appropriate markers on the carriers SDC. 11.1.7. Crippled ships have their maximum shields value halved FRU. Note that the crippled shield halved value does not appear on the ships crippled side SDC, it still shows the full value. Note: it was difficult to implement in VASSAL, you have to remember to halve the value! 11.1.8. During the End Phase, the active player may regenerate his units shields value by one point up to their current maximum.

11.2. Hit Points Damage


11.2.1. Damage points applied to a units HP is permanent during a game. 11.2.2. A unit that lost half its HP FRU is crippled. Use the C key on the ships counter to flip it to its crippled side. An SDC automatically adjusts itself to its crippled side when enough HP have been lost. 11.2.3. A unit brought to 0 HP is destroyed. Capital ships roll on the catastrophic damage table when they are reduced to 0 HP. 11.2.4. Players roll for critical damage for very point of damage on their units HP immediately after the damage points for that weapon are applied. 11.2.5. See 6.7 for the advantage of Bracing for impact.

10.5. Nova Cannon Fire


10.5.1. A Ship firing the Nova Cannon selects a hex within the range bracket and fire arc as the target hex. The player places the Nova maker in the target hex and select whether he attempts direct or area fire by flipping the nova marker using the A key if necessary. 10.5.2. If Direct fire is selected, the firing player has to designate a primary target in the target hex. 10.5.3. If Area fire is selected, all units in the target hex, including friendly ones, are potential targets in case of a hit. 10.5.4. A successful hit requires a die roll of D6=5+ as depicted on the Nova Fire Chart. If hit, apply the results corresponding to the type of fire performed. Additional targets are firing players choice. 10.5.5. If missed, check the range to the target hex and roll again on the appropriate table (range same, greater or inferior to 12 hexes). 10.5.6. On a same hex result, apply the effect to any unit in the hex, firing players choice. 10.5.7. On a 1 hex away result, roll a D6 on the 1 away table and reposition the nova marker in the indicated hex. Any target in that hex is hit, firing players choice. If only friendly units are in the hex, the firing player has to apply the hit to one of those units. 10.5.8. On a 2 hexes away result, roll a D12 on the 2 away table and reposition the nova marker in the indicated hex. Any target in that hex is hit, firing players choice. If only friendly units are in the hex, the firing player has to apply the hit to one of those units. 10.5.9. Any ordnance marker located in the same final hex as the nova marker is destroyed.

11.3. Critical Damage


11.3.1. Roll for each HP damage your units incur. Escorts / defenses with 1 HP that suffer a critical hit from any source (i.e. boarding) are destroyed. 11.3.2. On a roll of D6=6+, a critical damage is rolled using 2D6 on your races critical damage table. Place the appropriate marker on the units SDC and inflict additional hits as required. 11.3.3. Additional critical damage HP hits do not produce critical rolls but cannot be avoided by Brace for Impact / Reactive armor rolls. 11.3.4. Eldar units suffer a critical damage on a roll of D6=4+. 11.3.5. Critical damages that can be repaired can be removed from a units SDC during the End Phase. In order to do so, roll 1D6 for each HP the unit has remaining. For each D6=6+, one critical is removed, owning players choice. 11.3.6. See the tables for critical damages that can or cannot be repaired. 11.3.7. If a critical damage is rolled and cannot be applied because the unit has no such equipment or is already under the same un-repairable damage, use the next line on the table as the critical incurred. 11.3.8. Repairable critical damages are cumulative (i.e. Fire!). Each instance creates a marker on the SDC and needs to be repaired individually. 11.3.9. If there is a choice as where to apply the damage (i.e. multiple weapons bearing in the same arc), it is the attacking players choice. Weapons bearing multiple arcs could be damaged by any critical damage containing part of their arc in its name (i.e. an LFR weapon can be damaged by an L weapon critical damage). When a weapon damage calls for a top or bottom line, apply the damage to the topmost or bottommost undamaged weapon line respectively. 11.3.10. Orbital defenses have their own critical hit table. In case of a lost orbit critical, move the defense closer to the planet 1 hex per turn during the owning players turn after his damage repair attempts. If the defense enters a planet hex, it is destroyed. 11.3.11. Additional Fire! HP Damage on a players unit, if not extinguished, only happens during the owning players turn after his damage repair attempts. 11.3.12. Drifting and blazing hulks do not suffer or roll for critical damages, they only roll for catastrophic damage every time they take an HP hit.

10.6. Low Orbit Fire


10.6.1. Firing on the low orbit map has detrimental effects on ships weapons only, not on ground units weapons. 10.6.2. Battery fire has a column shift modifier. 10.6.3. Lances and Nova fire is allowed only if a D6=4+ is rolled prior to each weapon firing. Brace for impact Ld checks can be made after this roll. 10.6.4. Torpedoes cannot be launched from ships.

11. Damage
11.1. Shields Damage and Holofields/Shadowfields
11.1.1. Shields always take the damage before HP unless a weapon is capable of bypassing them (10.3.6 and 10.3.7). 11.1.2. When the shields are reduced to 0, apply the next damage points to the HP of the unit. 11.1.3. Torpedoes and attack craft always bypass shields and inflict damage directly on the units HP. 11.1.4. Eldar Holofields and Dark Eldar Shadowfields provide the unit with a saving throw of D6=2+. A die roll is made for any damage point from enemy Lance fire as well as hits from torpedoes, attack craft, boarding actions, ramming and hit and run raids. Nova fire damage can be avoided with a single roll even if multiple points are scored by a direct hit. Battery fire only suffers a column shift modifier when firing against a ship equipped with Holofields/Shadowfields. 11.1.5. Those fields do not save against explosions from overloading ships or damage incurred from terrain. See also 10.3.6. 11.1.6. Some critical damages involving shields/Holofields/Shadowfields bring those permanently down. See the Damage charts for more details.

11.4. Catastrophic Damage


11.4.1. When a capital ships HP (or a defense with starting HP>1) is reduced to 0, immediately roll on the appropriate catastrophic damage table. Also for each hit received by a hulk, roll again on the same table. Escorts and units with only 1 starting HP are destroyed and removed from play as soon as they are reduced to 0 HP. 11.4.2. On a Drifting Hulk result, flip the ship using the H key to show the drifting hulk side (see 4.1.1). A drifting hulk moves forward 4 hexes after all of a players operational units are done moving. Hulks only move during their former owners player turn. 11.4.3. Hulks take damage from fire, explosions and celestial phenomena like ships but see 11.4.1 for the effect damage has on them.

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11.4.4. For hulks interactions with planets see 9.4.3, 9.4.8 and 9.4.9. Hulks always fail any Ld check to avoid ill effects from celestial phenomena. 11.4.5. A drifting hulks counter leaving the map is counted as destroyed for VP purposes. 11.4.6. On a Blazing Hulk result, press the H key twice to show the counters blazing hulk side. A blazing hulk is treated exactly as a drifting hulk except for an additional catastrophic damage roll done at the end of its mandatory movement. Apply the new result accordingly (it can extinguish into a drifting hulk, stay ablaze or explode). 11.4.7. On any overload explosion result (or an Eruption/Detonation of a Tyranid ship), immediately show the hulks area of effect by pressing the O key. Any unit or individual ordnance marker in the area of effect is attacked by regular lance fire with a number of rolls depending on the ships starting HP and the type of explosion (see chart for details). Tyranid ships explosions use Pyro batteries and Bio-plasma rolls (see chart for details). Clarification: the charts say ships within 3 hexes but it should say any unit/ordnance marker. This includes hulks, defenses and ground units. 11.4.8. Exploding hulks are removed from the game after the explosion event is solved. 11.4.9. If an explosion produces another overload on an affected hulk, resolve the initial event first then any chain reaction events in the order they occurred. 12.1.11. The strength value of a torpedo marker can be adjusted using the +/keys. Make sure the strength value at launch is identical to the launching ships torpedo strength value. 12.1.12. Ork torpedo launchers do not have a fixed strength number. Roll the die indicated on the SDC (D6+1, D3, etc.) each time you launch to determine the salvo strength. 12.1.13. Anytime a torpedo counter moves into a units hex (friendly or enemy if the torpedo is not a boarding torpedo), interrupt the movement and resolve the interaction as per 12.2. Friendly ships are hit by regular torpedoes the same way an enemy ship would. A ship moving into a torpedo hex also triggers an interaction under this rule. 12.1.14. You cannot combine torpedo markers from different launching ships even if they started in the same hex. Each ship launches its own wave. An exception to that rule is for non-Ork Squadrons that can combine stacked escorts torpedo markers into a single wave. For more details on whats considered an ordnance wave, see 8.2.5.

12.2. Interactions
12.2.1. When an ordnance counter enter a hex occupied by an enemy unit (or even a friendly unit in the case of regular torpedoes), play is stopped and the interaction this ordnance has on the unit in the hex is resolved using the Ordnance Interaction table. Attack craft squadrons cannot move anymore if they interact with anything (even if they interacted as a result of enemy ordnance entering their hex), torpedo waves only stop when they attack a target. 12.2.2. In case of multiple units in the hex, enemy fighters/Thunderhawks have to be interacted with first, then it is up to the ordnance owning players to decide which unit is the target of the interaction. 12.2.3. To find out what type of interaction is happening, cross reference the ordnance type with the target type on the table. The top result applies to the entry type up top, the bottom result to the entry type on the left. 12.2.4. Eliminated: remove the ordnance marker from the game. When fighters eliminate torpedoes, 1 fighter squadron is marked empty per torpedo wave eliminated. Eliminated attack craft squadrons are placed in some convenient place on the owning players sideboard to allow for their possible repair later. ) by 12.2.5. Empty: mark the attack craft as being ammo empty ( pressing the E key. Empty units do not interact (no effect) with enemy units but other not empty enemy attack craft can still roll to attempt to destroy them in a dogfight. 12.2.6. No Effect: the ordnance does not affect the target. Empty units always get a no effect interaction result. 12.2.7. Dogfight: both players roll 1D6 per non-empty squadron involved on the dogfight table and determine the results after applying any relevant dogfight modifiers. A hit destroys 1 enemy squadron. Dogfight hits are simultaneous so both players could possibly lose their squadrons. 12.2.8. Target selection in a dogfight is done prior to any player rolling but is up to the players with no restrictions. 12.2.9. Any fighter or bomber squadron involved in a Dogfight is marked empty at its conclusion. Thunderhawks, assault boats and Impalers are not marked empty. 12.2.10. Hit & run: an immediate hit and run roll is made for each boarding torpedo that scores a hit (as per regular torpedo rules, see 12.2.13) or each attack craft squadron. See the Hit and run table and 13.2.6 for more details. Turret fire is resolved prior to hit and run. Boarding torpedoes are removed from play after rolling for hit and run, attack craft are marked empty. 12.2.11. Turret: a ship can attempt to reduce a torpedo/attack craft wave strength by rolling a number of D6 equal to their turret value. The number to roll is found on the table and depends on the ordnance type. Each hit reduces a torpedo wave by 1 point or destroys 1 attack craft squadron. Turret fire is the only interaction that is resolved prior to any other. 12.2.12. Massing turrets: one uncrippled friendly ship stacked with the target of an ordnance attack may add 1 turret point to the turret value of the target ship (provided that the supporting ship has a turret value of at least 1). This only applies to the turret attack rolls not to any bomber attack rolls modifiers.

12. Ordnance
12.1. Movement
12.1.1. Ordnance is placed on the space/low orbit map during the shooting phase but doesnt move until the ordnance phase. Both players ordnance moves during each and every ordnance phase. The order of movement is active players ordnance first, then inactive players ordnance, finally the active players Eldar ships if any (see 7.5). 12.1.2. Ordnance is divided in two types: torpedoes and attack craft. 12.1.3. Attack craft squadrons move up to their MP value (the number written on the counter). Attack craft squadrons can be of different types: bombers, fighters, assault boats Those types determine the interaction that particular squadron has with other ordnance/ships (see 12.2). Attack craft squadrons have no turn or minimum move requirements. 12.1.4. Fighters can elect to stay stacked with a capital ship and act as combat air patrol (CAP). They then forfeit their move in the next ordnance phase and move with the protected ship in its movement phase (see 7.3.1). Place or remove the CAP marker on the fighters stack at the beginning of your Movement Phase. 12.1.5. Anytime an attack craft counter moves into an enemy units hex, interrupt the movement and resolve the interaction as per 12.2. 12.1.6. Attack craft squadron waves (stacked counters moving together) have the advantage of incurring a single turret defensive fire attack but can be destroyed entirely by nova fire. 12.1.7. Torpedoes have to spend all their MPs every ordnance phase and are only allowed 1 sideslip per phase. Torpedoes cannot turn, they keep the facing they had when launched. To offset the disadvantage of having to fly in a straight line, torpedoes, when placed on the map, can be facing a vertex instead of a hexside. When facing a vertex, the torpedoes can move forward in either of the two front hexes but cannot sideslip. 12.1.8. Boarding torpedoes move like regular torpedoes but, in addition, are allowed 1 turn per phase at the beginning of their movement. That turn can place them facing a hexside or a vertex (it can be a 30 or 60 degrees turn). 12.1.9. Torpedoes that leave the map/low orbit map are removed from play. 12.1.10. Torpedo markers have no speed value but a wave strength value on their counter. Torpedoes speed is shown on the launching ships SDC. Exception: Ork boarding torpedoes have a speed value of 4 marked on their counter (S4).

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12.2.13. A ship can only use its turret value against any number of attack craft waves or any number of torpedo waves during a single ordnance phase, not both. 12.2.14. Attack: ordnance can roll to attack the target. The attack occurs after any turret defense rolls have been made. Torpedoes are removed from play after the attack is made, attack craft squadrons are marked empty. 12.2.15. Torpedoes attack by rolling a number of D6 equal to their remaining strength (after turret fire). For each roll superior or equal to the ships armor value one damage point is inflicted directly on the units HP. Determine which armor value to use by noting which hexside the wave crossed to enter the targets hex. If multiple units are in the hex, the torpedo owning player must select which one is the target of the wave (as in 12.2.2). Eldar Torpedoes are allowed one re-roll for each miss. 12.2.16. Bomber squadrons attack by making 1D6 minus the targets turret value attack rolls per squadron (roll once for each squadron). For each attack roll (D6) superior or equal to the ships lowest armor value one damage point is inflicted directly on the units HP. If multiple units are in the hex, the ordnance owning player must select which one is the target of the wave (as in 12.2.2). 12.2.17. Ork Fightabomba squadrons are considered bombers when interacting with ships and fighters when interacting with ordnance. They attack by making 1D3 minus the targets turret value attack rolls per squadron. 13.1.8. In case of a tie, flip the attacking ships Prepare to board marker to its Engaged side (E key) and place an Engaged maker on the attacked units SDC. Engaged units cannot fire, move or launch ordnance (except for mandatory gravity well movement). Engaged units stay engaged until one ship is reduced to 0 HP by damage or critical hits. 13.1.9. In addition to HP damage, each unit (even the victor) that rolled for boarding now rolls for a critical hit using the value given by the table that depends on how much one side overwhelmed the other (the difference between the totals). If the die roll is equal or higher to the number on the table, roll on the critical hit table for that ship. 13.1.10. If multiple ships stacked together want to board a single enemy unit, combine the boarding values of those ships and roll only once per target. Any damage to the attackers is distributed by the active player as he sees fit but every ship involved has to roll for a critical hit. 13.1.11. Prepare to board markers are removed after the boarding rolls or flipped in case of a draw.

13.2. Hit and Run attacks


13.2.1. Hit and run attacks are usually resolved during the ordnance phase as part of ordnance interaction rules. The only type of hit and run resolved during the end phase is the teleport attack. 13.2.2. Teleport attacks can be attempted only by the active players ships. You can only target an enemy ship/defense within 2 hexes of the attacking ship. The target must have its shields down (0 current shield points) and have equal or less HP remaining than the attacking ship. 13.2.3. Only one teleport attack is allowed per ship per turn and only uncrippled capital ships or defenses with more than 1 HP left can attempt it. 13.2.4. Units on any kind of SO cannot attempt a teleport attack. 13.2.5. Each teleport attack is worth one hit and run roll. Other types of hit and run attacks may allow for multiple rolls (see the hit and run table). 13.2.6. To resolve a hit and run attack, roll a D6. A score of 1 is an automatic miss. A score of 2 or more is used as a critical hit roll on the target units critical hit table. Use the same die roll number; do not re-roll (except for the Dark Eldar Impaler that uses a 2D6 roll to determine the type of critical after a successful attack). 13.2.7. A Hit and run hit can be avoided by a successful Brace for Impact roll of D6=4+ or with a holofields/shadowfields roll of D6=2+.

12.3. Reloading
12.3.1. You can reload torpedoes by placing a ship under the reload SO and remove the ammo empty marker from the SDC by clicking twice on it. See 6.6 for more details. 12.3.2. Empty attack craft are reloaded automatically by spending their end phase on a carrier ships SDC. 12.3.3. Any attack craft squadron can be recovered by a carrier ship (friendly and of the same race) during the ordnance phase as long as the squadron is stacked with the ship or moves into the ships hex and the ship has enough launch bays to accommodate the squadrons. Just place the attack craft marker on the carriers SDC. 12.3.4. A carrier ship (meaning a ship having launch bays) cannot have more squadrons on its SDC than it has launch bays. If its number of launch bays is reduced due to crippling or critical damage, destroy any attack craft squadron in excess of the new maximum, owning players choice. 12.3.5. Tyranid attack craft squadrons are never recovered, nor do they ever become empty.

13.3. Other End Phase actions


13.3.1. The active player can reload ships and squadrons eligible to do so, attempt to repair critical hits on his units and increase his units shield value if eligible. See the appropriate rules for details. 13.3.2. The active player may attempt to repair previously eliminated attack squadrons currently on that players sideboard. Roll 1D6 for each carriers remaining launch bay. On D6=6+. Place any one eliminated squadron back on that carriers SDC, fully loaded. You cannot create more squadrons than originally deployed at the beginning of the game, only repair the eliminated ones. A ship with Thunderhawks on its SDC (or upgraded to carry Thunderhawks) can only reclaim eliminated Thunderhawks. Impalers can never be repaired. Note: the original ABG carrier/attack squadrons rules made the carriers half as effective as in BFG. This change, combined with the automatic reloading of empty squadrons makes carriers worth their cost again. 13.3.3. Brace for impact SO are removed from active players ships that didnt brace this turn. Any NO SO markers are removed from the active players ships. 13.3.4. Players should also check the scenario victory conditions to see if any player has won the game by fulfilling those.

13. End Phase Mechanics


13.1. Boarding
13.1.1. Ships under a Prepare to board marker can attempt to board an enemy ship located in the same hex or in an adjacent hex. 13.1.2. The only time a ship can board an adjacent enemy unit is if the boarding ship is unable to move into the target units hex because of stacking restrictions (for example two adjacent enemy battleships). 13.1.3. If there is room for the boarding ship to enter the enemys hex (for example an enemy ship in the hex was destroyed thereby reducing the SP in the hex), it cannot board that hex this turn and the Prepare to board marker is removed. 13.1.4. If there is an enemy ship in the boarding units hex, you cannot choose to attack an adjacent ship regardless of stacking. 13.1.5. The active player is free to select the target of each boarding action within the rules outlined in 13.1.3 and 13.1.4. 13.1.6. To resolve a boarding action, each player involved rolls a D6 and consults the boarding table. After adding applicable modifiers for boarding value and special abilities, compare the totals. The higher total player inflicts a number of HP damage equal to the difference between the totals. 13.1.7. The boarding value of a ship depends on several factors including turrets and HP; see the table for details.

14. End of the game and Victory points


14.1. Standard victory conditions
14.1.1. Most scenarios use Victory Points (VP) to determine the winner of the game. Crippling, destroying or forcing enemy ships to disengage earns the players VP. Some scenarios might offer some other ways to earn VP.

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14.1.2. The following table gives the standard VP given to a player achieving the goals listed. The cost of a capital ship includes Admirals/Warlords costs and ship upgrade costs when determining VP.

14.1.3. At the end of the game, a player is considered the Holding Player if he is the only one with an undestroyed ship on the map / low-orbit map. Only the Holding Player can claim enemy and friendly Hulks on the map / low-orbit map as VP. 14.1.4. Hulks that drifted off-map during the course of the game are considered destroyed and do not earn the holding player any VP for having been hulks. 14.1.5. The player with the most VP is the scenario winner. 14.1.6. Note that Necron fleets use a different VP table as far as their ships are concerned (see 15.9.7).

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15.1. Imperial Fleet
15.1.1. If your planned fleet VP is 750 points or more (including options and leaders), you must include an Admiral to lead it. 15.1.2. You can include up to 1 Admiral and spend VP on his Ld and re-roll values as per the following table. Admirals come with 1 default re-roll; additional re-rolls must be purchased.
Type Admiral Ld 8 Admiral Ld 9 Admiral Ld 10 + 1 re-roll +2 re-rolls +3 re-rolls VP 50 100 150 +25 +75 +150

15.2. Space Marine Fleet


15.2.1. Space Marine (S.M.) units use a different Ld table to roll for Ld and have various bonuses in boarding and hit and run as given in the tables and charts. 15.2.2. If your planned fleet VP is 750 points or more (including options and leaders), you must include a Master of the Fleet to lead it. 15.2.3. You can include up to 1 Master of the Fleet and spend VP on re-roll values as per the following table. Masters of the Fleet come with 1 default re-roll; additional re-rolls must be purchased.
Type Master Ld 10 + 1 re-roll +2 re-rolls +3 re-rolls VP 50 +25 +50 +75

15.1.3. An Imperial fleet can include up to 1 Battleship for every 3 Cruisers or Battlecruisers (but not Grand Cruisers). 15.1.4. An Imperial fleet can include up to 1 Battlecruiser or Grand Cruiser for every 2 Cruisers. 15.1.5. An Imperial fleet can include up to 12 Cruisers. 15.1.6. The combined number of Endurance and Defiant light cruisers in a fleet cannot exceed the number of Endeavour light cruisers. 15.1.7. An Imperial fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. 15.1.8. Carriers can carry a mix of fighter and bomber squadrons up to their maximum launch bay value as the owning player sees fit. 15.1.9. Assault boats can only be carried by Emperor or Oberon class Battleships and cost an additional 5 VP per ship if any of those are selected (per ship, not per squadron). 15.1.10. Other Imperial ordnance consists only of regular torpedoes.

15.2.4. An S.M. fleet can include up to 1 Battle Barge for every 1000 VP or part thereof in your fleet. 15.2.5. Any ship with a Master of the Fleet can be equipped with a Terminator squad for an additional cost of 50 pts. Place a Terminator marker on the ships SDC. The Terminator squad can perform one hit and run teleport attack per game with a roll of 2 D6 instead of one (with the S.M. +1 bonus). Apply both dice results. Remove the marker after the attack has been resolved. This attack is in addition to any teleport attack that ship might have been allowed to make this turn. 15.2.6. An S.M. fleet can include up to 10 Cruisers. 15.2.7. An S.M. fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. 15.2.8. S.M. fleets can use Imperial Escort ships and/or S.M. Escort ships. 15.2.9. Imperial and S.M. fleets can be combined under a single Imperial player. You cannot squadron Imperial Escorts with S.M. Escorts when using a combined fleet. 15.2.10. S.M. Carriers carry Thunderhawk squadrons up to their maximum launch bay value. 15.2.11. Other S.M. ordnance consists of regular and boarding torpedoes. Note that Imperial boarding torpedoes are always manned by Space marines. A player indicates a that a ship has loaded boarding torpedoes by placing a boarding torpedo marker on its SDC. Before game start and every time it reloads, the player can select to load either type of torpedo for the next shot. 15.2.12. S.M. battleships and cruisers are worth 2 Assault points (see Planetary Assault scenario). 15.2.13. S.M. Battle-barges can be used as Exterminator and succeed on a roll of D6=3+ (see Exterminatus scenario). They do not lose any prow armament for being used as Exterminators.

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15.3. Chaos Fleet
15.3.1. Chaos units have various bonuses for boarding and hit and run as given in the tables and charts. 15.3.2. If your planned fleet VP is 750 points or more (including options and leaders), you must include a Chaos Warmaster to lead it.
Type Chaos Warmaster Ld 8 Chaos Warmaster Ld 9 Chaos Lord Ld 8 Mark of Slaanesh (enemy ships within 3 hexes have Ld-2) Mark of Khorne (flagship doubles boarding value and gets +1 to boarding critical hits) Mark of Tzeentch (leader gets one extra reroll) Mark of Nurgle (flagship gets HP+1 and cannot be boarded) VP 50 100 50 +25 +20 +30 +35

15.3.3. You can include 1 Chaos Warmaster and spend VP on Marks of Chaos as indicated in the table below. A Chaos Warmaster has 1 default reroll and can choose up to 4 Marks of Chaos. 15.3.4. Each Mark of Chaos can only be chosen once. To show which Mark(s) has/have been chosen; place the appropriate marker(s) on the flagship SDC next to the Warmaster counter. The properties of each Mark can be accessed by pressing the CTRL-P key. 15.3.5. You can also include up to 3 Chaos Lords in your fleet. Chaos lords have 0 default re-rolls and may choose up to 1 Mark of Chaos. Note: we did away with the Armada Chaos Lords rules which were different from the BFG rulebook. 15.3.6. A Chaos fleet can include up to 1 Battleship for every 3 Cruisers or Heavy Cruisers (but not Grand Cruisers). 15.3.7. A Chaos fleet can include up to 1 Grand Cruiser for every 3 Cruisers or Heavy Cruisers. 15.3.8. A Chaos fleet can include up to 1 Heavy Cruiser for every 2 Cruisers. 15.3.9. A Chaos fleet can include up to 12 Cruisers. 15.3.10. A Chaos fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. 15.3.11. Carriers can carry a mix of assault boats, fighter and bomber squadrons up to their maximum launch bay value as the owning player sees fit. 15.3.12. Other Chaos ordnance consists of regular and boarding torpedoes. A player indicates a that a ship has loaded boarding torpedoes by placing a boarding torpedo marker on its SDC. Before game start and every time it reloads, the player can select to load either type of torpedo for the next shot. 15.3.13. The Planet killer is a Chaos Battleship armed with the terrifying Armageddon Cannon. This weapon requires the use of special rules. 15.3.14. The Armageddon Cannon is treated like a Nova Cannon for the purpose of eligibility to fire under SO. All the SO rules for the Nova Cannon apply to the Armageddon. 15.3.15. After every shot, the Armageddon is marked Ammo Empty like a torpedo launcher. A Reload SO is necessary to remove the empty marker. 15.3.16. On a reload roll of 12, the Armageddon Cannon is damaged and cannot be repaired during the battle. In addition, it inflicts one critical hit to the Planet Killer. On a reload roll of 11, the cannon can fire one more time but then must be marked as damaged for the rest of the battle. 15.3.17. The Armageddon can only fire in straight line exactly 18 hexes away from the front hexside of the Planet Killer. Place a Nova marker there (or on the map edge hex, if 18 hexes puts you off the map). Any unit in hexes between the Planet Killer and the marker (including the markers hex) is hit by a Nova Direct Hit. Select one primary target per hex occupied, up to two stacked units can take additional damage. See the Nova Table for details. All the ordnance counters in those hexes are destroyed. 15.3.18. The Planet Killer can be used as an Exterminator and automatically succeeds but only if its Armageddon Cannon is never fired during the game (it is charged to fire at the planet). There is no range requirement, as long as the ship is on the Low Orbit map (see Exterminatus scenario). 15.3.19. Any Chaos capital ship can be transformed into a Daemonship by paying the upgrade cost and placing a Daemonship marker on the ships SDC.

15.3.20. Daemonships cannot carry leaders or space marines and cannot be used to score assault points or as Exterminators. Any Daemonship can buy one Mark of Chaos. 15.3.21. The upgrade cost is 50 pts for a Battleship, 30 pts for a Grand Cruiser, 25 pts for a Heavy Cruiser and 20 pts for a Cruiser. 15.3.22. Daemonships roll on the Chaos table for their leadership value. 15.3.23. Daemonships are not placed on the map at game start. Their counter is kept on the ships SDC. As the last action of his End Phase (beginning with the Chaos players second turn and after), the Chaos player can summon any daemonship still off-board. To do so, select any capital ship on the map/Low Orbit map and place the daemonship counter within 4 hexes of it but not stacked with any unit. On a D6=5+, the daemonship stays in the hex. On 1 or 2, roll on the 2 hexes nova scatter table. On 3 or 4, roll on the 1 hex nova scatter table. Move the ship accordingly to its new hex, stacking with units if necessary (in case of over-stacking, re-roll for scatter). Finally, place a spectral marker on the daemonship counter. 15.3.24. In spectral form, the Daemonship is unaffected by celestial phenomena, ordnance, mines and is immune to any attack. It cannot board, fire or launch ordnance but it can move. The only effects it has on the game is stacking, making it more difficult for a ship within 3 hexes to disengage (+1 modifier, see 9.6.3) and modifying leadership in case it bears the Mark of Slaanesh (see 15.3.3). 15.3.25. In any subsequent Chaos players turn end phase, it can, as the last action of that phase, attempt to materialize by rolling a D6=2+. Remove the spectral counter if it succeeds. It is not mandatory to attempt to materialize and it can be done at the end of any subsequent chaos end phase. Materializing is not allowed if the Daemonship is stacked with any other ship. 15.3.26. A Daemonship can return to the warp at the end of any Chaos movement phase. Place its counter back on the SDC. The Daemonship counts as disengaged for VP purposes even if it comes back to play later (unless it gets crippled or destroyed). 15.3.27. A Daemonship can come back to play following the procedure outlined in 15.3.23, 24, 25. Roll on the following table to see if it gained any lost HP. The Daemonships HP cannot be brought to more HP than

what it started with. 15.3.28. Abaddon the Despoiler is a fearsome Chaos Warmaster with special abilities outlined in the following rules. 15.3.29. As mentioned in the Boarding charts, Abaddon doubles the boarding value of any ship he is stacked with and adds 1 to the boarding roll of that ship. 15.3.30. Abaddon also gets a +1 bonus for hit and run teleport attacks (see charts). 15.3.31. If one of Abaddons re-rolls is used to pass an Ld check failed by another ship of his fleet and that re-roll fails, The ship Abaddon is on has to fire with at least half (FRU) its gunnery and lances against the failing friendly ship (assuming it is in range and fire arc). If the ship survives, it gains Ld+1 for the rest of the game (up to 10, increase the SDC value). This increase only happens once per ship. Place a Wrath marker on the ship. 15.3.32. If the failing ship is not in range and/or fire arc, Abaddons re-rolls may not be used anymore on it (or on the squadron, if escorts). Place a No re-roll marker on the ship. 15.3.33. If one of Abaddon re-rolls is used to pass an Ld check failed by Abaddons own ship, and that re-roll fails, the ship loses 1 HP immediately. 15.3.34. Abaddon has an Ld of 10 and receives one re-roll per turn. He costs 195 pts and you must have a fleet of more than 1000 pts to use him. You cannot put another leader on Abaddons ship.

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15.4. Chaos Marine Fleet
15.4.1. Chaos Marine units use a different Ld table to roll for Ld and have various bonuses in boarding and hit and run as given in the tables and charts. 15.4.2. Chaos Marine battleships and cruisers are worth 2 Assault points (see Planetary Assault scenario). 15.4.3. For an additional 10 pts, Chaos Marine Battleships or Grand Cruisers with a Warmaster or Chaos lord may carry Terminators. Place a Chaos Terminator marker on the ships SDC. Roll 2D6 (with chaos marine +1 bonus) when conducting a hit and run teleport attack and choose the result to apply. Chaos Terminators are not removed from the game after they conduct an attack. 15.4.4. A player has to determine which Chaos Marine legion his ships belong to. A Chaos Space Marine ship can buy a single Mark of Chaos even if there is no leader on the ship. The Marks of Chaos in a Chaos Marine fleet must conform to the restrictions given in the following table, depending on the legion chosen. There are also restrictions listed on which legions can be fielded together in a players fleet. If the Warmasters legion is different from other ships in the fleet, those ships must be lead by a separate Chaos Lord for each different legion.

15.4.5. A Chaos ship crewed by Chaos Marines can be equipped with Thunderhawk squadrons instead of the usual bomber/fighter mix. The number of squadrons carried can only be one half (FRD) the carriers launch bay capacity. When carrying Thunderhawks, you cannot carry other types of attack craft. 15.4.6. Any chaos chip can be used in Chaos Marine fleet but the ships cost is increased by 35 pts. Use the Chaos fleet limits to determine fleet composition. 15.4.7. You can also include Chaos marine ships in a regular Chaos fleet, at the same increased cost. Indicate the Chaos Marine attribute with the Chaos Marine Marker. That ship gains all the chaos marine bonuses and special rules found in 15.4.

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15.5. Eldar Corsair and Craftworld Fleet
15.5.1. Eldar units use a different Ld table to roll for Ld and have various bonuses in boarding and hit and run as given in the tables and charts. 15.5.2. Eldar units may not use the All ahead full, Burn Retros and Come to new heading SO. They cannot ram. 15.5.3. Eldar ships speed is determined using the sunward direction as per the diagram for rule 4.2.2. The first speed number on their SDC is the upwind speed, the second the downwind speed and the third the abeam speed. Eldar ships turn before they move and do not turn thereafter (except for a free gravity well turn towards the planet at the end of their movement as per 9.4.4). Therefore, determine the solar wind angle and the appropriate speed after this initial turn, if any. 15.5.4. Eldar ships have no minimum move distance and can move a second time during their ordnance phase. 15.5.5. Eldar units are equipped with holofields that void any hit on D6=2+. They work against nova, lance, ordnance, hit and run, boarding and ramming damage. They affect gunnery fire with a modifier (see charts). They do not work against ship explosions and celestial phenomena. See 11.3.4 for Eldar critical hits. 15.5.6. Eldar Corsair fleets can only include ships other than Dragonships, Wraithships, Shadowhunter Escorts and Ghostships. 15.5.7. An Eldar Corsair fleet may include 1 Pirate Prince. If the fleet is worth more than 750 pts, you must buy this leader. 15.5.8. A Pirate Prince adds 2 to the Ld of the ship he leads and has 0 default re-roll. Additional re-rolls must be purchased. 15.5.22. Carriers can carry a mix of fighter and bomber squadrons up to their maximum launch bay value as the owning player sees fit. 15.5.23. Assault boats can only be carried by Dragonships (carrier version) and cost an additional 10 VP per ship if any of those are selected (per ship, not per squadron). 15.5.24. Other Eldar Craftworld ordnance consists of Eldar torpedoes (see charts and 12.2.15 for their bonuses). 15.5.25. Any Craftworld capital ship may be converted into a Ghostship at no cost. Place a Ghostship marker on the ships SDC. 15.5.26. Ghostships make an Ld check normally to enter SO but if they fail they are marked finished for the turn and considered as being on standby and unable to brace for impact. If the check was made during the other players turn (Brace for Impact SO), the Ghostship remains finished until the end of its next turn (you can place a NO SO marker on the ship as a reminder). Failing an Ld check on a Ghostship prevents other checks only on any other Ghostship, not on normal Eldar ships. 15.5.27. Ghostships cannot include Aspect Warriors, Farseer, board, perform hit and run or have launch bays. Enemy units performing boarding actions or hit and run against a Ghost ship add 1 to their attack roll. 15.5.28. Ghostships roll for critical hits the normal way (D6=6+). 15.5.29. Ghostships may only use half (FRU) their HP when rolling for damage control (see 11.3.5).

15.5.9. An Eldar corsair fleet may include 1 Battleship for every 1000 pts the fleet is worth. 15.5.10. An Eldar corsair fleet may include up to 12 Cruisers and Light Cruisers. 15.5.11. An Eldar corsair fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. 15.5.12. Carriers can carry a mix of fighter and bomber squadrons up to their maximum launch bay value as the owning player sees fit. 15.5.13. Other Eldar Corsair ordnance consist of Eldar torpedoes (see charts and 12.2.15 for their bonuses). 15.5.14. Eldar Craftworld fleets are the only ones that can include a mix of Dragonships, Wraithships, Shadowhunter Escorts and Ghostships. They cannot use the Corsair vessels. Those Craftworld ships come in multiple variants with different armament. 15.5.15. An Eldar Craftworld fleet may include 1 Admiral. If the fleet is worth more than 750 pts, you must buy this leader. 15.5.16. An admiral has an Ld value that replaces that one of the ship he is stacked with. The admiral comes with 0 default re-roll and may purchase one.

15.5.17. Each Eldar Craftworld ship can be assigned 1 Farseer for 30 pts. A Farseer has one re-roll that can be used on the ship he is stacked with or any Craftworld ship/squadron within 3 hexes. 15.5.18. Any Craftworld capital ship can be staffed with Eldar Aspect Warriors for 20 pts. See the boarding and hit and run tables for their bonuses. 15.5.19. An Eldar Craftworld fleet may always include 1 Dragonship Cruiser as the admirals flagship. In addition to this ship, you may include 1 Dragonship for every 2 Wraithships. 15.5.20. An Eldar Craftworld fleet may include any number of Wraithships. 15.5.21. An Eldar Craftworld fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. Shadowhunters in the same squadron can be of different types.

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15.6. Dark Eldar Fleet
15.6.1. Dark Eldar units use a different Ld table to roll for Ld and have various bonuses in boarding and hit and run as given in the tables and charts. 15.6.2. Dark Eldar units do not need to pass an Ld check in order to be put under Come to new Heading SO. Cruisers, not escorts, have no minimum move distance and cannot use the Burn Retros SO. 15.6.3. Dark Eldar units are equipped with shadowfields that void any hit on D6=2+. They work against nova, lance, ordnance, hit and run, boarding and ramming damage. They affect gunnery fire with a modifier (see charts). They do not work against ship explosions and celestial phenomena. 15.6.4. Dark Eldar Assault Boats making hit and run attacks can opt not to roll on the critical hit table and take slaves from the target ship instead. This grants them an automatic 10 VP per attack. Put a slave counter on the Assault Boat squadron that succeeds in its hit and run. Taking slaves counts as an interaction as per 12.2.1 and 12.2.10. The VPs and counters are lost if the Assault Boat squadron is destroyed. Slave markers are transferred to a ships SDC when the Assault Boat squadron is recovered by the carrier ship. Dark Eldar ships (via teleport) and Impalers perform hit and run attacks the normal way (causing critical hits). The Dark Eldar hit and run bonus (see table) only applies to slave-taking, not to normal attacks. Note: Armada was not very clear about that and we opted to limit the bonus to slave taking. 15.6.5. Dark Eldar cruisers and escorts can be equipped with a Mimic Engine for an additional 40 pts and 20 pts respectively. Place a mimic engine counter on each ship equipped with one. 15.6.6. A Mimic Engine allows ships equipped with it to make one normal move before the first player turn begins (no SO allowed). It also prevents anything from targeting the equipped ship during the first non Dark Eldar player turn, unless the equipped ship itself has attacked the using the enemy already (flip the Mimic marker to its fired side E key). 15.6.7. Dark Eldar ships may carry the Impaler module. It is treated as a single assault boat ordnance squadron with special rules and hit and run bonuses. 15.6.8. Impalers are automatically marked empty (E key twice)at the very beginning of the next Dark Eldar player turn after it was launched. It has therefore only two ordnance phases in which to make any attack (you can mark it 1 turn (E key once) at the end of the first ordnance phase after launch in case you have multiple Impalers launched during different turns). 15.6.9. Before resolving a hit and run attack with an Impaler, roll a D6. On D6=2+, roll 2D6 on the appropriate critical hit table for the target, otherwise destroy the Impaler (remove the counter from the game). 15.6.10. The Dark Eldar do benefit from the Eldar batteries gunnery bonus (see gunnery chart). 15.6.11. A Dark Eldar fleet may include 1 Dread Archon. If the fleet is worth more than 750 pts, you must buy this leader. 15.6.12. A Dread Archon adds 2 to the Ld of the ship he leads and has 0 default re-roll. Additional re-rolls must be purchased. that loads them (either at the beginning of the game or after a successful reload SO). 15.6.17. Leech Torpedoes are considered regular torpedoes except that they do not inflict HP damage but a special critical hit. This hit causes a speed reduction of 2 hexes per turn and prevents the stricken vessel from using All ahead full SO. 15.6.18. When a leech torpedo scores a hit, place the leech torpedo marker on the targets SDC and adjust the torpedo number to reflect the amount of leech torpedo hits this ship suffered. Even though all leech critical hits have to be repaired individually, their effect is still -2 MP / no All ahead full SO, no matter how many hits are recorded. As with any critical hit (see 11.3.1), escorts are destroyed by a single leech hit.

15.6.13. A Dark Eldar fleet may include up to 12 Cruisers. 15.6.14. A Dark Eldar fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. 15.6.15. Carriers can carry a mix of fighter, bomber or assault boats squadrons up to their maximum launch bay value as the owning player sees fit. 15.6.16. Other Dark Eldar ordnance consists of Eldar or leech torpedoes, owning players choice. Place a leech torpedo marker on the SDC of ships

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15.7. Ork Fleet
15.7.1. Ork units use a different Ld table to roll for Ld and have a boarding bonus as given in the boarding table. 15.7.2. Ork ships do not need to take an Ld check to put themselves under All Ahead Full SO, they can do so automatically. Note that their speed boost under such SO is smaller than other races. 15.7.3. See the gunnery chart, 10.2.11, 12.1.12, 12.1.14 and 12.2.17 for weapon/ordnance related Ork special rules. 15.7.4. You can include 1 Ork Warlord for every 500 pts of planned fleet VP cost. One Warlord at least is mandatory if your planned fleet cost is more than 500 pts. Ork Warlords get 1 default re-roll and can purchase more as outlined below. 15.7.5. Ork Warlords double the boarding value of the ship they are stacked with and can buy 1 of the following upgrades: 15.7.17. A Hulk can be substituted for a planet in the Planetary Assault, Exterminatus scenarios. In this case the Hulk gravity well is the entrance point to its Low Orbit map and the Ork player can purchase planetary defenses as normal. If the Hulk is destroyed, the attacker automatically wins in those scenarios. 15.7.18. Ork Hulks are never crippled and they use their own critical hit table. Their critical hits are cumulative and they are not repairable. Apply any halving for being on SO before applying a critical damage modifier. 15.7.19. Ork Hulks are considered defenses for the purpose of targeting and are the only units in the game that can board a Ramilies Star Fort. 15.7.20. Hulks count as 6 SP and block the line of sight through them. You do not need to pass an Ld check to fire at an Ork Hulk if it is not the closest target. 15.7.21. Ork Hulks determine their starting number of launch bays prior to the beginning of the game by rolling 1D6+2 per bay. Place the number of squadrons on the Hulks SDC as obtained by summing the two launch bays rolls. A Hulk can always recover/repair squadrons up to its maximum launch bay value of 8 per bay minus any critical hits. 15.7.22. Ork Roks are asteroids equipped with engines and weapons. They require the following special rules. 15.7.23. Ork Roks move 2 hexes per turn in a straight line (1 sideslips is allowed). Roks in a gravity well earn a free rotation as other ships do. Roks movement is not slowed by celestial phenomena but they cannot enter the Low Orbit map. 15.7.24. Ork Roks cannot use Burn Retros or Come to new heading SO. They can use the All ahead full SO with no Ld check (see 15.7.2). Roll a D6, on a roll of D6=4+ the Rok moves an additional 2 hexes in any direction, but is then facing that new direction of travel and moves straight until it manages to be put under that SO again. On a lower roll the Rok moves 1 additional hex in the same direction it is currently traveling. 15.7.25. Roks do not roll for critical hits; they instead get 1 additional damage point for each critical hit scored against them. Roks are removed from the game like escorts and do not roll for catastrophic damage. Roks count as defenses for the purpose of targeting. Roks count as 2 SP.

15.7.6. You may include 1 Battleship or Battle Cruiser for each 2 cruisers in your fleet. 15.7.7. You may include up to 6 Cruisers in your fleet. 15.7.8. An Ork fleet can include any number of Escort squadrons. Each squadron is limited to a maximum of 6 Escorts. 15.7.9. You can include any number of Ork Roks in your fleet. 15.7.10. Carriers can carry a mix of assault boats or Fightabomba squadrons up to their maximum launch bay value as the owning player sees fit. 15.7.11. Other Ork ordnance consists of regular torpedoes. The ability to launch boarding torpedoes can be purchased for +5pts per ship. Mark the ship with a boarding torpedo marker to denote its ability. Before game start and every time it reloads, the player can select to load either type of torpedo for the next shot (put a second boarding torpedo marker on the SDC to show when those are loaded). 15.7.12. Ork can field Ork Hulks as huge ships that require the following special rules. Ork Hulks always have an Ld of 6. You may include 1 Hulk in your fleet for every 1500 pts or part thereof. Each Hulk must be assigned 1 Ork Warlord to lead it. 15.7.13. Hulks do not have their boarding value doubled by the presence of a Warlord. Additionally, the Warlords upgrade may have a different effect when purchased in combination with a Hulk:

15.7.14. Ork Hulks move 2 hexes per turn can only rotate 1 hexside every 2 turns at the end of their movement. Hulks in a gravity well earn a free rotation as other ships do. Hulks movement is not slowed by celestial phenomena and they cannot enter the Low Orbit map. 15.7.15. Ork Hulks cannot use Burn Retros, All ahead full or Come to new heading SO. Hulks never run Out of Ammo even if they roll 11 or 12. 15.7.16. Ork Hulks produce a gravity well area of effect as planets do extending 1 hex from the Hulks hex. The effects of that well are identical to a planets well except for the Low Orbit map transitions that do not exist with a Hulk (except 15.7.17). This means that any ship can be put in high orbit around the hulk and remain stationary with respect to it (moving along with it keeping its relative position).

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15.8. Tyranid Fleet
15.8.1. Tyranid units do not use Ld as other units. The only Tyranid ship with a normal Ld value are the Hive Ships. All other Tyranid ships have a default Ld of 7, if part of a Hive Fleet or an Ld equal to the number of ships in their respective squadrons if part of a Vanguard Fleet. 15.8.2. Tyranid ships/squadrons do not put themselves under SO in their Order Phase. They all take an Ld check at the beginning of their Movement Phase, before each starts moving (not all at once in the beginning of the phase). The Ld used is that one from any Hive Ship within 9 hexes if you play with a Hive Fleet or the Ld of the squadron as determined in 15.8.1 if you play with a Vanguard Fleet. 15.8.3. If the Ld check is failed, that ship/squadron is now using Instinctive Behavior (IB). Mark the ship(s) counter(s) accordingly using the I key. If the check is passed, the ship/squadron can be put under any or no SO and does not have to use IB. Ships/squadrons under IB have to act as per the Tyranid Instinctive Behavior table (see Appendix). Go down the table until one of the conditions is fulfilled, on the right side of the condition is the authorized/mandatory actions under IB. 15.8.4. Each Hive Ship can be used for any number of Ld check per Movement phase, as long as they pass the checks. When a Hive Ship fails an Ld check, it cannot be used again to check for IB for another ship/squadron but it doesnt prevent another Hive Ship to attempt the check. You can mark Hive Ships as finished to remember which ones cannot be used for IB checks if you have multiple Hive Ships. 15.8.5. Hive Ships also have to pass an Ld check to override IB. A failed check still finishes the Hive Ship for the purpose of other IB override checks. 15.8.6. Tyranid ordnance is not affected by IB. 15.8.7. If a Tyranid ship/squadron wants to be put under a Brace for Impact SO during either players turn, use the Ld value of the nearest Hive ship within 9 hexes or the default 7 if there is no Hive Ship in range (for both Hive and Vanguard fleets). If the ship/squadron is already under an IB SO (as denoted by the presence of both SO and IB markers on the counter), place a Brace for Impact marker on the ship(s) and keep the other SO active. A ship under both conditions uses the penalties and benefits of both SO (including possible quartering of some values). 15.8.8. Tyranid ships use a default Ld of 10 when checking against celestial phenomena effects. Other Ld checks such as ramming are performed using the Ld value as given in 15.8.1. 15.8.9. Tyranid ships always have to target the nearest enemy unit and cannot use Ld checks to target other enemies. Dont count drifting/blazing hulks. One exception is when a target is within 3 hexes of a Vanguard Drone (see SDC property sheet). Tyranid ship never fire at ordnance markers. 15.8.10. Tyranids have various boarding and hit and run bonuses as seen in the tables and charts. In addition, any non-Tyranid unit attempting a hit and run on a Tyranid unit has to roll 2D6 instead of one per attack and use the lowest result. 15.8.11. Whenever a non-Tyranid unit is being boarded by a Tyranid ship, it can decide to attempt to self-destruct just before the boarding action is resolved in the End Phase. It succeeds by passing an Ld check. Roll 1D6 to determine the type of explosion after a successful self-destruct Ld check. On 1-3, treat it as a Drive overload on the Common Critical Damage table. On 4-6, treat it as a Warp overload on the same table. 15.8.12. See rules 10.3.7, 10.2.13, 9.5.8 and 9.5.9 for Bio-plasma, Pyro-acid batteries and Feeder Tentacles respectively. 15.8.13. Some Tyranid ships are equipped with Massive Claws. Claws are used in the same way as Feeder Tentacles are under 9.5.8 (as an alternative to ramming). For each claw, roll two D6, on each result of D6=4+, inflict one hit on the target units HP. If at least two hits were scored, place the target ship and the attacking ship under a Grabbed marker. If less than 2 hits were scored, the claw equipped ship can resume its movement at players discretion but cannot make another claw attack this turn. 15.8.14. Grabbed ships cannot move unless either side meets the following conditions depending on their combined SP. See the table below. Grabbed ships count as defenses to each other with respect to the gunnery table. The claw equipped ships always see the grabbed ship in their F arc. The clawed target sees the grabbing ships in the arc corresponding to their orientation in the target hex (or adjacent to the hex).

15.8.15. At the end of the Tyranid Players End Phase, claw equipped ships currently grabbing a target roll two D6 per claw. At least one D6=4+, inflicts one more HP hit to the target. If all die rolls are a miss, remove the Grabbed marker. 15.8.16. Grabbed/grabbing ships can be put under a prepare to board marker if desired. 15.8.17. Tyranid ships do not use shields but Spore Cysts to protect themselves. A spore cloud is equivalent to one shield point for all purposes and obeys all shield rules (with exceptions below). Spore Cyst number can be found on the ships SDC where the shield number is on other units. A spore cloud hit makes that cloud inactive for the purpose of the following rules. 15.8.18. Spore clouds numbers are never reduced by crippling as shields are. 15.8.19. Spore clouds act as a turret number. Any active cloud rolls as a normal turret against ordnance and reduces bomber rolls accordingly. Active clouds can use the massed turret rules (12.2.12). An inactive cloud can be used as an additional turret defense roll but hits only on D6=6+, regardless of target type. Inactive cloud cannot mass turrets nor impair bomber rolls. Spore clouds can engage both torpedoes and attack craft squadrons in the same Ordnance Phase (an exception to rule 12.2.13). Example: a Tyranid cruiser has 1 active cloud and 1 spore hit (=1 inactive cloud). It is first attacked by 3 Imperial bomber squadrons in one wave. The Tyranid cruiser has to roll D6=4+ with its active cloud and D6=6+ with its inactive one to destroy one or two squadrons. He kills two squadrons. The remaining bomber squadron rolls 1D6-1 to determine the number of its attacks against the cruiser (-1 for the active cloud). He rolls a modified 0 and is marked Empty. Later that phase, Imperial torpedoes enter the cruisers hex. The cruiser can again use both its clouds to defend against the new threat. 15.8.20. Active spore clouds also cause damage to any non-Tyranid ship that is stacked with, rammed or attacked by claw or tentacles by a Tyranid ship. When a Tyranid ship with at least one active spore cloud enters a nonTyranid ships hex or declares a ramming, tentacle or claw attack at it, the latter suffers one automatic hit to its shields or HP. Holofields and shadowfields have no effect on spore hits. Spore hits cause critical hits and can be braced for normally. 15.8.21. Crippled Tyranid ships cannot use their claws, tentacles or launch any ordnance. 15.8.22. Tyranid Carriers can carry fighters or assault boat squadrons and do not need to roll to repair eliminated squadrons. Up to one eliminated squadron per launch bay is automatically repaired during the carriers End Phase. 15.8.23. Tyranid attack squadrons are never marked empty or recovered. They stay on the map after launch until they are eliminated. 15.8.24. Tyranids only authorized type of torpedoes are boarding torpedoes. 15.8.25. Tyranids can field stand alone attack squadrons as per their fleet list. Stand alone Tyranid attack squadrons are removed from the game when eliminated and cannot be repaired. Each wave (stack) of stand alone ordnance markers is equivalent to any escort ships squadron for the purpose of scenario setup restriction. You can differentiate stand alone squadrons by pressing the S key to mark them with a red S. 15.8.26. Tyranid units use their specific critical hit table. On a Synapse damaged hit, the ship cannot check for IB override until repaired. On spore cyst damage, spore clouds cannot be used for defense even if inactive.

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15.8.27. Tyranid capital ships are modular. Before the game begins, select a weapon for any/each available armament line on the ship SDC (using the CTRL-# key where # is the line number). Be careful not to select the weakened crippled version of the weapon which appears before the uncrippled data while cycling through the available options using the keystrokes. A VP number that appears on each line of weaponry is added to the base cost number found for the ship in the usual spot. Players are not required to select a weapon for all lines and can leave some blank. The total cost of a Tyranid capital ship is the base cost + the cost of all the selected weapons. To reset the ships SDC to its no-weapon selected state, press CTRL-R. 15.8.28. A Tyranid Vanguard fleet is composed exclusively of escort squadrons. The Ld of each squadron when testing for IB override only is equal to the number of undestroyed ships currently in the squadron. Remember that the maximum Ld of any ship is always 10, even if more ships are in the squadron. Squadrons have to start with a number of ships between 6 and 12. 15.8.29. A Vanguard fleet can include any number of Vanguard drone ships. 15.8.30. A Vanguard fleet can include any number of Kraken. 15.8.31. A Tyranid Hive fleet must include at least one Hive Ship. 15.8.32. Each Hive Ship allows for the purchase of one hive mind re-roll for 30 pts each. Each two Hive Ships allows for the purchase of one hive mind Imperative (although one Imperative is allowed if you have only one Hive Ship). Imperatives are used as a replacement to an Ld check: before the dice are rolled, use an Imperative and pass the check automatically. Imperatives cost 40 pts each. A hive mind marker is placed on the Tyranid players sideboard with the first number being the Imperatives bought and the second, the re-rolls. Change those numbers as usual using the L key. 15.8.33. A Hive Ship can be selected with an Ld of 8 or 9, see the SDC for points cost. 15.8.34. A Tyranid Hive fleet can include up to 2 Cruisers per Hive Ship. 15.8.35. A Tyranid Hive fleet can include from 6 to 12 escort ships per Hive Ship. Squadrons have to have between 1 and 12 ships at start. 15.8.36. Up to 10% FRU of the decided fleet point value may be spent on Stand Alone ordnance markers. 15.8.37. One strength-4 boarding torpedo marker costs 12 pts. 15.8.38. One assault boats squadron costs 8 pts. 15.8.39. One fighter squadron costs 7 pts. 15.8.40. Torpedo waves can be combined to up to 12 torpedoes. Stacked squadrons are considered a wave at game start and have to remain stacked during the game. 15.8.41. Tyranid fleets score 1 assault point per ship active spore cloud per turn when that ship is within 6 hexes of the planetary surface and 1 point per torpedo strength point or per assault boat squadron that reaches the surface (see Planetary assault scenario 16.7).

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15.9. Necron Fleet
15.9.1. Necron ships use reactive armor to protect themselves, not normal shields. The armor gives them an automatic brace for impact die roll for every hit they take even if they are not under that SO. Battleships avoid the hit on D6=4+, cruisers on D6=5+ and escorts on D6=6+. 15.9.2. If a Necron ship is put under a Brace for Impact SO, the brace roll is D6=2+ regardless of ship type, but its armor value is reduced to 4 (all arcs). 15.9.3. Necron ships are immune to Solar Flares, Radiation bursts and Gas Clouds. 15.9.4. Necron ships repair any critical damage on as roll of D6=4+. 15.9.5. A Necron ship under All Ahead Full SO uses its Inertialess Drive (I. Drive) to move. This device gives Necron ships the ability to turn 1 hexside every 4 hexes of forward movement. As in the normal rules, forward movement cannot be carried over from turn to turn. 15.9.6. A Necron ship using its I. Drive can turn as many times as it wants in one movement phase as long as it fulfills its 4 hexes of forward movement before each turn. 15.9.7. Necron ships can disengage automatically at the end of any of their movement phases. No die roll is necessary. 15.9.8. The VP for disengaged/destroyed Necron ships is different than normal as outlined in the table below. 15.9.17. Necron fleets have inherent re-rolls that are not attached to a leader. The basic re-roll for a Necron fleet is 1. You can buy additional re-rolls as per the table below. Place a Fleet re-rolls marker on the Necron sideboard to show the remaining re-rolls (the number can be changed using the L key).

15.9.18. You may include 1 battleship (a.k.a. Tombship) for every Scythe cruiser in your fleet. 15.9.19. You may include up to 6 Scythe cruisers and 3 Shroud light cruisers in your fleet. 15.9.20. You may include up to 12 Jackal and 12 Dirge escorts in your fleet. Each squadron is limited to up to 6 escorts.

15.9.9. A single Necron battleship in any Necron fleet can be equipped with a Sepulchre weapon at a cost of +50 pts. The Sepulchre gives the ship an Ld value of 10. The Sepulchre damage on the Necron critical hit table is only applied for ships equipped with the device; roll again if there is no Sepulchre on board. 15.9.10. The Sepulchre can be used to attack one enemy capital ship per shooting phase only if the Necron battleship is not under any kind of SO. Its range is 4 hexes and its effect is to force the target into passing an Ld check. If the target fails the check, place a NO SO marker on the targets SDC and reduce its Ld by 1 (by using the +/- buttons). The NO SO marker stays on the SDC until the end of its next turn and prevents that ship from being put under any type of SO including Brace for Impact. A ship already under Brace for impact remains under it until the end of its next turn. 15.9.11. Firing the Sepulchre also destroys any enemy ordnance except regular/leech torpedoes within 4 hexes on D6=4+. 15.9.12. The Necron Lightning Arcs use the normal batteries rules except as follows. They ignore holofields, shadowfields and away/abeam modifiers (see the gunnery table) and they can split their firepower between their fire arcs. A Necron Lightning Arc with an LFR or LR arc can fire once in its left, front and right arcs or once in its left and right arcs respectively. The Necron player can split the battery value as he wishes as long as the total firing value across all arcs does not exceed the Lightning Arc value on the ships SDC. 15.9.13. The Necron Star Pulse generator is fired like a Sepulchre with the same SO restrictions by any equipped non-crippled Necron ship. It affects every non-Necron ship or ordnance marker within 4 hexes. 15.9.14. One die is rolled per ship/defenses or ordnance marker in range. Ships/defenses receive one hit if the die roll is higher than their armor value (bearing toward the firing ship). Holofields and shadowfields have no effect. An ordnance marker is destroyed on D6=4+. 15.9.15. Special rules for Necron Particle whips can be found at 10.3.6. 15.9.16. Necron Portals confer the ship an additional teleport hit and run attack for each portal point. The normal teleport rules are in effect (see 13.2) except for the HP size requirements. A Necron capital ship does not have to have the same or more HP than its hit and run target and a Necron escort can attack anything with 6 or less HP.

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15.10. Tau Fleet
15.10.1. The Tau fleet will be included in a later version of ABG.

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15.11. Satellites, orbital and ground defenses, common units
15.11.1. Planetary defenses are stationary. High orbit defenses have an all around firing arc and do not rotate. Their facing is irrelevant. When firing gunnery at high orbit defenses, always treat then as closing targets. 15.11.2. All defenses have an Ld value of 7. The only SO they are allowed to choose is Reload Ordnance. 15.11.3. Ships used as planetary defenses (Fireships, Monitors, System ships) obey those same rules in 15.11.2 except that they automatically pass any celestial phenomena Ld check. They cannot form into squadrons. 15.11.4. Defense satellites with an HP value of 1 can be considered a squadron as per 9.7 and benefit from combined firing (see 9.7.3) if stacked. 15.11.5. Ground defenses can likewise be stacked in a squadron but with a maximum of 6 units per planetary hex. 15.11.6. Transports: Heavy transports are worth 4 assault points (2 if crippled); transports are worth 2 assault points; clipper and armed freighters are worth 1 assault point. See the Planetary Assault scenario. Transports, heavy transports, freighters and clippers do not count towards fleet cost but count toward victory goals achievements in the Convoy scenario. Any ship not with starting HP of 1 is considered an Escort for critical damage and squadron requirements purposes. 15.11.7. Fireships: they can be detonated at any point during their movement phase. Such detonation causes every ship within 3 hexes to take 1D3 Fire! critical damage(s) (use the overloaded ship area of effect, O key, to show detonation). Any ordnance counter within the blast radius is automatically destroyed. The Fireship is removed after detonation and counts as being destroyed for VP purposes. 15.11.8. Orbital mines: Mine counters are placed on the space map (not the low-orbit map) before the game start by their owning player. Mines are treated as a torpedo counter for the purpose of shooting at them or interaction with terrain/celestial phenomena. Mines move individually, are each considered a single wave and have no effect on stacking. Mines do not interact with friendly ships, friendly ordnance, enemy torpedo waves or any hulks. Mines move 2 hexes toward the nearest enemy ship during the owning players ordnance phase (owning players choice in case of multiple eligible enemy ships). Mines have no movement restriction and no facing. Upon entering an enemy ships hex, the owning player determines the target of the mine attack (for stacked enemy ships). The target may use its turrets to affect the mine blast effect. Mines use the torpedo line to resolve ordnance interaction with enemy ships/attack squadrons. A ship using its turrets against a mine is considered having used its turrets against a torpedo wave for the purpose of 12.2.13. When a mine attacks, roll 8D6 if turrets couldnt achieve a hit and 4D6 if they could achieve at least one hit. These rolls are identical to torpedo attack rolls except that they do not bypass the shields. A single mine counter costs 5pts but do not count for any VP when used. 15.11.9. Minefields: Minefields are terrain features that can only be placed on the space map. A minefield hex generates mines at the beginning of the owning players ordnance phase. To determine how many mines are generated by the minefield hex, roll 1D6 for each enemy ship within 6 hexes. Roll for each minefield hex individually. So a single enemy ship could produce multiple mines from different minefield hexes in range. On a roll of D6=5+, one mine counter is placer on the minefield hex that the player was rolling for. See the modifiers below. hit on a D6=6+. Each hit is recorded on a suppression marker. Place a suppression marker in the minefield hex and/or adjust the markers number (using the +/- key) to reflect the number of hits taken. During the repair segment of the owning players End phase, roll 1D6 for each suppressed minefield to determine how many hits to remove from their respective suppression marker. Remove the marker if suppression is brought down to 0 or less. A suppressed minefield gets a -1 modifier for mine generation (as seen on the table above) as long as the number of suppression hits is 1 or more. Minefields cannot be destroyed, only suppressed. They do not affect line of sight requirements. The area of effect of minefields can be turned on or off by pressing the Minefield button ( ). Enemy Ships and any ordnance use 9.3.2 to enter a minefield hex as if it was an asteroid field. Friendly ships (but not ordnance) are unaffected. Minefields are unaffected by any type of critical hit (i.e. Fireships explosion, hit and run). Each minefield hex costs 40 pts. 15.11.10. Defenses, mines and planetary defense ships do not count toward planned fleet VP cost when determining if an admiral/leader has to be bought to lead a fleet. Only capital ships and escorts count towards that requirement. You still have the option to buy a leader if your fleet special rules allow it. Leaders cannot be placed on defenses, mines or planetary defense ships.

Those mines start moving as per 15.11.8 right after they have been placed on the map. A minefield can be suppressed by firing at it with lances or gunnery fire. it is considered as ordnance for target type and

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15.12. Ramilies Star Fort
15.12.1. The Ramilies Star Fort is a huge space station that can be used by either the Imperial or the Chaos player. The Fort consists of 4 quadrants each with a different SDC and associated fire arc. The F quadrant also shows the Basilica weapons. The fort is represented by 4 stacked counters and counts as a total of 2 SP. Name the counters and SDCs as F, B, L and R quadrants. 15.12.2. Each quadrants weapons face a different arc (L, R, F, B) and can only fire through that arc. 15.12.3. Only a quadrant associated with a specific arc can be targeted by a shooter bearing through that arc or by torpedoes entering through that arcs hexside (i.e. the F quadrant can only be targeted through the forts F arc). Damage and critical hits only affect the targeted quadrant. 15.12.4. Hit and run only affect the targeted quadrant. Boarding a fort is only allowed from a Space Hulk. When the fort is boarded, the attacker determines how to distribute the damage among the quadrants. 15.12.5. Quadrants are considered stacked units in the same hex with respect to Nova cannon hits. 15.12.6. Repairing critical damage is done by quadrant as if they were individual ships. 15.12.7. The fort is destroyed and rolls on the catastrophic damage table only if its 4 quadrants are brought to 0 HP. 15.12.8. The fort rolls on its own Critical hits/Catastrophic damage table. 15.12.9. Basilica torpedoes are never ammo empty/out of ammo. 15.12.10. The fort is considered an orbital defense but it can use Reload ordnance, Lock on Target and Brace for Impact orders. Its Ld is rolled as for a capital ship and it has one inherent re-roll. This re-roll can only be used for the forts Ld checks only. To show this, place a Ramilies marker on the fort F quadrant and adjust its Ld/re-roll value as for an Admiral (L key). A Ramilies marker is in essence a free Admiral and is removed if a real leader is stacked with the fort. The inherent re-roll (if still available) of the fort is added to the leaders re-roll value in that case and can be used to re-roll any Ld check. 15.12.11. Each quadrant can be assigned a different SO during the Order Phase and each can Brace for Impact individually. The Basilica weapons are considered under the same orders as any/all quadrants simultaneously taking from them their benefits and penalties cumulatively. Only one Ld check is needed per SO type. You can put as many quadrants under that SO as you want. If you want another SO, you need another check. The same counts for Brace for Impact SO. One check allows you to place any or all the quadrants under it. 15.12.12. Ships adjacent to the fort or stacked with it may remain stationary as if they were in a gravity well. They can turn 1 hexside per game turn if they are put under Burn Retro SO during the Command Phase. No Ld check is needed to be put under this SO while adjacent to the fort. 15.12.13. Ships can Dock with the fort if they are stacked with it. Note that here is only 4 SP free in the fort hex to stack with it (i.e. room for 1 Battleship, 2 cruisers or 4 escorts). A ship can immediately dock by ending its movement in the fort hex. Put a Docked marker on its SDC. 15.12.14. Docked ships can get rid of any AMMO OUT status by staying docked in their End Phase for 3 consecutive turns while under the reload SO. Ld checks are needed to be put under this SO every turn even when docked. You can change the number of turns docked by pressing the L key with the docked marker selected. 15.12.15. Docked ships can be targeted separately from the fort as per the standard rules. 15.12.16. Docked ships cannot move at all while docked. They are targeted as Defenses. 15.12.17. Docked ships can Mass Turrets with the fort and vice-versa. Two separate quadrants of the fort can, likewise, mass turrets. 15.12.18. Docked ships gain an additional 4 damage control rolls (i.e. usually it results in their current HP+4). 15.12.19. Docked ships undock at the beginning of their Movement Phase. Remove the docked marker. 15.12.20. The cost value shown on the four quadrants SDCs is for the entire fort, not per quadrant, so the forts base cost is 875 pts.

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16.1. Cruiser Clash
16.1.1. Forces: Each player selects four cruisers from different fleet lists. Each cruiser cannot be worth more than 185 pts for a fleet total of no more than 740 pts. No leaders can be selected. Ships upgrades can be selected as long as it doesnt bring the ships value above 185 pts. 16.1.2. Battlezone: Use Space Map 1 or 2. No celestial phenomena may be placed on the map. 16.1.3. Setup: Each fleet sets up on along opposite long edges of the map within 6 hexes of the map edge. The ships from each fleet must be placed no more than 18 hexes from any other ship in that fleet. 16.1.4. First turn: The scenario attacker is determined using the normal rules with a die roll modified by the racial bonus found in the scenario attacker table. 16.1.5. Game length: The game ends after turn 8 or when one fleet has totally been destroyed or has disengaged. 16.1.6. Victory conditions: The normal VP determination is not used here. Each player scores 1 VP per HP hit on an enemy ship, +1 VP per enemy ship crippled and +3 VP per enemy ship destroyed. These VPs are obtained whether or not the ships have disengaged. 16.1.7. Variants: Players can agree on lifting the forces restrictions and agree on a spending limit per fleet, including upgrades and leaders. The fleets can be bought with 750, 1000, 1500 or even 2000 pts. In that case, use the normal VP determination found in the rules. Players can also agree on the placement of celestial phenomena but those can only be placed 6 hexes or more from any map edge.

16.4. Surprise Attack


16.4.1. Forces: Agree on a fleet value point limit for the fleets. The defender may, in addition, spend an additional 50 pts on high orbit planetary defenses per 500 pts of fleet value. 16.4.2. Battlezone: Use Space Map 2. The defender should select a planet and places it at least 10 hexes away from any map edge. The size of the planet depends on the agreed fleet value: up to 500 pts = small, up to 1500 pts = medium, above 1500 pts = large. 16.4.3. Setup: The defender sets up first with his fleet minus 1 ship or escort squadron in the planetary gravity well, in high orbit and on stand-by. The ship / escort squadron not on stand-by can be set up anywhere but at least 6 hexes away from any map edge. Planetary defenses are set up anywhere in the gravity well of the planet. The attacker enters his fleet through the map edge of his choice on turn 1. 16.4.4. First turn: The first player to go is the attacker. 16.4.5. Game length: The game ends when one fleet has totally been destroyed or has disengaged. 16.4.6. Victory conditions: The normal VP determination is used here.

16.5. Blockade Run


16.5.1. Forces: Agree on a fleet value point limit for the defending player. The blockade running player spends half as much points to buy his fleet as the defending player. 16.5.2. Battlezone: Use Space Map 1. No celestial phenomena can be placed on the map. 16.5.3. Setup: The defender sets up first by rolling a D3 for each of his capital ships / escort squadrons. On a roll of 1, the ship/squadron sets up within 10 hexes of the left long map edge and within 13 hexes of the top short map edge. On a roll of 2, within 10 hexes of the left long map edge and at least 13 hexes away from both short map edges. On a 3, within 10 hexes of the long left map edge and within 13 hexes of the bottom short map edge. Those ships may be facing any direction. The blockade runner fleet sets up within 3 hexes of the right long map edge. 16.5.4. First turn: The first player to go is the blockade runner. 16.5.5. Game length: The game ends after turn 6. 16.5.6. Victory conditions: The players gain VP normally for destroyed and crippled ships but the blockade runner also gains VP for ships that exit through the left long map edge. An uncrippled ship is worth its cost in VP, 1/4 of its cost FRU if it is crippled. There are no VP gained for drifting hulks.

16.2. The Bait


16.2.1. Forces: The bait player divides his fleet in one 250 pts group and one 500 pts reinforcements group. The pursuit player has a single group worth 500 pts. 16.2.2. Battlezone: Use Space Map 2. No celestial phenomena may be placed on the map. 16.2.3. Setup: The bait small group is placed facing a short map edge at least 10 hexes from any long map edge and 15 hexes from any short map edge. The pursuit player sets his fleet up within 5 hexes of the short map edge not faced by the bait group. The reinforcements group enters through the short map edge faced by the bait group or along the long map edges as per the special rules below. 16.2.4. First turn: The scenario attacker is the bait player. 16.2.5. Special rules: Any ship from the reinforcements group can enter through the short edge starting on turn 1. If the bait player decides to keep some ships off-map, he has the option to make those ships enter on any of his subsequent turns. A ship that enters on turn 2 can enter through either long map edge within 6 hexes of the reinforcements short map edge. On turn 3, within 12 hexes, turn 4 within 18, etc. 16.2.6. Game length: The game ends when one fleet has totally been destroyed or has disengaged. 16.2.7. Victory conditions: The normal VP determination is used here.

16.6. Convoy
16.6.1. Forces: The convoy player must select at least 2 transports. For each pair of transports, he can spend 100 pts on an escorting ship / squadron. The attacking player then rolls on the following table to determine his forces. He makes 2 secret die rolls plus 1 for each pair of transports. Leaders and upgrades cannot be selected to raise the cost of the ship/squadron (the point values in the table are up to costs).

16.3. The Raiders


16.3.1. Forces: Agree on a fleet value point limit for the defending player. The raider player spends half that limit (FRD) to buy his fleet. 16.3.2. Battlezone: Use Space Map 1. The defender may select a planet and any other celestial phenomena he wishes and places them at least 6 hexes away from any map edge. 16.3.3. Setup: The defender sets up first with his fleet at least 6 hexes away from any map edge and all facing the same direction. Each defending ship or squadron must be set up at least 4 hexes apart. The raid player selects a map edge and enters his fleet through it on turn 1. 16.3.4. First turn: The scenario attacker is the raid player. 16.3.5. Special rules: For the first D6 turns, the defending ships suffer a -1 Ld due to surprise. 16.3.6. Game length: The game ends after turn 8 or when one fleet has totally been destroyed or has disengaged. 16.3.7. Victory conditions: The normal VP determination is used here.

16.6.2. Battlezone: Use Space Map 2. The convoy player may select a planet and any other celestial phenomena he wishes and places them at least 6 hexes away from any map edge. 16.6.3. Setup: The defender sets up first by placing one Contact Marker for each torpedo wave, escort squadron or capital ship. Select the appropriate marker corresponding to the type of unit and place it un-flipped (?? side up) at least 6 hexes from any map edge and 6 hexes from each other. You can reveal the type of unit by pressing the F key and associate your ships groups by changing the marker number (N key) and placing the same numbered marker on the SDC of the ship / squadron. If there is not enough room to place all the markers apart, start stacking markers to a maximum of 2 per hex.

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The convoy player places one of his ships on a short map edge hex facing the opposite edge and at least 9 hexes from any long map edges. The other ships enter through this hex on turn 1. 16.6.4. First turn: The convoy player goes first. His ships enter through the selected hex in a line astern formation (front to back). They cannot be put under an SO on their first turn or while off-map and enter one at a time, spending as many MP in their entry hex as the number of ships that entered the map this turn (the second ship to enter spends 1 MP, the third: 2, the fourth: 3). They cannot turn until they meet their radius requirement on the map. The convoy ships must spend their MP to enter the map and cannot remain off-board if they have enough MP to enter the first hex. The transports form a single squadron. 16.6.5. Special rules: Contact markers are activated any time a convoy ship moves within 6 hexes of them. Flip the contact markers to determine their type, finish the convoy ships movement and then place the raiders ships / wave in the activated markers hexes. In addition, the attacking player may activate one contact marker at the beginning of each of his movement phases. If any convoy unit is under SO, the attacking player may activate 2 markers this way. Determine facing and composition using the table below. 16.7.7. Victory conditions: The attacker gains +1 assault point for each 500 VP of enemy units destroyed/crippled and -1 assault point for each of his ships destroyed/crippled, all FRD (transports do not count for any VP). Look up the following table to determine victory using assault points.

16.8. Escalating Engagement


16.8.1. Forces: Agree on a fleet value point limit for the fleets, but not less than 1000 pts. Each player then splits his fleet in 5 groups and assigns a numbered contact marker to each group. There must be at least one ship in each group. 16.8.2. Battlezone: Use Space Map 1. The players may select a planet and any other celestial phenomena they wish and place them at least 6 hexes away from any map edge. 16.8.3. Setup: The player that lost the scenario attacker die roll places one of his markers on the map first. The marker is selected randomly by rolling 1D6 for each marker and selecting the highest rolled for marker (re-roll ties). The marker has to be placed at least 10 hexes away from any other marker/ships and no more than 6 hexes from any map edge. The player sets up his associated ships within 2 hexes of the marker. The other player then sets up his randomly selected marker and ships in the same fashion. 16.8.4. Special rules: At the end of the End phase of each players turn, the phasing player randomly selects another marker and sets it up in the same manner as in 16.8.3. In addition, if there are any friendly ships within 6 hexes of a map edge, the marker has to be set up within 6 hexes of any one of those ships. The player doesnt set the associated ships up yet. At the beginning of any players turn, the phasing player can try to activate each one of his previously placed markers. In order to do so, he needs to roll D6=5+. Modify the die roll as per the table below. If the roll fails, the marker can be moved up to 4 hexes but maintaining its distance from the closest map edge. If the roll succeeds, replace the marker with its associated ships as per 16.8.3.

16.6.6. Game length: The game ends after the convoy leaves the map though the opposite (from their entrance) short map edge or is destroyed. Transports cannot disengage. 16.6.7. Victory conditions: Victory depends on the number of transports that manage to exit though the short map edge by games end. See the table below to determine victory.

16.7. Planetary Assault


16.7.1. Forces: Agree on a fleet value point limit for the fleets. The defender may, in addition, spend an additional 50 pts on high/low orbit planetary defenses per 500 pts of fleet value and the attacker can get 2 transports or 1 heavy transport per 500 pts of fleet value. 16.7.2. Battlezone: Use Space Map 2. The defender should select a planet and places it at least 6 hexes away from any map edge but not more than 30 hexes away from one short map edge. The size of the planet depends on a die roll: 1=small, 2-5=medium, 6=large. 16.7.3. Setup: The defender sets up first by selecting which ships/squadrons are on standby in high orbit and which are on patrol. For each patrolling ship/squadron, roll one die. On 1-3, the attacker can set it up, on 3-6, the defender sets it up. Those can be set up anywhere but not closer than 6 hexes from any map edge and not in any celestial phenomenon. The defender always selects the facing of the patrolling ships. Planetary defenses are set up anywhere in high orbit or on the planetary surface. The attacker then sets up within 3 hexes of the short map edge the farthest away from the planet. 16.7.4. First turn: The scenario attacker is determined using the normal rules with a die roll modified by the racial bonus found in the scenario attacker table. 16.7.5. Special rules: In order to gain assault points, the attacker has to send his ships within 6 hexes of the planet surface on the low orbit map. For each full turn spent in this area, a ship scores 1 assault point and a transport scores 2 assault points. Those ships cannot move shoot or do anything else and cannot be placed on any SO while gaining assault points in this fashion. Note that some ships gain assault points faster (15.2.12, 15.4.2, 15.11.6). 16.7.6. Game length: The game ends when one fleet has totally been destroyed or has disengaged or as soon as the attacker scores 10 or more assault points.

16.8.5. First turn: The scenario attacker is determined using the normal rules with a die roll modified by the racial bonus found in the scenario attacker table. 16.8.6. Game length: The game ends when one fleet has totally been destroyed or has disengaged. 16.8.7. Victory conditions: The normal VP determination is used here.

16.9. Exterminatus!
16.9.1. Forces: Agree on a fleet value point limit for the fleets. The attacker may select one ship per 1000 pts as an Exterminator (so a 2000 pts fleet can select 1 or 2 exterminators, etc). The Exterminator ships lose their F/LFR armament to anti-planet weaponry (exception: activated Blackstone fortresses and the Planet Killer do not have to loose any armament, see 15.3.18 for the Planet Killer). Place an Exterminator marker on any such chosen ships (even on the planet killer; just remove the marker in case it fires its cannon at anything other than the planet and loses its Exterminator status). The defender may, in addition, spend an additional 50 pts on high/low orbit planetary defenses per 500 pts of fleet value. 16.9.2. Battlezone: Use Space Map 2. The defender should select a planet and places it at least 6 hexes away from any map edge but not more than 30 hexes away from one short map edge. The size of the planet depends on a die roll: 1=small, 2-5=medium, 6=large. 16.9.3. Setup: The defender sets up first by selecting one ship/squadron per 500 pts of fleet value to be kept off-map and the rest to be placed anywhere on the map at least 6 hexes from any map edge. The attacker then sets up within 3 hexes of the short map edge the farthest away from the planet. 16.9.4. First turn: The scenario attacker is determined using the normal rules with a die roll modified by the racial bonus found in the scenario attacker table.

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16.9.5. Special rules: An Exterminator ship that is within 9 hexes of the planet surface on the low orbit map can fire his anti-planet weapon in the shooting phase. On a roll of D6=4+, the planet is hit (see 15.3.18 for Planet Killer special rules). An Exterminator ship can always be targeted even if it is not the closest target. Reinforcements arrive at the beginning of every defenders movement phase by rolling D6=5+ for each ship/squadron off-map. Use the modifiers given in the following table. If the roll is a success, the ship/squadron enters during the movement phase through a randomly determined map edge (D6=1: short edge farthest from planet, 2-3: top edge, 4-5, bottom edge, 6: short edge closest from planet). If the roll fails, the ship/squadron remains off-map this turn. 16.9.6. Game length: The game ends when one fleet has totally been destroyed or has disengaged or if the Exterminators have all been destroyed or if the planet has been hit by an anti-planet weapon. 16.9.7. Victory conditions: If one fleet is totally destroyed / disengaged, the other player wins. If the Exterminators are destroyed, the defender wins. If the planet is hit, the attacker wins.

16.10. Fleet Engagement


16.10.1. Forces: Agree on a fleet value point limit but no less than 1000 pts. 16.10.2. Battlezone: Use Space map 1. The players may select a planet and any other celestial phenomena they wish and place them at least 6 hexes away from any map edge. 16.10.3. Setup: Each player rolls a D6 to determine whos got the strategic advantage. DRM can be found on the following table. Highest roll choose the setup scheme. Re-roll ties.

The player with strategic advantage can choose among 4 different set-up schemes, which side (A or B) to set up in, who sets up first and can decide who goes first. The four schemes are as follows with maximum distance from map edges and facing direction: If a players side is composed of multiple groups, he must at least put one ship or squadron in each group set up area. 16.10.4. First turn: The player with the strategic advantage decides who goes first. 16.10.5. Game length: The game ends when one fleet has totally been destroyed or has disengaged. 16.10.6. Victory conditions: The normal VP determination is used here.

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17. Campaign Rules
17.1. The campaign rules will be included in a later version of ABG.

18. Terrain placement


18.1. Sunward edge
18.1.1. Before any game begins, determine the sunward edge by rolling a D6. On a 1, the sunward edge is the top map edge, 2 or 3, the right map edge, 4, the bottom map edge and 5 or 6, the left map edge.

18.2. Planetary systems


18.2.1. Medium planets have D3-1 moons to be placed 2D6+1 hexes from the planet center in a random direction obtained by rolling on the Nova cannon 1-hex scatter table. Large planets have D6-2 moons to be placed 2D6+3 hexes from the planet center also in a random direction. Roll for moons anytime you place a planet on the map. Only one planet is allowed on the map at any time. 18.2.2. Large planets have a ring on a roll of D6=5+. A ring is composed of gas clouds or asteroid fields, roll a die to determine composition: 1-4=gas clouds, 5-6=asteroid fields. The ring is created by placing an appropriate gas or asteroid marker in each hex that is D6+4 hexes away from the planet center (roll only once for the ring distance from the planet).

18.3. Gas Clouds placement


18.3.1. When you place a gas cloud on the map, it covers 10 hexes in two rows of 5 hexes. Each cloud hex of one row must be adjacent to at least one cloud hex on the other row. 18.3.2. The rows of 5 hexes must be facing the sunward edge with their long side (must be parallel to the sunward edge).

18.4. Asteroid Fields placement


18.4.1. When you place a lone asteroid field on the map (not one part of a planetary ring), it covers 6 hexes in two rows of 3 hexes. Each asteroid hex of one row must be adjacent to at least one asteroid hex on the other row. 18.4.2. The rows of 3 hexes must be facing the sunward edge with their long side (must be parallel to the sunward edge).

18.5. Solar flares and radiation bursts placement


18.5.1. For each solar flare active on the map, place a solar flare marker somewhere on the sunward edge of the map. Remove the markers as the flares take effect (see 9.3.4). 18.5.2. Place a radiation burst marker for each burst somewhere on the sunward edge of the map with an initial -0 value. Change that value as the bursts are triggered as per 9.3.5.

18.6. Random generation of phenomena


18.6.1. If the players cannot agree on the placement of celestial phenomena in scenarios where a choice is given (scenarios 3, 6, 8, 10), use the following random tables to determine whats on the map. 18.6.2. First roll to determine the attacker using rule 7.1.2. The highest roll can choose the zone where the battle has to take place, namely: Deep space, the Outer Reaches, the Primary Biosphere, the Inner Biosphere, the Mercurial Zone or the Flare Region. 18.6.3. The player that selected the zone 1D6-3 times on the selected regions table (see Summary charts 2) to determine the phenomena present. Re-roll if you roll a planet twice (only one planet allowed). The player selected by scenario instructions (the Battlezone entry) then places the terrain as he sees fit within the scenario given limits.

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19.1. Gunnery Table

19.2. Boarding and Hit and Run Tables

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19.3. Ordnance and Leadership Tables

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19.4. Nova Cannon fire Table

19.5. Imperial/Chaos/Orks/Tau Damage Tables

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19.6. Eldar Damage Tables

19.7. Necron Damage Tables

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19.8. Tyranid Damage Tables

19.9. Dark Eldar Critical Table

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19.10. Defenses Damage Tables

19.11. Ramilies Fort Damage Tables

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19.12. Ork Hulk Damage Tables

19.13. Summary charts 1

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19.14. Summary charts 2

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19.15. Tyranid Instinctive Behavior

19.16. Pre-Game charts

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TABLE OF CONTENTS
1. Introduction ....................................................................................................................................................................................................................................1 2. Game Components .......................................................................................................................................................................................................................1 3. Abbreviations.................................................................................................................................................................................................................................1 4. Ships, Units and Data Cards..................................................................................................................................................................................................... 2

4.1. Unit counters...................................................................................................................................................................................................................................................................................2 4.2. Units Arcs .....................................................................................................................................................................................................................................................................................2 4.3. Units types ....................................................................................................................................................................................................................................................................................3 4.4. Ship Data Cards (SDC)..............................................................................................................................................................................................................................................................3 4.5. Ship Data glossary.........................................................................................................................................................................................................................................................................3 5.1. Leadership values and checks.......................................................................................................................................................................................................................................................4 5.2. Starting Leadership Values .........................................................................................................................................................................................................................................................4 5.3. Admirals and other leaders..........................................................................................................................................................................................................................................................4 6.1. General rules....................................................................................................................................................................................................................................................................................4 6.2. All Ahead Full...............................................................................................................................................................................................................................................................................4 6.3. Come To New Heading ..............................................................................................................................................................................................................................................................5 6.4. Burn Retros.....................................................................................................................................................................................................................................................................................5 6.5. Lock On Target.............................................................................................................................................................................................................................................................................5 6.6. Reload Ordnance...........................................................................................................................................................................................................................................................................5 6.7. Brace For Impact............................................................................................................................................................................................................................................................................5 7.1. Definition.........................................................................................................................................................................................................................................................................................5 7.2. Command Phase.............................................................................................................................................................................................................................................................................5 7.3. Movement Phase............................................................................................................................................................................................................................................................................5 7.4. Shooting Phase...............................................................................................................................................................................................................................................................................5 7.5. Ordnance Phase..............................................................................................................................................................................................................................................................................5 7.6. End Phase ........................................................................................................................................................................................................................................................................................5 8.1. Stacking limits............................................................................................................................................................................................................................................................................... 6 8.2. Stacking Order ............................................................................................................................................................................................................................................................................. 6 9.1. Speed requirements....................................................................................................................................................................................................................................................................... 6 9.2. Turn requirements ........................................................................................................................................................................................................................................................................ 6 9.3. Terrain (celestial phenomena)................................................................................................................................................................................................................................................... 6 9.4. Planets, Low-orbit and gravity wells........................................................................................................................................................................................................................................7 9.5. Ramming..........................................................................................................................................................................................................................................................................................7 9.6. Disengaging.....................................................................................................................................................................................................................................................................................7 9.7. Squadron requirements.................................................................................................................................................................................................................................................................7 9.8. Ships on standby............................................................................................................................................................................................................................................................................8 10.1. Targeting requirements ...............................................................................................................................................................................................................................................................8 10.2. Gunnery Fire .................................................................................................................................................................................................................................................................................8 10.3. Lances Fire.....................................................................................................................................................................................................................................................................................8 10.4. Torpedo/Attack craft Launch..................................................................................................................................................................................................................................................8 10.5. Nova Cannon Fire........................................................................................................................................................................................................................................................................9 10.6. Low Orbit Fire ............................................................................................................................................................................................................................................................................9 11.1. Shields Damage and Holofields/Shadowfields....................................................................................................................................................................................................................9 11.2. Hit Points Damage.......................................................................................................................................................................................................................................................................9 11.3. Critical Damage............................................................................................................................................................................................................................................................................9 11.4. Catastrophic Damage...................................................................................................................................................................................................................................................................9

5. Leadership and Admirals ........................................................................................................................................................................................................... 4

6. Special Orders.............................................................................................................................................................................................................................. 4

7. Game Turn..................................................................................................................................................................................................................................... 5

8. Stacking..........................................................................................................................................................................................................................................6

9. Movement......................................................................................................................................................................................................................................6

10. Shooting ....................................................................................................................................................................................................................................... 8

11. Damage........................................................................................................................................................................................................................................... 9

12. Ordnance......................................................................................................................................................................................................................................10

12.1. Movement..................................................................................................................................................................................................................................................................................... 10 12.2. Interactions................................................................................................................................................................................................................................................................................... 10 12.3. Reloading....................................................................................................................................................................................................................................................................................... 11 13.1. Boarding ......................................................................................................................................................................................................................................................................................... 11 13.2. Hit and Run attacks..................................................................................................................................................................................................................................................................... 11 13.3. Other End Phase actions........................................................................................................................................................................................................................................................... 11 14.1. Standard victory conditions...................................................................................................................................................................................................................................................... 11 15.1. Imperial Fleet............................................................................................................................................................................................................................................................................... 13 15.2. Space Marine Fleet .................................................................................................................................................................................................................................................................... 13 15.3. Chaos Fleet.................................................................................................................................................................................................................................................................................. 14

13. End Phase Mechanics ................................................................................................................................................................................................................11

14. End of the game and Victory points.....................................................................................................................................................................................11 15. Fleet Special Rules....................................................................................................................................................................................................................13

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15.4. Chaos Marine Fleet................................................................................................................................................................................................................................................................... 15 15.5. Eldar Corsair and Craftworld Fleet......................................................................................................................................................................................................................................16 15.6. Dark Eldar Fleet ........................................................................................................................................................................................................................................................................ 17 15.7. Ork Fleet ..................................................................................................................................................................................................................................................................................... 18 15.8. Tyranid Fleet .............................................................................................................................................................................................................................................................................. 19 15.9. Necron Fleet................................................................................................................................................................................................................................................................................ 21 15.10. Tau Fleet.....................................................................................................................................................................................................................................................................................22 15.11. Satellites, orbital and ground defenses, common units ....................................................................................................................................................................................................23 15.12. Ramilies Star Fort ....................................................................................................................................................................................................................................................................24

16. Basic Scenarios.......................................................................................................................................................................................................................... 25

16.1. Cruiser Clash...............................................................................................................................................................................................................................................................................25 16.2. The Bait........................................................................................................................................................................................................................................................................................25 16.3. The Raiders..................................................................................................................................................................................................................................................................................25 16.4. Surprise Attack ..........................................................................................................................................................................................................................................................................25 16.5. Blockade Run ..............................................................................................................................................................................................................................................................................25 16.6. Convoy.........................................................................................................................................................................................................................................................................................25 16.7. Planetary Assault ...................................................................................................................................................................................................................................................................... 26 16.8. Escalating Engagement ............................................................................................................................................................................................................................................................ 26 16.9. Exterminatus!............................................................................................................................................................................................................................................................................. 26 16.10. Fleet Engagement.....................................................................................................................................................................................................................................................................27

17. Campaign Rules ........................................................................................................................................................................................................................28 18. Terrain placement.....................................................................................................................................................................................................................28

18.1. Sunward edge ...............................................................................................................................................................................................................................................................................28 18.2. Planetary systems.......................................................................................................................................................................................................................................................................28 18.3. Gas Clouds placement...............................................................................................................................................................................................................................................................28 18.4. Asteroid Fields placement.......................................................................................................................................................................................................................................................28 18.5. Solar flares and radiation bursts placement .........................................................................................................................................................................................................................28 18.6. Random generation of phenomena.........................................................................................................................................................................................................................................28 19.1. Gunnery Table.............................................................................................................................................................................................................................................................................29 19.2. Boarding and Hit and Run Tables ..........................................................................................................................................................................................................................................29 19.3. Ordnance and Leadership Tables............................................................................................................................................................................................................................................30 19.4. Nova Cannon fire Table........................................................................................................................................................................................................................................................... 31 19.5. Imperial/Chaos/Orks/Tau Damage Tables ..................................................................................................................................................................................................................... 31 19.6. Eldar Damage Tables ................................................................................................................................................................................................................................................................32 19.7. Necron Damage Tables.............................................................................................................................................................................................................................................................32 19.8. Tyranid Damage Tables............................................................................................................................................................................................................................................................33 19.9. Dark Eldar Critical Table .......................................................................................................................................................................................................................................................33 19.10. Defenses Damage Tables........................................................................................................................................................................................................................................................ 34 19.11. Ramilies Fort Damage Tables............................................................................................................................................................................................................................................... 34 19.12. Ork Hulk Damage Tables......................................................................................................................................................................................................................................................35 19.13. Summary charts 1......................................................................................................................................................................................................................................................................35 19.14. Summary charts 2.................................................................................................................................................................................................................................................................... 36 19.15. Tyranid Instinctive Behavior.................................................................................................................................................................................................................................................37 19.16. Pre-Game charts........................................................................................................................................................................................................................................................................37

19. Appendix..................................................................................................................................................................................................................................... 29

Adaptation of the original rules and VASSAL module created by F. Delstanches. fdelstanches@hotmail.com corrected 09/12/07.

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