Professional Documents
Culture Documents
BFGXR - Ships of The Imperium
BFGXR - Ships of The Imperium
v. 1.22.01
Original Game Design and Development
Andy Chambers, Gavin Thorpe, Jervis Johnson
"Y ou gaze at the mountain, Children of Terra, you see its snow-capped peak and the clouds upon its slopes. You dream of reaching that
pinnacle and drinking the cold waters. But who dreams of the road that ascends the mountain side? The road to the peak is hard and mur-
derous. It has broken countless Children of Terra upon its rocks. Their splintered bones lie scattered upon it, paving the way to the mountain
top. At every step you will hear the bones crumbling under foot, and maybe you shall hear the wind-blown voices of the dead - guiding you
forward or leading you to your doom. Yes, my children, the way to the mountain is cruel and unforgiving. And of those who struggle their long
lives, spending their energy and vigour in the climb, who then can taste the melt-water of the summit and say, 'Yes... yes it was worthwhile?'"
-Book of the Astronomican
KNOWLEDGE IS POWER
EXPLORATOR FLEETS OF THE ADEPTUS MECHANICUS
While the Adeptus Mechanicus is inviolable rituals. Consequently, the Priests of the Adeptus
nominally a part of the Imperium, it Mechanicus wield a tremendous amount of power in the
was established separately and enjoys Imperium. In exchange, their mighty Forge Worlds, with
a considerable degree of autonomy the jealously guarded Standard Template Constructs, are
within Imperial politics. Due to the solely responsible for providing the Imperium of Man
great amount of power it wields, the with all the technical devices and machinery it could
Adeptus Mechanicus could almost be likened to an allied desire, from mundane farm equipment to vast interstellar
empire, rather than an organization within the Imperium. warships.
The Adeptus Mechanicus also follows a different religion
from the rest of humanity, known as the Cult Mechanicus.
THE FORGE WORLDS
Although often held to be planet-spanning factories, as
THE CULT MECHANICUS much as half of a forge world owned by the Adeptus
The Cult Mechanicus of Mars believes knowledge to Mechanicus is primarily given over to huge repositories
be the manifestation of divinity, and holds that anything of technical knowledge. These unimaginably immense
embodying or containing knowledge is holy because of it. libraries and databanks of information are highly eclectic
The supreme object of devotion is therefore the omniscient rarely organized, so that quite often one may find a crystal
Machine God (also known as the Deus Mechanicus or storage device containing information on bio-genetic
Omnissiah), an eminent and omnipotent spirit governing engineering next to a tattered scroll covered with designs
all machinery and knowledge. Generally, this deity is for steam locomotives. Each forge world is usually run
held to be either subordinate to or an aspect of the God- by a specific Magos and his or her disciples, making no
Emperor (or, most commonly within the Cult itself, both two forge worlds ever alike.
are held to be aspects or faces of the same divine being).
The Omnissiah is believed to be friendly to humanity, The Techpriests themselves are a holy order that jealously
and to be the originator of all human technological and guard their independence, and even the Inquisition itself
scientific knowledge. Subservient to the Omnissiah are will not lightly interfere with or recklessly investigate the
the pantheistic Machine Spirits, minute fragments of the Mechanicus on one of its own forge worlds. Each forge
Machine God that are believed to inhabit all machinery world is maintained by a rigid hierarchy, but the specific
and which must be appeased before a piece of technology details are not made widely available to outsiders who
is used or repaired, lest the machinery fail. have not been properly indoctrinated. Generally, more
senior techpriests are expected to have greater knowledge
The Martian Priesthood is vitally important to humanity and experience than junior ones, and are consequently
because the Imperium, despite its advanced technology, more important as living repositories of knowledge.
has a very limited scientific knowledge of how most of
it actually functions. Since the Cult Mechanicus holds a To most Techpriests, flesh is merely an inconvenience;
virtual monopoly on all human technology, its dogmatic weak and frail in comparison to the mighty pistons, gears
tenets and beliefs have permeated even into the common
superstition of most Imperial citizens. This has only
and chains of machinery. It must be sustained artificially
beyond a certain point and, if one is to make most use "I n ancient times, men built wonders, laid claim to
the stars, and sought to better themselves for the
good of all. But we are much wiser now."
reinforced the prevailing Imperial view that the creation of it, much of it needs replacing by newly grown parts
and use of advanced machinery is an almost magical or, more preferably, manufactured limbs, organs and -Archmagos Ultima Cyrol
or religious act, fraught with sacred incantations and systems. Their brains incorporate devices known as
Fleet Defense Turrets. The ship replaces its Xenos Logic Engine. The experimental cogitators in the fleet have become unreliable at best, catastrophic at worst.
normal point defenses with long-range turrets Roll a D6 for each Mechanicus capital ship in your fleet. On a 1, 2, or 3, roll once on the Critical Damage table and
that can protect nearby vessels. As a result, 2 apply the result to the ship at the start of the game.
2 5pts it reduces its Turrets value by 2 but adds +1 There are no additional victory conditions. If you can win with your fleet in such disarray it will be truly heroic. If
massed turret to all allied ships within 15cm you fail you will be condemned for your reckless experimentation. (+2/-1)
(including itself; limit +3 as normal for massed
turrets). Mimic Drive. The Adeptus Mechanicus has located partial STC plans for a drive capable of imitating the signature
of a capital ship. Add a cruiser to the fleet, keeping its identity a secret. This vessel actually has all the characteristics
3 of a conventional transport (see the BFG:XR Rulebook) and is worth zero victory points.
Advanced Engines. The ship’s engines have If the decoy ship is fired upon by the enemy, then the mimic drive is proven to be effective. (+1/-1)
been adjusted beyond normal operating limits
using techniques known only to the Adeptus Sacred Vessel. The ship is an example of or contains much valued archaeotech and must be protected at any cost.
3 5pts Choose one Mechanicus capital ship in your fleet to represent the sacred vessel.
Mechanicus. The vessel gains the Auxiliary 4
Power Relays and Secondary Reactors refits The sacred vessel must not be crippled or destroyed. (+1/-1)
(see the Imperial Refits table) for free.
The Prize. Reliable sources have confirmed that an enemy ship contains an extremely valuable example of
archaeotech, or possibly the remnants of a working STC system! Capturing or disabling this vessel is of the utmost
Advanced Shields. The ship has been refitted 5 importance. Nominate one enemy capital ship.
with an elaborate combination of void shields You must cripple or destroy the nominated ship. If it explodes or is detonated after becoming a hulk, no renown is
and energy dampeners. It gains the Overloaded gained or lost. (+1/-2)
4 10pts Shield Capacitors refit (see the Imperial Refits
table) for free and imposes a right column-shift Experimental Ship. Recovered ancient technology or alien artifacts are sometimes retrofitted to a ship to change
on all gunnery attacks made against it while it its performance in one way or another. Sometimes the results are beneficial, but very rarely can such devices be
has any active shields. accommodated without significant cost or sacrifice to the vessel. Pick one cruiser in the fleet. This vessel has been
recently fitted with an experimental system that has not yet been tested operationally. These modifications are in
addition to any refits taken normally by a Mechanicus vessel. Roll a D6 on the following two tables to see how the
Advanced Weapons. The ship forgoes any of ship has been altered (Re-roll any result that cannot be applied to the vessel).
the usual research equipment to maximize its
raw firepower and weapon accuracy instead. D6 Improvement D6 Side Effect
5 10pts The vessel gains the Targeting Matrix refit (see
the Imperial Refits table) for free and increases 1 +15cm range on all direct fire weapons. 1 All gunnery firepower and lance strength halved.
the strength of its dorsal lance battery (if any) 6 2 +1 Shield. 2 -2 Starting Hit Points.
by +1.
3 The ship re-rolls missed hits when using turrets. 3 -2 Turrets.
4 The ship’s turn rate is set to 90°. 4 Minimum distance to turn increased by +5cm.
Vault of Technology. If not given a specific
refit, most Mechanicus ships will implement Friendly vessels within 15cm gain an extra +1Ld
5 5 -5cm Speed.
experimental upgrades to study their effects. At when an enemy is on special orders (max Ld10).
6 Free the start of the game, roll a D6. The ship gains Dorsal and prow lances ignore shields on a roll Dorsal and prow lances may only score hits on a
the corresponding Gift from this table for free. 6 6
to-hit of 6. roll to-hit of 6.
If a ‘6’ is rolled, you may instead choose one of
the above refits to apply. The chosen ship must not be crippled or destroyed so that its performance can be examined later. (+1/-1)
Special Rules: The Omnissiah’s Victory is ponderous and cannot use Come to New Heading special orders. In
addition, it is automatically equipped with Advanced Shields and Advanced Weapons from the Mechanicus Gifts
table for free (benefits already included in its profile). It cannot take any further Mechanicus Gifts (regardless of
the source) but may gain refits during a campaign via the normal appeal process.
Unique: The Omnissiah’s Victory is a unique vessel; only one may be included in your fleet. If taken in a campaign,
it must be designated as your flagship (note that it is still prohibited from gaining further Mechanicus Gifts).
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Special Rules: Retribution class battleships are
ponderous and cannot use Come to New Heading
Battleship/12 20cm 45° 4 6+ Prow / 5+ 5 special orders.
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
Port Weapons Battery 45cm 18 Left Mechanicus Refits: A Mechanicus Retribution class
battleship may replace its prow torpedoes with a prow
Starboard Weapons Battery 45cm 18 Right nova cannon (Range: 30 - 150cm, Template, Front)
Dorsal Lance Battery 60cm 3 Left / Front / Right for +10 points. If it does not, it may be equipped with
Prow Torpedoes Speed: 30cm 9 Front refitted torpedoes for +30 points instead.
Mechanicus Refits: A Mechanicus Dictator class cruiser may replace its prow torpedoes with a prow nova cannon (Range: 30 - 150cm, Template, Front) for +20 points. If it does not, it may be
equipped with refitted torpedoes for +20 points instead. In addition, a Mechanicus Dictator class cruiser may be upgraded with plasma-boosted gunnery systems for +10 points, increasing the
range of its weapons batteries to 45cm.
Special Attack Craft: A Dictator class cruiser may equip its launch bays with Marauder torpedo bombers (Speed: 20cm) for +40 points, in addition to any other attack craft it may normally launch.
Mechanicus Refits: A Mechanicus Gothic class cruiser may replace its prow torpedoes with a prow nova cannon (Range: 30 - 150cm, Template, Front) for +20 points. If it does not, it may be
equipped with refitted torpedoes for +20 points instead.
Mechanicus Refits: A Mechanicus Tyrant class cruiser may replace its prow torpedoes with
a prow nova cannon (Range: 30 - 150cm, Template, Front) for +20 points. If it does not, it
may be equipped with refitted torpedoes for +20 points instead. In addition, a Mechanicus
Tyrant class cruiser may be upgraded with plasma-boosted gunnery systems for +10 points,
increasing the range of its 30cm weapons batteries to 45cm.
Mechanicus Refits: A Mechanicus Lunar class cruiser may replace its prow torpedoes with a prow nova cannon (Range: 30 - 150cm, Template, Front) for +20 points. If it does not, it may be
equipped with refitted torpedoes for +20 points instead. In addition, a Mechanicus Lunar class cruiser may be upgraded with plasma-boosted gunnery systems for +10 points, increasing the range
of its weapons batteries to 45cm.
It is not known exactly how the other forge worlds of the Mechanicus came to possess the plans
for the Endeavour class from the Voss Forge World. It was speculated at one time that a Techpriest
smuggled the plans off Voss on the order of the Fabricator-General of Mars himself, although this
could never be corroborated, and all who voiced such suspicions were quickly silenced. In any
case, the Endeavour has become a highly valued asset for many Magi Explorators and their fleets.
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Special Rules: An Endeavour class light cruiser adds +1 to its boarding action result when
Cruiser/6 20cm 90° 1 6+ Prow / 5+ 3 defending against an enemy boarding action, due to its narrow mid-ship corridor choking the
enemy advance.
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC
Port Weapons Battery 30cm 6 Left Mechanicus Refits: A Mechanicus Endeavour class light cruiser may replace its prow
torpedoes with a dorsal lance battery (Range: 30cm, Strength 1, Left / Front / Right) for no
St’bd Weapons Battery 30cm 6 Right
extra cost. If it does not, it may be equipped with refitted torpedoes for +10 points instead. In
Prow Weapons Battery 30cm 2 Left / Front / Right addition, a Mechanicus Endeavour class light cruiser may be upgraded with plasma-boosted
Prow Torpedoes Speed: 30cm 2 Front gunnery systems for +10 points, increasing the range of its weapons batteries to 45cm.
As this production capacity has not yet been made available to the Imperial Navy, the Mechanicus
has mostly avoided revealing the actual number of Endurance class cruisers currently in service,
lest the Lord Admirals of the Navy attempt to pressure the Mechanicus into revealing the secrets
of the Voss triumvirate.
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Special Rules: An Endurance class light cruiser adds +1 to its boarding action result when
Cruiser/6 20cm 90° 1 6+ Prow / 5+ 3 defending against an enemy boarding action, due to its narrow mid-ship corridor choking the
enemy advance.
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC
Port Lance Battery 30cm 2 Left Mechanicus Refits: A Mechanicus Endurance class light cruiser may replace its prow
torpedoes with a dorsal lance battery (Range: 30cm, Strength 1, Left / Front / Right) for no
St’bd Lance Battery 30cm 2 Right
extra cost. If it does not, it may be equipped with refitted torpedoes for +10 points instead. In
Prow Weapons Battery 30cm 2 Left / Front / Right addition, a Mechanicus Endurance class light cruiser may be upgraded with plasma-boosted
Prow Torpedoes Speed: 30cm 2 Front gunnery systems for +10 points, increasing the range of its weapons battery to 45cm.
The Mechanicus learned this lesson the hard way when a routine Explorator mission
was forced to fall back to Imperial space when Orks overwhelmed its surface teams
while the fleet was tied up fighting incoming Roks. Had there been sufficient air support
sent to the planet, perhaps something of value could have been recovered.
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Special Rules: A Defiant class light cruiser adds +1 to its boarding action result when
Cruiser/6 20cm 90° 1 6+ Prow / 5+ 3 defending against an enemy boarding action, due to its narrow mid-ship corridor choking the
enemy advance.
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC
Port Launch Bays Fury Fighters: 30cm 1 Squadron - Mechanicus Refits: A Mechanicus Defiant class light cruiser may replace its prow torpedoes
Starhawk Bombers: 20cm with a dorsal lance battery (Range: 30cm, Strength 1, Left / Front / Right) for no extra cost.
St’bd Launch Bays 1 Squadron -
If it does not, it may be equipped with refitted torpedoes for +10 points instead. In addition, a
Prow Weapons Battery 30cm 2 Left / Front / Right Mechanicus Defiant class light cruiser may be upgraded with plasma-boosted gunnery systems
Prow Torpedoes Speed: 30cm 2 Front for +10 points, increasing the range of its weapons battery to 45cm.
T he most common of the Mechanicus’ heavy escorts, the Gladius is a faster version of the Navy’s Sword class frigate. The vast majority of Gladius
class ships produced are sent to various Space Marine Chapters, and even many in the Mechanicus fleet find themselves re-purposed for transfer to
an Adeptus Astartes fleet in need of reinforcements. Frequently, the Explorator fleets will end up using a mix of Gladius and Sword frigates simply as
a result of what is readily available at their time of departure. The class is also used periodically as a mobile command center for planetary operations,
with its powerful guns warding off any attacker foolish enough to approach a Mechanicus research site uninvited. A number of Gladius frigates were
used this way during the excavations of Necron ruins on Mars over the last few millennia.
A lthough the Mechanicus does not have as much use for dedicated torpedo platforms as the Navy or Astartes, the fact that they are obligated to
produce such vessels means that they inevitably have some on hand at any given time. It is in this context that the Hunter destroyer often finds its
way into Explorator fleets looking for additional firepower. Few ever stay with an Explorator fleet for long, as the demand for torpedo boats among the
Space Marines is high enough that almost all Mechanicus Hunters are eventually sent away to serve the Adeptus Astartes.
Special Rules: All of the vessels on this page follow the rules for Adeptus Mechanicus ships. Although they share a common profile with their counterparts in the Space Marine
faction list, they are not Space Marine vessels and will not benefit from any Space Marine special rules.
Its strong lance armament combines well with other Mechanicus escort craft, adding a much-needed punch to many
patrol groups. Although not quite as powerful as the Nova class produced for the Adeptus Astartes, the Firestorm is a
reliable pirate hunter at home in almost any fleet.
"A nd what are the achievements of your fragile Imperium? It is a corpse rotting slowly from within while maggots
writhe in its belly. It was built with the toil of heroes and giants, and now it is inhabited by frightened weaklings To this day, these fallen angels lurk within the shadows
to whom the glories of those times are half-forgotten legends. I have forgotten nothing and my wisdom has expanded far beyond the material realm, waiting to be unleashed upon
beyond mere mortal frailties." the vulnerable worlds of the Imperium, their relentless
-Ahzek Ahriman of the Thousand Sons hatred undimmed by the passage of eons since those dark
and fateful years of the 31st Millennium.
TYPE/HITS
Battleship/14
SPEED
20cm
TURNS
45°
SHIELDS
4
ARMOR
5+
TURRETS
5
"A nd furthermore it is our conclusion
that such a machine therefore does
not exist and any personnel claiming to
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
Port Weapons Battery 60cm 6 Left
have seen it are deluded.
Starboard Weapons Battery 60cm 6 Right It has been proven to a high degree of
Prow Weapons Battery 60cm 12 Left / Front / Right probability that the destruction of Kharlos
Prow Torpedoes Speed: 30cm 9 Left / Front / Right II is wholly the result of coincidental
Dorsal Lance Battery 60cm 6 Left / Front / Right seismic activity."
Armageddon Gun 90cm Special Front
Special Rules: Despoiler class battleships are ponderous and cannot use Come to New Heading special orders.
"Y es! Let the blood flow! I and I alone, will be
Khorne's chosen... His favored acolyte and prime
among his champions. And on that day when the Titan is
mine, you will all worship me as you do the Gods! Once
Weapon Refits: A Despoiler class battleship may reduce the strength of its prow launch bays by 2 to add a prow the Titan is mine, I will crush entire suns in the palm
torpedo salvo (Speed: 30cm, Strength 9, Front) for +10 points. In addition, a Despoiler class battleship may of my hand. I will stride down the halls of the Heathen
reduce the range of its dorsal lance battery to 45cm to increase its strength to 4 for +10 points. Emperor and I will grind him and the Golden Throne of
Terra between my iron fingers! More! More blood for
Torpedo Bombers: A Despoiler class battleship may equip its launch bays with Harbinger torpedo bombers for the Blood God!"
+80 points, in addition to any other attack craft it may normally launch. Despoiler class battleships that take
Stormbird gunships cannot purchase this upgrade. -Warlord Crull of the World Eaters
Special Rules: Desolator class battleships are ponderous and cannot use Come to New Heading special orders. FAMOUS SHIPS:
Torment Eternity of Pain
"W e were born for battle, Khayon. We were made to conquer the galaxy, not to rot in Hell and die upon our brothers' blades. Who are
the architects of the Imperium? Who fought to purge its territory of aliens and expand its borders? Who brought rebellious worlds to
heel and slaughtered those who refused the light of progress? Who walked from one side of the galaxy to the other, marking their passage in
a trail of treacherous dead? This is our Imperium. Built across the worlds we burned, over bones we broke, with the blood we shed. You see it
too. You feel it now, don't you? - A new war. One not born of bitterness nor founded on revenge. - The Long War, Khayon."
Ablative Prow Armor: Due to their substantial armored prow, Retaliator class grand cruisers ignore all Prow Armament Damaged critical hits, rather than suffer the next highest result on the
Critical Damage table. However, a Retaliator class grand cruiser armed with prow torpedoes automatically loses this special rule, as its prow must be reconfigured to accommodate the torpedo
tubes.
Torpedo Bombers: A Retaliator class grand cruiser may equip its launch bays with Harbinger torpedo bombers for +60 points, in addition to any other attack craft it may normally launch.
Retaliator class grand cruisers that take Stormbird gunships cannot purchase this upgrade.
Specialist Refits: A Retaliator class grand cruiser may purchase one of the following upgrades at the listed cost:
"W hat the thick-headed fools with their broken corpse of an Emperor fail to understand is that not only can they never defeat us, but they can not hide
or flee or shield themselves from the triumph of Chaos. They are finite and we are unbound, undivided. They must not err, or they fall to heresy.
All who fall join our cause. Every Imperial fool who dares to open his eyes is a willing recruit. They strive merely to hold back our fury and might, and it
consumes them. Thus you can see Chaos is inevitable. We lurk not only beyond their grasp and at their gates; we lurk within the darkness of their souls,
on the tip of their tongues, in their tortured dreams. We are them, but freed from the shackles of ignorance. We are them, grown strong; evolved. We are
them, but so much more!"
"W hat is Chaos? Suffering, you might say. Oppression. Deceit. But could not all these things be said of your Imperium? You hunt down the talented
and the strong-willed. You break them or sacrifice them. You lie to your citizens and wage war on those who dare speak out. The inquisitors you
call masters assume guilt and execute millions on a whim. And why? Why do you do this? Because you know Chaos is there but you do not know how to
fight it, so you crush your own citizens for fear that they might aid the Enemy. The Imperium suffers because of Chaos. No matter how hard you fight,
that will never change. Chaos exists in a state of permanent victory over you - you dance to our tune, mortal one, you butcher and torture and repress one
another because the gods of the warp require you to. The Imperium is founded on Chaos. My lord Tzeentch won your war a long, long time ago."
As they passed alongside the Justus Dominus, the attack craft suddenly altered course, perpetrating
a devastating bombing run against the battlecruiser. Crippled by this surprise attack, the Justus
Dominus was unable to assist when the Righteous Fury turned its guns on the smaller escorts,
destroying four and forcing the two survivors to withdraw. The transports were helpless against the
traitorous cruiser and after thirteen hours of successive attack runs from its bombers, the Righteous
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Fury had destroyed all fourteen transports. Only three thousand men survived by escaping in
Cruiser/8 25cm 45° 2 5+ 3 savior pods and ether rafts and the loss of the army led to the fall of Gestenbal to ark invaders.
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC Renamed the Unforgivable, the rogue cruiser continued a rampage of wanton attacks that lasted
Port Launch Bays Swiftdeaths: 30cm 2 Squadrons - for three millennia, until its destruction by the Hammer of Justice under Captain Grenfeld during
Doomfires: 20cm the Port Maw Blockade.
Starboard Launch Bays Dreadclaws: 30cm 2 Squadrons -
Port Lance Battery 45cm 2 Left Special Attack Craft: A Devastation class cruiser may equip its launch bays with Harbinger
torpedo bombers (Speed: 20cm) for +40 points, in addition to any other attack craft it may
Starboard Lance Battery 45cm 2 Right normally launch. Devastation class cruisers that take Stormbird gunships cannot purchase
Prow Weapons Battery 30cm 6 Left / Front / Right this upgrade.
A small number were known to turn renegade before the class was entirely removed from service
by M35. None were known for certain to have been present during the Gothic War, though the
Havoc and Cerberus are both known to have operated throughout Segmentum Obscuras and the
Northern Rim. The Pillager and Rampage on the other hand have spent little time in Segmentum
Obscuras since going renegade, and for many centuries their whereabouts were unknown until
scattered reports concerning these two vessels surfaced in the vicinity of the Maelstrom in M37.
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Several vessels of this class were reported in various engagements at Cadia, Kantrael and Agripinaa.
Cruiser/8 25cm 45° 2 5+ 2 While only the Pillager was identified with any certainty, at least two or three of these ships must
have participated in the war for the vast distances between systems they were sighted in.
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC
Port Lance Battery 45cm 2 Left
Starboard Lance Battery
Port Weapons Battery
45cm
45cm
2
4
Right
Left
"W ith the thirty-seven keys of Tzeentch, we open the way for our brothers. With
the thousand whispers of Slaanesh, we call to them. With the twelve plagues of
Nurgle, we fell their enemies. And with the mighty axe of Khorne, we cut open the world
St’bd Weapons Battery 45cm 4 Right for them."
-Amphion and Zethus, Word Bearers Sorcerers
Prow Weapons Battery 60cm 6 Left / Front / Right
Special Refits: A Murder class cruiser may reduce the firepower of its port and Port Weapons Battery 45cm 10 Left
starboard weapons batteries to 4 in exchange for port and starboard lance batteries St’bd Weapons Battery 45cm 10 Right
(Range 45cm, Strength 2) firing Left and Right respectively, for no change in cost. Prow Lance Battery 60cm 2 Front
The Dutiful was renamed the Soulless by Admiral Dorez for this despicable deed and
was mercilessly hunted across Imperial space for the next seven millennia. It was
finally destroyed during the Orar Raid, when its plasma drives were wrecked by the
Impervious, a Mars class battlecruiser.
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Another Slaughter class cruiser, the Killfrenzy, has a fearsome reputation and is so
Cruiser/8 30cm 45° 2 5+ 2 named because of its peculiar broadcasts. In every encounter, the vessel has transmitted
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC a single continuous message across frequencies - KILLFRENZY KILLFRENZY
KILLFRENZY... The ship’s captain, believed to still be Abraham Thurst, shows an
Port Lance Battery 30cm 2 Left
incredible disregard for the safety of his ship, continuing to fight in several instances
Starboard Lance Battery 30cm 2 Right even after suffering crippling damage.
Port Weapons Battery 30cm 8 Left
St’bd Weapons Battery 30cm 8 Right Special Rules: Slaughter class cruisers add an extra +1D6cm to their speed when
Prow Weapons Battery 30cm 6 Left / Front / Right on All Ahead Full special orders.
The Thoreus pattern is often referred to as the ‘Edge’ among Fanatic captains, though
whether this is in reference to its distinctive prow shape or the superstitious legend that
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS the Thoreus pattern ‘sails upon the knife’s edge;’ either achieving the most glorious of
victories or suffering the most ignoble of defeats. Whatever the reason, the Fanatic is a
Cruiser/6 25cm 90° 1 5+ 2
very popular class among Rogue Traders and Chaos renegades alike, due to its resilient
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC design and easy-to-replace components.
Port Weapons Battery 45cm 6 Left
St’bd Weapons Battery 45cm 6 Right Special Rules: Fanatic class light cruisers add an extra +1D6cm to their speed
Prow Lance Battery 45cm 2 Front when on All Ahead Full special orders.
The last Schismatic constructed in Imperial space was built just before Goge Vandire’s
bloody reign, and consequently most of the ones in Imperial service were lost in the
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Warp along with the armada sent against Sebastian Thor. It is believed that the design
of the class was subsequently lost during the period of unrest that followed Vandire’s
Cruiser/6 30cm 90° 1 5+ 2
death, and no further Schismatics were produced. However, many have been sighted in
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC the company of Chaos fleets, leading some to believe that the plans were, in fact, stolen.
Port Lance Battery 30cm 2 Left
Starboard Lance Battery 30cm 2 Right Special Rules: Schismatic class light cruisers add an extra +1D6cm to their speed
Prow Torpedoes Speed: 30cm 4 Left / Front / Right when on All Ahead Full special orders.
Unfortunately, a large number of these ships escaped destruction before the Imperium
became aware of their design flaw, and almost all have found their way into the hands of
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS various Chaos warlords and renegade Space Marine warbands. As with all such ships,
the Imperium cannot conclusively determine where or how Heretic class vessels are
Cruiser/6 30cm 90° 1 5+ 2
still being produced, but the time-altering nature of the Warp makes it exceptionally
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC difficult to formulate any meaningful theories.
Port Weapons Battery 30cm 6 Left
St’bd Weapons Battery 30cm 6 Right Special Rules: Heretic class light cruisers add an extra +1D6cm to their speed
Prow Weapons Battery 30cm 6 Left / Front / Right when on All Ahead Full special orders.
Gravity Wells
If a hulk is within the gravity well of a planet or moon at the end
of its movement it can make a single 45° turn towards the planet
or moon, regardless of whether it turned in its last movement
phase. Also, the enormous size and mass of a space hulk means
that it creates its own gravity well extending 5cm from the edges
of its base. This affects other ships in exactly the same way as
a planetary gravity well and means that vessels can take up a
stationary orbit around the hulk. Objects orbiting the hulk are
moved along with it until such time as they break orbit.
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Vagaries of Fate: The Changer of Ways offers insight into
the fate of the vessel, providing its auguries brief glimpses
Battleship/12 20cm 45° 4 5+ 4
into the future. The Scion of Prospero comes with one free
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC re-roll, usable only for its own command checks. If this re-
roll or any of the embarked commander are failed, the ship
Port Weapons Battery 45cm 9 Left
suffers 1 point of damage as the many daemons bound to its
Starboard Weapons Battery 45cm 9 Right hull make their displeasure known.
Dorsal Lance Battery 45cm 3 Left / Front / Right
Special Attack Craft: The Scion of Prospero may equip
Prow Torpedoes Speed: 30cm 9 Front its launch bays with Harbinger torpedo bombers (Speed:
Prow Launch Bays 3 Squadrons - 20cm) for +90 points, in addition to any other attack craft
Swiftdeaths: 30cm it may normally launch. If the Scion of Prospero replaces its
Port Launch Bays Doomfires: 20cm 3 Squadrons - attack craft with Stormbird gunships, it may not purchase
Starboard Launch Bays Dreadclaws: 30cm 3 Squadrons - this upgrade.
"E ach of the Legions has now nominated aspirants seeking to throw themselves upon our mercy in the vain hope that we may deem them worthy to join
our ranks. Those loyal to the shrunken corpse on Terra still cling to their own processes by which perhaps one in a hundred neophytes may survive to
become a battle brother. The methods I have developed over the last millennia are more stringent, for we must be pure in our hatred and hard of heart, body
and soul. Fewer than one in every thousand survive, and I strive each day to lengthen these odds still further."
Port Hives of Nurgle 30cm 14 Left Miasma of Pestilence: Vast clouds of warp-spawned flies
Starboard Hives of Nurgle 30cm 14 Right protect the Terminus Est. This miasma permeates outwards
from the ship through blisters, boils, and fractures in its
Dorsal Lance Battery 45cm 4 Left / Front / Right
surface or through corroded discharge tubes and weapon
Prow Lance Battery 30cm 3 Front barrels. This obscures and distorts the vessel’s shape,
Prow Launch Bays 3 Squadrons - preventing enemies from gaining a left-column shift for firing
Swiftdeaths: 30cm
at it from within 15cm. In addition, all ordnance attacking
Port Launch Bays Doomfires: 20cm 2 Squadrons - the Terminus Est counts as passing through blast markers.
Starboard Launch Bays Dreadclaws: 30cm 2 Squadrons -
Hives of Nurgle: Along either side of the Terminus Est, rows
of pustules, hives, and sores fester upon the ship’s cankered
hull like coral over rock, periodically erupting violently and
hurling a mixture of corroded debris, munitions, and filth
into space. They function exactly like weapons batteries and
in addition, after the Terminus Est moves, you may place one
blast marker at any point along the vessel’s path for each
functioning hive emplacement on the ship (limit 2).
"B ecause we couldn't be trusted. The Emperor needed a weapon that would never obey its own desires before those of the Imperium. He needed a weapon that would never bite the hand that feeds. The World
Eaters were not that weapon. We've all drawn blades purely for the sake of shedding blood, and we've all felt the exultation of winning a war that never even needed to happen. We are not the tame, reliable
pets that the Emperor wanted. The Wolves obey, when we would not. The Wolves can be trusted, when we never could. They have a discipline we lack, because their passions are not aflame with the Butcher's Nails
buzzing in the back of their skulls. The Wolves will always come to heel when called. In that regard, it is a mystery why they name themselves wolves. They are tame, collared by the Emperor, obeying his every
whim. But a wolf doesn't behave that way. Only a dog does. That is why we are the Eaters of Worlds, and the War Hounds no longer."
“...And lo the beast issued forth to assail the righteous and cast If this dreadful failure occurs aboard his own ship, his vessel
automatically suffers 1 point of damage as the Black Legion
down their worlds. Though the beast stood clothed in human massacre the offending crewmembers (and anyone else in
form, no flesh could conceal the corruption of his damned the general vicinity, just to be sure).
soul, and the foul denizens of the outer dark flocked to his
banner. The righteous cried out for retribution, but the beast For ten millennia he continued to assault the Imperium Otherwise, in his next shooting phase, his ship must direct
would not be laid low. The name of the beast became a curse at every opportunity, raining fire and destruction upon at least half of its available firepower and lance strength
against the ship or squadron that failed him (assuming the
upon the lips of the righteous, and that curse was Abaddon.” the worlds he helped to create. The Gothic War is one worthless scum are within range and fire arc). Resolve the
-Orations of Saint Josephus, Apocalypt of Savaven of the most recent of his terrible works, but his history attack normally, as if the target of Abaddon’s attack were
of bloodshed extends back thousands of years. During an enemy vessel. The victims of his wrath (assuming they
A the Gothic War, Abaddon took personal command of survive) will be suitably chastised and gain a +1 Ld bonus
baddon the Despoiler, Warmaster of Chaos and for the rest of the game. This bonus is only applied once per
Scourge of the Gothic Sector is known to be the the Planet Killer in many engagements, although he ship or squadron.
driving force behind the Black Crusade which ravaged escaped its destruction at Kharlos II. It is feared that
the Imperium between 142.M41 and 160.M41. What one day he shall make good on his promise to lay waste If the object of his wrath is not in range or fire arc of any of
his weapons, Abaddon will simply leave them to their fate
means he used to bring together the fleets of so many to Terra - a fear his followers are more than happy to - they do not gain any bonus leadership and may no longer
different Chaos Lords and Warmasters is unknown, spread wherever and whenever they are encountered. benefit from Abaddon’s re-rolls for the rest of the game.
Special Refits: A Victory class battleship may replace its prow nova cannon with prow torpedoes (Speed: 30cm, FAMOUS SHIPS:
Strength 9, Front), reducing its cost by 10 points. Victory Hammer of Scaro
Argus Warspite
TAW plus 2:41: Reports that the orbital defense network has been penetrated. Enemy activity intense. The primitive Ork attack craft are strafing our ground defenses. Far less comforting
engaging such numbers without the support of our surface based missiles and lasers. Long Knives III & VII shot down within first few minutes of combat during Ork ambush as we attacked
their strafers. Currently heading back to base to refuel, pursued by full strength enemy squadron. The Shadow Fires have been vectored on to our position to cover our withdrawal.
TAW plus 2:43: Just sighted a burning orbital platform high in the atmosphere, plummeting to the surface. Starting to hear reports of the complete failure of our defenses.
Ablative Prow Armor: Due to their substantial armored prow, Exorcist class grand cruisers ignore all Prow Armament Damaged critical hits, rather than suffer the next
highest result on the Critical Damage table. However, an Exorcist class grand cruiser armed with prow torpedoes automatically loses this special rule, as its prow must be
reconfigured to accommodate the torpedo tubes.
Special Attack Craft: An Exorcist class grand cruiser may equip its launch bays with Shark assault boats (Speed: 30cm) for +5 points and/or Marauder torpedo bombers
(Speed: 20cm) for +60 points, in addition to any other attack craft it may normally launch.
Specialist Refits: An Exorcist class grand cruiser may reduce the range of its weapon batteries to 30cm in order to increase their firepower to 10, for no extra cost. In addition,
it may purchase one of the following upgrades at the listed cost:
Specialist Refits: A Vengeance class grand cruiser may purchase one of the following upgrades at the listed cost:
"Remember your duty. Even the greatest man is but
• Prow Torpedoes (Speed: 30cm, Strength 6, Front)................................................................................ +25 points a ripple on the surface of the void."
• Communication Uplink (+1 Ld)............................................................................................................. +20 points -Naval Saying
• Improved Thrusters (+D6cm speed when on All Ahead Full orders)...................................................... +5 points
TAW plus 3:41: Secondary base also overrun by the enemy. Have decided to divert to the Plains of Anthrand. I hope we can affect a landing there without too much serious damage to our
undercarriage. Fuel critical.
TAW plus 3:45: Have made contact with forward team of the Pioneer Corps within the Plains. They are preparing a temporary flight strip for our arrival. Brave men to set up a beacon for
us whilst the Orks invade.
Targeting Matrix: An Overlord class battlecruiser may be fitted with a targeting matrix, giving its weapons
batteries an additional left column-shift, for +15 points (see the Imperial Refits section for details).
FAMOUS SHIPS:
Flame of Purity Sword of Retribution
Cypra Probatii Lord Genesis
Extra Turrets: An Overlord class battlecruiser may increase its Turrets value from 2 to 3 for +10 points.
Ark Tempestus Traitorbane
They were increasingly equipped with Fury class deep space fighters and Starhawk bombers,
operating as fleet support vessels and independent patrol ships throughout the sector. A single
Dictator with a handful of escorts proved an exceedingly flexible force capable of running
down pirates and raiding hostile worlds with waves of attack craft. Of particular note was the
Rhadamanthine which, in concert with the Skargul patrol, scored a series of spectacular successes
against pirates in the Orar sub sector. During the Gothic War Dictators proved invaluable for
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS escorting convoys of vulnerable transport ships through areas threatened by Chaos ships.
Cruiser/8 20cm 45° 2 6+ Prow / 5+ 3
As the demand for supporting attack craft in major actions grew, a number of badly damaged
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC Lunar class cruisers were reconfigured as Dictators at the main fleet bases. By the end of the war,
Port Launch Bays Fury Fighters: 30cm 2 Squadrons - seven more Dictators were in service, more than compensating for the loss of the Rhadamanthine
Starhawk Bombers: 20cm and Archon Kort to Abaddon’s fleets.
Starboard Launch Bays 2 Squadrons -
Port Weapons Battery 30cm 6 Left Special Attack Craft: A Dictator class cruiser may equip its launch bays with
St’bd Weapons Battery 30cm 6 Right Marauder torpedo bombers (Speed: 20cm) for +40 points, in addition to any other
Prow Torpedoes Speed: 30cm 6 Front attack craft it may normally launch.
Perhaps the most remarkable example of this is the Lord Daros, constructed at the feral
world of Unloth. The primitive tribesmen dwelling there were influenced to mine and
smelt metals which were then presented for ‘sacrifice’ at sky temples established by the
Planetary Lord. The raw materials were then lifted into orbit at each vernal equinox.
After a period of eleven years the tribes were rewarded for their effort with the sight of
a bright new star moving across the heavens as the Lord Daros boosted out-system to
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS join Battlefleet Obscuras.
Cruiser/8 20cm 45° 2 6+ Prow / 5+ 2 With such an ubiquitous design, the last several millennia have produced a number of
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC variations and unique additions to the chassis, such as the Minotaur and Lord Daros’
Port Lance Battery 30cm 2 Left prow nova cannon. Other ships with more extensive modifications were even developed
into entirely new classes of starship. Indeed, it is not uncommon to see former Lunar
St’bd Lance Battery 30cm 2 Right class cruisers recommissioned as totally custom classes in some subsectors.
Port Weapons Battery 30cm 6 Left
St’bd Weapons Battery 30cm 6 Right Special Refits: A Lunar class cruiser may replace its prow torpedoes with a prow
Prow Torpedoes Speed: 30cm 6 Front nova cannon (Range: 30 - 150cm, Template, Front) for +20 points.
FAMOUS SHIPS:
Sanctis Legate Sword of Voss Leonid
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS
Cruiser/6 20cm 90° 1 6+ Prow / 5+ 2 ++RED.ALERT++ALL.HANDS.TO.BATTLESTATIONS++
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC ++INCOMING.GREENSKIN.VESSELS.DETECTED++
Port Weapons Battery 30cm 6 Left
St’bd Weapons Battery 30cm 6 Right Special Rules: An Endeavour class light cruiser adds +1 to its boarding action
Prow Weapons Battery 30cm 2 Left / Front / Right result when defending against an enemy boarding action, due to its narrow mid-ship
Prow Torpedoes Speed: 30cm 2 Front corridor choking the enemy advance.
Special Rules: An Endurance class light cruiser adds +1 to its boarding action St’bd Lance Battery 30cm 2 Right
result when defending against an enemy boarding action, due to its narrow mid-ship Prow Weapons Battery 30cm 2 Left / Front / Right
corridor choking the enemy advance. Prow Torpedoes Speed: 30cm 2 Front
Being more agile than the much larger Ork kroozers arrayed against them, these vessels
were able to push deeply into the vast greenskin host before unleashing their bombers
upon the capital ships of the invasion fleet. Though the Forebearer and Archangel
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS were lost above St. Jowen’s Dock when they were overrun while struggling valiantly
Cruiser/6 20cm 90° 1 6+ Prow / 5+ 3 to refuel and rearm their beleaguered attack craft in the heat of battle, their brave pilots
were responsible for destroying the kill kroozer Grimzag’s Ammer and crippling two
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC
Terror Ships.
Port Launch Bays Fury Fighters: 30cm 1 Squadron -
St’bd Launch Bays Starhawk Bombers: 20cm 1 Squadron - Special Rules: A Defiant class light cruiser adds +1 to its boarding action result
Prow Weapons Battery 30cm 2 Left / Front / Right when defending against an enemy boarding action, due to its narrow mid-ship
Prow Torpedoes Speed: 30cm 2 Front corridor choking the enemy advance.
Weapons Battery 30cm 2 Left / Front / Right TAW plus 8:56: Scrambling. Long Knife II reports Ork
warband heading our way. Squadron air borne to turn them back.
Lance 30cm 1 Front
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Special Rules: A Cobra class destroyer may replace
Escort/1 30cm 90° 1 4+ 1 its weapons battery with an improved sensor array
(granting +2 Ld when an enemy is on special orders
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC instead of the usual +1 Ld) for no change in cost. All
Weapons Battery 30cm 1 Left / Front / Right Cobra destroyers in a squadron must be configured in
Torpedo Salvo Speed: 30cm 2 Front the same way.
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS In a campaign, a Ramilies star fort can only be gained by a
commander of 11+ renown by making a dedicated appeal
QUADRANT CHARACTERISTICS
to do so (needing a 5+ to succeed as normal). Alternatively,
Defense/12 - - 4 6+ 4 the commander may surrender control of one forge world
or hive planet and be granted a Ramilies star fort by way
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
of replacement. A Ramilies star fort generates repair points
QUADRANT WEAPONS equivalent to a pirate base and players can attempt to attack
it in the same way as a pirate base. In addition to generating
Weapons Battery 60cm 12 Quadrant repair points, the Ramilies star fort enables one capital ship
Lance Battery 60cm 5 Quadrant or escort squadron that was withdrawn for full repairs to
return before the start of the owning player’s next game on a
Fury Fighters: 30cm
Launch Bays 4 Squadrons - D6 roll of 4+. If a Ramilies star fort is found it can be moved
Starhawk Bombers: 20cm to try and prevent further attacks on it. If the owning player
BASILICA WEAPONS decides to move his fort he must roll a D6. On a roll of 1 the
fort is lost in the Warp and must be struck from the roster. On
Weapons Battery 45cm 4 All Round a 2 or more the fort relocates successfully and must be found
Torpedo Silos Speed: 30cm 9 All Round again before it can be attacked.
A Ramilies star fort must roll for leadership normally, but comes Shields & Blast Markers During the end phase of the owning player’s turn, a Ramilies
with one command check re-roll for free. It may also purchase Each quadrant has its own shields; when blast markers are star fort may board any enemy ships foolish enough to remain in
up to three re-rolls for +25 points each. These are usable only by placed, put them in contact with the appropriate edge of the base contact, and may choose how many of its quadrants will be
the Ramilies star fort itself, unless a fleet commander is aboard: Ramilies star fort ’s base. In the end phase, D6 blast markers are involved in the boarding action. Quadrants not involved in the
removed from the entire model, not from each quadrant. boarding action may fire their weapons normally.
Sector Fleet Command
A fleet commander may always be assigned to a Ramilies if it Because the four quadrants are essentially in contact with each Massing Turrets
is present (regardless of other requirements). In this case, any other, blast markers in contact with the base affect the quadrant Each quadrant of a Ramilies star fort automatically counts as
re-rolls purchased by the star fort are added to the commander’s taking fire and the two adjacent quadrants as well. If the Ramilies massing turrets with the two quadrants immediately adjacent,
own, (usable by the entire fleet). However, the station must then star fort is rotating, blast markers that are not removed remain in in addition to any ships that may be in base contact with it.
use the commander’s leadership value, even if it is less! place when it rotates and affect whatever quadrant(s) they are in Naturally, quadrants that are crippled or destroyed may not
contribute to massing turrets. Furthermore, a quadrant cannot
contact with at the end of its movement.
use this special rule to increase its turrets value beyond the
MOVEMENT normal +3 limit.
Before the game starts, the owning player must decide whether Damage & Criticals
a Ramilies star fort will rotate or not. This choice may not be All damage and criticals only affect the quadrant that they are
Teleport Attacks
altered later in the game. A rotating Ramilies star fort must pivot inflicted against unless specifically noted otherwise. Quadrants
Ramilies star forts contain numerous teleport chambers, both for
exactly 45 degrees at the beginning of each of its movement are crippled individually once they are reduced to 6 Damage
dispatching troops to other vessels in the fleet and delivering
phases, and always in the same direction (chosen the first time Points. Once a quadrant’s hits are reduced to 0, any further hits
them into combat, be it on a nearby planet or as a devastating hit
it rotates). This movement cannot alter nor be altered by any plow into the drifting wreckage and do no further damage. Treat and run attack against enemy vessels. Each quadrant that is not
special orders or other effects, and will continue even if the that quadrant of the station as an asteroid field from now on. crippled or destroyed allows the Ramilies star fort to launch one
entire station is destroyed. Finally, allied ships may not dock teleport hit and run attack.
with a rotating Ramilies star fort; the danger of collision is Damage Control
simply too high. Other than this exception, a Ramilies star fort Damage control is also undertaken individually. To all intents
may not move in any way during the course of a game. and purposes the four quadrants function as individual stations
THE BASILICA
The central command and control facility of a Ramilies star fort
placed ‘back to back’. The fort itself is only destroyed once all
is a heavily armed and armored redoubt capable of withstanding
QUADRANTS four quadrants are reduced to 0 hits, at which point a single roll
almost any attack. The basilica cannot be targeted separately by
The Ramilies star fort is so large that its weapons, hits and on the catastrophic damage table must be made.
enemy attacks and is only destroyed when the rest of the station
defenses are divided up into four ‘quadrants’ representing the is reduced to zero hits. In rare instances, if the basilica would
different sides of the space station. When the station is fired Templates take damage (such as from its own ordnance exploding due to
upon, determine which quadrant the attack will hit by tracing a Nova cannons and Armageddon guns can only score a ‘full on’ critical hits, etc), the opposing player distributes this damage
straight line from the stem of the firing ship to the center of the D6 hits against the quadrant most under the center hole of the between any remaining quadrants.
station. Likewise, ordnance hits are only resolved against the marker when it hits.
first quadrant actually contacted by the marker.
Hit-and-Run Raids "The Emperor helps those who aim their lances well."
Looking vertically down on the model, the quadrants are as Hit-and-run raids are likewise resolved only against the quadrant -Traditional Naval Saying
shown in the following diagram: they are directed at and will not affect other quadrants.
An Admiral comes with one fleet commander re-roll for 0-12 Cruisers Any capital ship armed with torpedoes may be equipped
free. You may purchase up to three additional re-rolls for Dictator Class Cruiser...................................... 210 points with either short burn torpedoes, guided torpedoes, or
your Admiral at the cost shown below: Gothic Class Cruiser........................................ 180 points barrage bombs (choose only one) for +5 points per point
Lunar Class Cruiser.......................................... 180 points of its torpedo strength. Alternatively, for +50 points, it
One extra re-roll................................................. 25 points Tyrant Class Cruiser......................................... 175 points may roll on the following table at the start of the game,
Two extra re-rolls............................................... 50 points Dauntless Class Light Cruiser...........................110 points gaining the appropriate torpedo type shown in addition to
Three extra re-rolls............................................. 75 points Endeavour Class Light Cruiser.........................110 points its regular torpedoes:
Endurance Class Light Cruiser**.....................110 points
Defiant Class Light Cruiser**...........................110 points D3 ROLL TORPEDO TYPE
SECONDARY COMMANDERS
0-3 Strategic Commanders **Due to the rarity of these classes, you may not include 1 Seeking Torpedoes*
You may include up to three strategic commanders to more than two (in total) Endurance and/or Defiant class 2 Melta Torpedoes*
assist with fleet operations. light cruisers for every 500 points (or portion thereof) in 3 Vortex Torpedoes*
your fleet.
Strategic Commander (+1 Ld, Max 9)............... 30 points
*Remember that these are usable only once per game.
Each strategic commander in the fleet may purchase a ESCORTS
single re-roll for +15 points. This re-roll may only be You may include any number of escorts in your fleet, in In addition, up to two cruisers or battlecruisers in the fleet
used on their assigned vessel or squadron. squadrons of 2-6 vessels. may replace all of their launch bays with mine launchers
for +5 points per bay replaced.
Firestorm Class Frigate...................................... 35 points
CAPITAL SHIPS Sword Class Frigate........................................... 35 points Lastly, any capital ship in the fleet with 6+ Prow armor
Battleships Cobra Class Destroyer....................................... 30 points may purchase a power ram for +5 points, which imparts an
You may include one battleship for every three cruisers automatic hit against the target when ramming an enemy
or battlecruisers in the fleet. Grand cruisers do not count ship (in addition to any other hits scored normally).
for this purpose. THE BASTION FLEETS
Within Segmentum Obscurus, the Battlefleeets Cadia, Nova Cannon Limit
Apocalypse Class Battleship............................ 365 points Agripinaa, Scarus and Corona are collectively known Due to the rarity and expense of fielding such a powerful
Emperor Class Battleship................................. 365 points as the Bastion Fleets. These fleets are given over to weapon, only one Nova Cannon armed vessel may be
Retribution Class Battleship............................ 355 points guarding the region of space around the Eye of Terror. By included for every 500 points or part thereof in your fleet.
their very nature, the Bastion Fleets are some of the most
extensive and best equipped battlefleets of the Imperium, Reserves and Allies
++AHEAD.FULL++NOT.ONE.STEP.BACK++ forced to exist in a state of near perpetual warfare against Any Bastion fleet may take reserves from any Imperial
the frequent raiders from the Eye of Terror. Navy or Adeptus Mechanicus fleet list as normal.
"T he weak will always be led by the strong. Where the strong see purpose and act, the weak follow; where the strong cry out against fate, the weak bow their heads and
succumb. There are many who are weak; and many are their temptations. Despise the weak for they shall flock to the call of the Daemon and the Renegade. Pity them
not and scorn their cries of innocence - it is better that one hundred innocently fall before the wrath of the Emperor than one kneels before the Daemon."
Battle Sister Detachment Note: A non-Space Marine ship embarking any type Note: A non-Space Marine ship embarking any type
A ship with a battle sister detachment benefits from a of Deathwatch honor guard is subject to the Teleport of Grey Knight honor guard is subject to the Teleport
+1 crew damage bonus (increased to +2 if Celestian Assault rules on page 134. Assault rules on page 134.
bodyguards are also aboard).
Hellfire Sentry Guns Grey Knight Interceptors
Celestian Bodyguards A ship equipped with hellfire sentry guns adds +2D3 This upgrade counts as an honor guard. A ship with
A ship embarking Celestian bodyguards may re-roll to its troop rating when fighting as the defender in a Grey Knight Interceptors may re-roll the results of its
the results of its teleport attacks. If combined with a boarding action. teleport attacks.
battle sister detachment, instead roll 2D6 and choose
one result to apply when conducting a teleport attack. Deathwatch Kill-Team Grey Knight Purifiers
This upgrade counts as an honor guard. When a ship This upgrade counts as an honor guard. When a ship
Note: Celestians cannot be combined with any type carrying a Deathwatch kill-team conducts a teleport carrying Grey Knight Purifiers conducts a teleport
of Space Marine honor guard and do not benefit from attack, roll 2D6 and choose one result to apply. Add attack, roll 2D6 and choose one result to apply. Add
any of the bonuses afforded to Space Marine hit-and- +2 to the chosen result (instead of any other bonus the +2 to the chosen result (instead of any other bonus the
run attacks, even when aboard a Space Marine ship. attack would normally have). attack would normally have).
"Y ou are not free whose liberty is won by the rigor of other, more righteous souls. You are merely
protected. Your freedom is parasitic, you suck the honorable man dry and offer nothing in return. You
who have enjoyed freedom, who have done nothing to earn it, your time has come. This time you will stand
against it) as long as it remains in base contact with a Grey
Knights vessel (or is such a vessel itself). If this removes a
ship’s last damage point, that ship becomes a drifting hulk
and will remain so even after leaving base contact.
alone and fight for yourselves. Now you will pay for your freedom in the currency of honest toil and human
The Grey Knights are fearsome warriors, even among other
blood." Space Marines, and are protected from the vile influence of
Chaos by hexagrammic and pentagrammic wards inscribed
-Inquisitor Czevak throughout their ships, their armor, and even their own skin.
Special Refits: An Inquisitorial cruiser may replace its dorsal lance battery with a bombardment cannon (Range 30cm, Firepower 6, Left / Front / Right) and/or replace its
launch bays with a torpedo salvo (Speed 30cm, Strength 6, Front) for no change in cost (see the Space Marine faction rules for details regarding bombardment cannons).
Inquisitorial cruisers armed with torpedoes may fire ordinary or boarding torpedoes, and may serve as Exterminator vessels without requiring any further refits. Furthermore,
when in position to exterminate a planet, Inquisitorial cruisers with torpedoes will succeed on a roll of 3+ instead of the usual 4+.
A ll too often, the Inquisition will have an immediate need for warships to intercept a brewing threat, only to find that no Inquisitors are in range to
reach the target in time. As a result, there are usually no less than two or three-dozen Imperial Navy escort squadrons conscripted for Inquisitorial
service at any given time. The vast majority of these are the ubiquitous Sword class frigates, whose sturdy frames and reliable weapons batteries are
capable of holding off much larger warships. These vessels are also often used as conveyances for lower-ranked Inquisitors needing to travel through
contested areas of space. In either case, most of the crews of these squadrons are subjected to routine checks and memory-wipes, to prevent the spread
of heresy, corruption, or any other hostile influences to which they might be exposed.
J ust as in the Gothic Sector, the Cobra class destroyer is a valuable raiding vessel for the forces of the Inquisition. The Ordo Malleus in particular
conscripts squadrons of these ships for use in rooting out Chaos cults hiding aboard space stations in asteroid fields or nebulae near populated worlds.
These Cobras are often supported by a small number of Hunter destroyers in the event that boarding actions become necessary. The Ordo Xenos is also
fond of this class for use in destroying alien waystations that are established too close to Imperial borders.
Special Rules: All of the vessels on this page represent ships that have been commandeered by the authority of the Inquisition and transferred away from their formal chain
of command. As such, they are considered Inquisition vessels in all respects rather than Imperial Navy ships.
Special Rules: Black Ships are ponderous and cannot use Come to New Heading special orders. In addition, the ship is sheathed in an especially powerful Gellar Field to
shield its cargo of untrained psykers from the ravages of the warp. If the ship suffers a Shields Collapsed critical hit, roll a D6. On a 4+, the Gellar field is also damaged and
requires repairs; if the ship departs the table or disengages without fixing it, the vessel counts as being destroyed! The Gellar field may be repaired exactly like other critical
damage, though this does not repair the Shields Collapsed critical hit.
Inquisitorial Stormtroopers: Every Black Ship carries a dedicated detachment of Inquisitorial stormtroopers to protect the vessel from attacks within and without. As such,
a Black Ship always counts as embarking an Inquisitorial retinue for no extra cost.
Convoy Ship: A Black Ship is a convoy ship and will follow all the normal rules for fleet support units (and convoy ships) described in the main rulebook. However, due to its
advanced construction and elite crew from the Adeptus Astra Telepathica, it benefits from a fixed leadership value of 9 (instead of 7) and adds +4D6cm to its speed (instead of
only +3D6cm) while on All Ahead Full special orders. A Black Ship has a transport capacity of 6, and cannot account for more than 50% of your fleet’s total transport capacity
(meaning you will normally need a total capacity of at least 12 to take a single Black Ship).
FAMOUS SHIPS:
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Fire of Dawn Bright Sword
Emperor’s Will Redeemer of Souls
Battleship/12 25cm 45° 4 6+ 4
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC Special Rules: Grey Knights battle barges follow the rules
Port Weapons Battery 45cm 12 Left for Grey Knights vessels as described on page 101. In
addition, they are ponderous and cannot use Come to New
Starboard Weapons Battery 45cm 12 Right Heading special orders.
Dorsal Bombardment Cannon 30cm 8 Left / Front / Right
Sigils of Quickening: Due to their psychic enchantments,
Prow Bombardment Cannon 30cm 6 Front Grey Knights battle barges add an extra +1D6cm to their
Prow Launch Bays Thunderhawks: 20cm 2 Squadrons - speed while on All Ahead Full special orders.
FAMOUS SHIPS:
Ruler of the Black Skies
Fors Clavigera
Mea Virtus
Argent Sceptre
Righteous Dawn
Imperator Gloriam
L ike most Chapters, Grey Knights maintain a sizable number of Gladius frigates throughout their fleet. Unlike most Chapters, however, the Gladius
serves a crucial role as a fast, reliable transport for individual squads of Grey Knights. While it cannot carry more than a relative handful of Astartes
warriors - a hindrance for typical Space Marine operations - the Grey Knights often require (or can spare) only a single combat squad for any given
mission. The Gladius gives the Grey Knights Chapter the ability to quickly and quietly deploy squads across the galaxy, allowing them a small measure
of flexibility against the ceaseless advance of Chaos. That the Gladius is so common amongst Space Marine fleets is all the better, as this means many
Grey Knights squads may move freely without drawing attention that larger Grey Knights vessels often attract.
M uch like other chapters, the Hunter class destroyer provides valuable fire support to the Grey Knights fleet. However, due to the Inquisition’s less
than savory relationship with the Dark Angels Chapter, it took many years for these vessels to become readily available to the Grey Knights.
Nevertheless, the Hunter still sees fairly regular use among Inquisition fleets, often supporting squadrons of Imperial Navy Cobras requisitioned by the
Ordo Malleus for patrol routes in Chaos-tainted sectors.
Special Rules: All of the vessels on this page follow the rules for Grey Knights ships as described on page 101. In all other respects they are identical to those found in the
Space Marine fleet list and are reprinted here simply for convenience.
Inquisitors may purchase up to two re-rolls, usable for any ship The fleet must be worth at least 1000 points to include a Grey
An Inquisitorial Fleet Detachment cannot function on its own –
in the fleet, at the cost shown below: Knights battle barge, and may only have one Grey Knights strike
instead, it must join an Imperial Navy, Adeptus Mechanicus, or
cruiser per 500 points in the fleet (or portion thereof). Outside
Space Marine fleet as described in the Fleet Detachment section
One re-roll......................................................................25 points of a Space Marine fleet, these vessels count as battleships and
of the main rulebook. Joined fleets never regard units from this
Two re-rolls....................................................................50 points cruisers respectively. Also note that Grey Knights ships cannot
detachment as allies of convenience, and any capital ship that
take any upgrades except those from the Ordo Malleus.
embarks an Inquisitor or Elite Captain may purchase upgrades
In addition, an Inquisitor Lord’s vessel may equip its torpedo as if it were an Inquisition vessel. Remember that ships cannot
tubes with vortex torpedoes for +50 points. Radical Inquisitors
take upgrades from more than one Ordo, however. An Inquisitor may be made a radical by selecting any of the
options described on page 101. Note that some options may
INQUISITORIAL RETINUE Ordnance and Upgrades restrict a fleet’s choices of ships and upgrades.
The Inquisition often recruits a wide array of specialists to assist Every Inquisition capital ship armed with torpedo launchers is
with dangerous operations. Any Inquisition vessel may embark equipped with boarding torpedoes at no extra cost. Attack Rating
an Inquisitorial retinue: A joined fleet uses its normal attack rating.
Imperial Navy and Adeptus Mechanicus vessels embarking an
Inquisitorial Retinue.......................................................15 points Inquisitor may replace all their attack craft (if any) with gun- Scenarios & Sub-Plots
cutters for free. A ship upgraded this way reduces its launch bay The joined fleet may take Black Ships as convoy vessels in any
strength by half (rounding up) as described on page 99. relevant scenario, fulfilling a portion of its transport capacity
SECONDARY COMMANDERS requirement as described in the Black Ship profile. In addition, a
In addition to personal retinues, the Inquisition may call upon Ordo Hereticus Upgrades fleet that includes an Inquisitor must take a random Secret Ploys
certain trusted commanders to aid its forces during a mission. The following options are available to any fleet accompanied by sub-plot for each different Ordo represented within it.
A fleet led by an Inquisitor may have up to three Elite Captains: an Ordo Hereticus Inquisitor:
Reserves and Allies
(0-3) Elite Captains (+1 Ld, Max 9)..............................30 points Any capital ship in the fleet may carry a battle sister detachment If an Inquisitor serves as the joined fleet’s commander, the fleet
for +5 points. Inquisition vessels may also be embark Celestian may take ships from any Imperial Navy, Adeptus Mechanicus,
Each elite captain may purchase a single re-roll for +15 points. bodyguards for +5 points and/or equip their torpedo tubes with or Space Marine fleet list as reserves, even if it would normally
This may only be used for their assigned vessel or squadron. inferno torpedoes for +20 points. be forbidden from doing so. Note that Space Marine fleets still
cannot take extra Space Marine ships as reserves, however.
INQUISITORIAL CRUISERS Ordo Xenos Upgrades
0-3 Inquisitorial Cruisers The following options are available to any fleet accompanied by
The joined fleet may include up to one Inquisitorial cruiser for
every three of its own cruisers (of any type). Additionally, these
an Ordo Xenos Inquisitor:
"O ne cannot consider the fate of a single man, nor ten, nor
a hundred, nor a thousand. Billions will live or die by
count against the fleet’s battlecruiser limit in an Imperial Navy Any Inquisition vessel may be equipped with hellfire sentry our actions here, and we have not the luxury to count the cost."
or Adeptus Mechanicus fleet. guns for no extra cost, and/or embark a Deathwatch kill-team for
+15 points. In addition, an Inquisitor Lord’s ship may embark a -Inquisitor Kryptman
Inquisitorial Cruiser.....................................................250 points squad of Deathwatch Terminators for +30 points.
The Warrant of Trade D6 ROLL TORPEDO TYPE Rogue Trader Convoy Ships
When assembling a Rogue Trader fleet, you must choose 1 Short Burn Torpedoes As freelance merchants and mercenaries, Rogue Traders
the origin of the dynasty’s Warrant of Trade. How it was are often accompanied by transport convoys made up of
issued determines the commander’s base Fortune rating 2 Barrage Bombs
vessels owned by (or loyal to) the Rogue Trader’s family
and any additional options and/or limits on how the fleet 3 Guided Torpedoes
dynasty. To a Rogue Trader, these are more than merely
may be configured. The possible origins are shown in the 4 Seeking Torpedoes* conveyances for cargo; they are a sign of power, prestige,
table on the next page.
5 Melta Torpedoes* and material wealth (even when not filled with actual,
6 Vortex Torpedoes* literal treasure). As such, Rogue Trader convoy ships are
Business as Usual
subject to the following rules:
Rogue Traders by their very nature are far from altruistic.
Unless contracted for a specific mission, they will always *Remember that these are usable only once per game.
have their own agenda during a battle, which may or may • They follow all the normal rules for fleet support units
not align with that of their erstwhile allies. Customized Starships (and convoy ships) described in the main rulebook.
Rogue Traders almost invariably end up living as nomads, • If they disengage without scoring or counting towards
A fleet that includes any Rogue Trader convoy ships must sailing from world to world in a constant search for fame victory conditions, they are treated as destroyed. For
generate a sub-plot from the Business as Usual table on and fortune. Naturally, this results in their ships quickly this purpose, crippling or destroying an enemy counts
the next page, unless other scoring or victory conditions becoming their true homes. And what good is a home if as ‘scoring’ in scenarios that use normal victory points.
already apply to the fleet’s convoy ships (such as when every panel and bolt is not crafted exactly to one’s liking?
playing as the defender in a Convoy scenario or as the As such, Rogue Trader ships employ a variety of patterns • For each point of transport capacity provided by Rogue
attacker in a Planetary Assault scenario). This does not and special refits, all represented on the table as a single Trader convoy ships in the fleet, add +1 Fortune to the
prevent a fleet from also taking a standard sub-plot class of highly customizable vessel: The Rogue Trader fleet commander’s rating. This does not apply to any
according to the normal rules for doing so. Man O’ War (see pages 116-117 for details). generic or non-Rogue Trader vessels.
Special Rules: Universe class mass conveyors are ponderous and cannot use Come to New Heading special orders. In addition,
they have few critical systems for their size; reduce the result of any roll on the Critical Hits table against a mass conveyor by 1,
to a minimum of 0. This includes rolls for hit-and-run raids.
Convoy Ship: A Universe class mass conveyor is a convoy ship and will follow the rules for such vessels as described on page
114. It has a transport capacity of 8.
Convoy Ship: A Rogue Trader convoy monitor is a convoy TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS
ship and follows all the normal rules for such vessels as
Escort/2 15cm 45° 1 6+ 2
described on page 114. It counts its transport capacity as
1 for the purpose of scenario requirements only (it does ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
not grant any Fortune nor count for scoring or victory
conditions). In addition, squadrons with convoy monitors Weapons Battery 30cm 6 Left / Front / Right
suffer -1 Ld penalty while attempting Lock On orders. Lance Battery 30cm 1 Front
Convoy Ship: A Rogue Trader carrack is a convoy ship and follows all the normal
rules for such vessels as described on page 114. It has a transport capacity of 2.
Special Refits: A Rogue Trader carrack may purchase one upgrade from either the
Imperial or Xenos refits table at the cost of 1 Fortune in addition to its usual points
cost (see the end of this book and the Ships of the Xenos book for details). If it does
not, it may instead have one of the following refits:
• Fuel Tanker: A Rogue Trader carrack may be converted to a fuel tanker for no
extra cost. A fuel tanker earns the owning player +1 renown if it survives (without
disengaging) until the end of the game, even if it is crippled. However, a fuel
tanker is quite vulnerable and will suffer critical hits on a result of 5+ instead of
6+. Furthermore, when reduced to zero hits, a fuel tanker adds +1D6 to its roll on
the Catastrophic Damage table.
• Repair Tender: A Rogue Trader carrack may be converted to a repair tender
for +10 points. A repair tender earns the owning player +1 renown or +2 repair
points if it survives (without disengaging) until the end of the game, even if it
is crippled. However, your opponent earns +1 renown for each repair tender
crippled, and +2 renown for each one destroyed.
• Super-Heavy Transport: A Rogue Trader carrack may be converted to a super-
heavy transport for +10 points. A super-heavy transport adds +4 Hits to its profile
and gains +1 transport capacity, but also increases its minimum distance to turn
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS by +5cm and must be mounted on a large base.
Cruiser/6 15cm 45° 2 5+ 2
ARMAMENT RANGE / SPEED FIREPOWER/STR FIRE ARC
Port Weapons Battery
St’bd Weapons Battery
15cm
15cm
3
3
Left
Right
"W ho among us worth their Warrant can say they've never been tempted to fill an old
Sword with a battalion of Ogryns, just to see if could still sail? What? Why are
you all looking at me like that?"
Prow Weapons Battery 15cm 2 Left / Front / Right
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Clipper Configuration: For no extra cost, a Rogue
Trader sloop may exchange its weapons battery for
Escort/1 20cm 45° 1 5+ 1 the Secondary Reactors upgrade from the Imperial
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC Refits table. Note that all sloops in a squadron must
have the same configuration.
Weapons Battery 15cm 3 Left / Front / Right
Convoy Ship: A Rogue Trader caravel is a convoy ship and follows all the normal rules for such vessels as
described on page 114. It has a transport capacity of 1.
Ether Cannon: An ether cannon is treated exactly like a lance weapon. In addition, once per turn after rolling at
least one successful hit with the vessel’s ether cannon (but before applying damage), roll a further D6. If the score
is higher than the target’s starting shield value (as shown on its profile), place blast markers in contact with the
target’s base until all of its shields are overloaded. Then continue to apply damage as normal.
Unique Race: A Fra’al battlecruiser is treated as being part of its own separate faction, and must always use the
rules for allies of convenience as described in the main rulebook.
Special Rules: Ghost-Light weapons are designed to inflict crew casualties rather
than destroy systems. In game terms, they function as normal weapons batteries and
lances (respectively), but cannot inflict critical damage of any kind. In addition,
Stryxis caravan vessels use the special rules described below.
U
FRA'AL RAIDER nlike a great many minor alien races that plagued
Mankind during the Dark Age of Technology, the Fra’al
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS managed to avoid the Emperor’s attention and remain in
Escort/1 25cm 90° 1 5+ 2 relative obscurity. Precious little is known of this Xenos
race, as every recorded contact with Imperial forces has
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC resulted in combat until one side or the other was destroyed
Weapons Battery 45cm 2 Left / Front / Right or forced to withdraw. One remarkable trait is their seeming
attraction to wildly asymmetric designs and configurations,
Lance 30cm 1 Front maddening to behold by even the most stoic of veteran
starship crews. It has been speculated that these unusual
Special Rules: A Fra’al raider is equipped with a Fra’al targeting matrix for no extra cost, allowing it to treat all gunnery shapes are somehow attuned to the warp, which may explain
targets as closing, and preventing it from suffering a right column-shift when firing gunnery weapons at targets more than 30cm how they continue to elude attempts to exterminate them.
away. In addition, due to their aggressive nature, Fra’al raiders cannot be taken by a fleet which includes Imperial Navy vessels.
E
NEKULLI WHIP xtremely little is known about the Nekulli, with reports
about this race coming to the attention of the Ordo
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Xenos early in M41 via the glowing reports of a Rogue
Escort/1 25cm 90° 2 5+ 2 Trader who was later branded a heretic. Based on available
evidence, they are believed to be refugees from a group of
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC systems on the Eastern Fringe now overrun by the Tyranids.
Weapons Battery 45cm 2 Left / Front / Right A small number of Nekulli hulls, translated as “Whips,”
were recovered from the Space Hulk Allure and examined by
Whisperlance Cannon 30cm 1 Front the Adeptus Mechanicus after 770.M41. While their vessels
are outwardly unremarkable, they use far less power for
Special Rules: Nekulli whisperlance cannons follow the rules for lances. Though more efficient than their Imperial counterparts, their size compared to Imperial ships (especially with lance
the extra energy they save is used to power the whip’s potent shielding rather than offer an offensive bonus. Due to their great weapons), allowing for much stronger defenses.
fear of the Tyranids, Nekulli whips cannot be taken if the opposing fleet includes any Tyranid vessels.
Special Rules: Regardless of how they are configured, xenos cutters are treated as allies of convenience with everyone, and thus cannot be placed in squadrons with any other type of ship.
Note that in a Space Marine fleet, all men o’ war count Ordnance & Upgrades "What is the faith of a rogue, a reaver, an outcast noble
as strike cruisers except grand galleons and ships of the Rogue Trader vessels fire standard torpedoes and launch soul who brings the Emperor's fury upon far worlds?
line, which count as battle barges instead. regular fighters or bombers unless otherwise specified. In Ask him if you dare."
addition, any man o’ war armed with torpedoes may have -from A Seneschal's Duty
Rogue Trader Man O’ War...................................... Varies refitted torpedoes for +20 points.
HIGH-RISK CONVOYS
MORE RISK, MORE REWARD D6 RESULT D6 RESULT
In the depths of space, Rogue Traders never know what
kinds of threats they will encounter. Additionally, while 1 One daemon mine cluster. 1 One orbital mine cluster.
they may receive a good-faith contract to escort a convoy 2 Two daemon mine clusters. 2 Two orbital mine clusters.
through dangerous territory, they might just as easily end 2D6 Warp Beasts! These use the profile and One orbital mine cluster and one attack craft or
up being used as fodder to flush out a hidden threat in a 3
rules of Behemoth protoforms (see the Tyranids deadfall torpedo cluster.
contested system, so that the Imperial Navy can properly 3
faction list). They are armed with feeder tendrils One squadron of escort ships worth up to 150
assess the danger. While this conserves the overstretched and operate as a squadron. 4
resources of the Imperial Navy, it brings no profit to the points.
hapless Rogue Trader! Giant Warp Beast! This uses the profile and rules One squadron of escort ships worth up to 180
of a Carnivore bioship (see the Tyranids faction 5
points.
The threat tables on this page may be used as alternatives 4 list). It is armed with only dorsal massive claws
and keel feeder tendrils (instead of its usual set 6 One capital ship worth up to 210 points.
to the one presented in the Convoy Run scenario in the
main rulebook. If used, the defending player may add up of weapons).
to +50 points or +2 Fortune rating to their fleet’s limit for When activated, orbital mine clusters are replaced by
Terror Beast! This is treated as a Defense with 4
every 2 points of transport capacity required. D3+2 orbital mines.
Hits, 6+ Armor, 2 Shields, and 2 Turrets. It has
no weapons and must move exactly 10cm in any
The Cruiser Trap direction on each of its turns. If it contacts a ship The Wolf Packs
This table represents a stronger force of attacking capital (friend or foe), both it and the other ship vanish! This table represents an attacking fleet that is relying
5 heavily on raiders and other escort warships. This is more
ships being in the area the convoy is traversing. This is a The ‘abducted’ ship counts as being lost in the
very straightforward increase in difficulty for the convoy warp (see the rules for Warp Rifts). The Terror representative of the renegade ‘wolf packs’ which preyed
defender. Beast reappears in D3 turns – place it at least on all sides during the Gothic War.
20cm away from any other ships at the start of
the movement phase. D6 RESULT
D6 RESULT
One Chaos daemonship of the attacker’s choice 1 One deadfall torpedo or attack craft cluster.
1 Two deadfall torpedo or attack craft clusters. 6
worth up to 250 points (including all upgrades).
Three deadfall torpedo or attack craft clusters 2 Two deadfall torpedo or attack craft clusters.
2
(in any mix desired). When activated, daemon mine clusters are replaced by One squadron of escort ships worth up to 100
3
One squadron of escort ships worth up to 150 D3+2 daemon mines, which function as orbital mines in points.
3 all respects except that they move an extra D6cm each
points. One squadron of escort ships worth up to 150
time they move, and they have a 4+ resilient save. Each 4
4 One capital ship worth up to 185 points. points.
is worth 10 victory points when destroyed for any reason.
5 One capital ship worth up to 210 points. One squadron of escort ships worth up to 200
5
points.
6 One capital ship worth up to 250 points. Warp beasts must attack the closest defending ship in
range, cannot use any special orders (including Brace 6 One capital ship worth up to 250 points.
Stalkers of the Abyss For Impact), and automatically pass all leadership tests
History is replete with stories of daemon ships, void- they must make against celestial phenomena. Each warp
swimming leviathans, and other malevolent denizens beast or terror beast rolled on the table above is worth a A Note on Other Factions: While these alternate
of the warp. As a result, some regions of space have flat 100 victory points. tables are well-suited to Rogue Traders and pirates
gained a reputation as ‘haunted,’ such as the Bhein-Morr (and thus presented here in the Rogue Trader faction
sub-sector, the areas surrounding the Eye of Terror and The Old Minefield list), there is absolutely no reason why they cannot be
Maelstrom, and entire sectors of space near the Northern This table represents a convoy being routed through a used in one-off games or campaigns between any two
Rim. This table represents the dangers of passing through gap between old minefields, an obvious place for a clever fleets, regardless of their respective factions.
such a dark and frightening corner of the galaxy. enemy to lay a trap for passing merchantmen.
"T hey shall be my finest warriors, these men who give of themselves to me.
Like clay I shall mould them, and in the furnace of war forge them. They
will be of iron will and steely muscle. In great armour shall I clad them and
with the mightiest guns will they be armed. They will be untouched by plague
or disease, no sickness will blight them. They will have tactics, strategies and Where there is uncertainty, I shall bring light;
machines so that no foe can best them in battle. They are my bulwark against Where there is doubt, I shall sow faith;
Where there is shame, I shall point to atonement;
the Terror. They are the Defenders of Humanity. They are my Space Marines Where there is rage, I shall show its course;
My word in the soul shall be as my bolter in the field.
and they shall know no fear."
-The Litany of Devotion
-The Emperor of Mankind
"W hat is the terror of death? That we die with our work incomplete. What is the joy of life? To die knowing our task is done. I stand alongside warriors of honour, and the warrior who
acts out of honour cannot fail. His duty is honour itself. Even a warrior's death--if it is honourable--is a reward and can be no failure, for it has come through duty. Seek honour as you
act, and you will know no fear. A fortress is a living thing: the commander its brain, the walls its bones, the sensors its eyes and ears, the troops its blood, their weapons its fists. If one organ
fails, the whole dies. And if the whole dies, no single organ can survive alone. And above all, remember this... for a warrior the only crime is cowardice."
-Chaplain Judd Clausel, Ultramarines 4th Company
applicants who have failed some part of the recruiting or their Space Marine masters, no matter how much the fleet commander. At an absolute minimum, a Master of the
training process. These serfs are fanatically loyal to their might actually rely upon them. While these serfs make up Fleet typically needs eighty to a hundred fully equipped
superhuman masters and are indoctrinated into many of the vast bulk of crews aboard Space Marine vessels, the Astartes warriors to operate the entirety of the Chapter’s
the lesser orders of the Chapter’s Cult. Although human, Master of the Fleet also has a number of Space Marines space forces, and most Chapters have measures in place
they still benefit from remarkable training and access to under his command, who act as high ranking officers to ensure that a standing force of this size is permanently
weaponry superior to that usually found aboard a naval aboard the fleet’s capital ships, providing captains for available to the Master of the Fleet.
vessel, making them a fearsome prospect in a boarding individual vessels, leading specialized boarding parties,
action – even without the support of their genetically or otherwise overseeing the dedicated serfs who form the As with all specialized roles which a Space Marine
modified lords. bulk of a vessel’s manpower. might be honoured, serving in the fleet brings with it a
variety of different titles and ranks. While the Master of
FLEET ORGANIZATION The exact organization of those Space Marines tasked the Fleet retains overall control, Space Marine Chapters
Usually, one of the Chapter’s Captains will be appointed with crewing the fleet varies from Chapter to Chapter. frequently find themselves dispersed across several
Master of the Fleet with overall responsibility for the In some cases, it will be the Master of the Fleet’s own warzones throughout the galaxy, and so the command
Chapter’s entire armada. This will place at his disposal company that provides these Marines, with each of his of individual fleets or even lone vessels frequently
all the pilots, gunnery officers, command crews and veteran captains acting as captain to a different vessel falls to local Captains. In this manner, a Space Marine
navigators in the Chapter. However, these additional within the fleet while their own squad members each force commander may well find that he is charged with
crewmen will not join the Master of the Fleet’s own man a different vital area within that same vessel. In command of both the battleforce and the transporting
company, for they themselves are not Space Marines. other cases, squads from different companies within the fleet, earning him additional honorifics such as Regent
Most Chapters include several Cults dedicated to the Chapter may be charged with manning the fleet, serving of the Fleet, Commander at Sail, and so on. A Marine’s
Fleet or to the vessels within it, and it is the rarefied under the command of the Master of the Fleet in the heraldry and personal armor markings may thus bear
honor of admission to these Cults which the serfs aspire same way that a Space Marine battleforce may be made emblems of his service within the fleet, additional honors
to when recruited into the fleet, for despite all their up of squads drawn from several companies across the and titles gained there, or other emblems signifying their
specialization they will always remain subservient to Chapter under the command of a single, nominated force role within the fleet.
"As our bodies are armoured with Adamantium, our souls are
protected with our loyalty. As our bolters are charged with
death for the Emperor's enemies, our thoughts are charged with
his wisdom. As our ranks advance, so does our devotion, for are
we not Marines? Are we not the chosen of the Emperor, his
loyal servants unto death?"
-Chaplain Fergas Nils
TELEPORT ASSAULT
Of all the advantages possessed by the Adeptus Astartes,
their peerless strength and relentless ferocity are perhaps
the greatest. And nowhere is this raw, unstoppable power
more evident than in the cramped corridors of a starship,
where a single power-armored Astartes warrior is worth
a hundred lesser soldiers. As a result, Space Marines are
experts at conducting teleport attacks into the heart of
enemy vessels, where they invariably cause enormous
amounts of havoc and destruction, sabotaging critical
systems and assassinating command staff.
Torpedoes
Any venerable strike cruiser armed with torpedoes may be given
either short-burn torpedoes for +5 points or barrage bombs for
+10 points. Otherwise, it gains boarding torpedoes for free.
Nova Cannon
While the Imperial Navy might overlook a single battle barge
with an ancient nova cannon, they would no doubt raise strong
objections to any Chapter fielding line cruisers armed with such
weapons. As a result, a venerable strike cruiser equipped with a
nova cannon must purchase a Strike Cruiser Prow to replace it,
though this comes with a 10 point reduction to the ship’s cost.
Victory Points
Venerable strike cruisers are especially rare and valuable; losing
even one is a terrible blow to a Chapter. They are worth 50% of
their cost in victory points if crippled or 125% of their cost in
victory points if destroyed.
Special Rules: An Ultima class battle barge is ponderous and cannot use Come to New Heading special orders. In addition, it
may replace its boarding torpedoes with either short-burn torpedoes for +5 points or barrage bombs for +10 points. FAMOUS SHIPS:
Seditio Opprimere
Naturally this also makes the battle barge one of the most
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS frightening opponents in the galaxy when close-range,
Battleship/12 20cm 45° 4 6+ 4 ship-to-ship combat is a possibility.
Secondary Shield: Any number of strike cruisers in the fleet may purchase an additional shield (increasing their
shields value by +1) for +15 points each.
Strike Cruiser Variants: Throughout the Imperium of Man, the various Adeptus Astartes Chapters utilize strike
cruisers that, while essentially the same in purpose, sometimes differ significantly in details, appearance and
weapons arrangement. Up to half of the strike cruisers in your fleet (rounding down) may have one or both of the
following refits at the cost indicated (or less, if Tactical Flexibility applies; see page 132):
• Replace Launch Bays: A Space Marine strike cruiser may replace its prow launch bays with a bombardment
cannon (Range 30cm, Firepower 5, Front) for +10 points or a torpedo salvo (Speed 30cm, Strength 6, Front)
for no extra cost. Any strike cruiser with torpedoes may be armed with either boarding torpedoes for free, short-
burn torpedoes for +5 points, or barrage bombs for +10 points.
• Replace Weapons Batteries: A Space Marine strike cruiser may replace both its port and starboard weapons
batteries with port and starboard launch bays (1 Squadron each), equipped with Thunderhawks (Speed: 20cm)
for +20 points.
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS Improved Thrusters: Vanguard cruisers add an additional
+1D6cm to their speed while on All Ahead Full special
Cruiser/6 25cm 90° 1 6+ 3 orders.
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
Secondary Shield: Any number of vanguard cruisers in the
Port Weapons Battery 30cm 5 Left fleet may purchase an extra shield (increasing their shields
Starboard Weapons Battery 30cm 5 Right value by +1) for +15 points each.
FAMOUS SQUADRONS:
those within the jurisdiction of many Space Marine Phalanx Squadron Nebula Chasers
dominions. Even deep within the territory of Ultramar, Patrol Group Augusta Strike Group Piety
many of these vessels can be seen patrolling alongside
those of the Astartes, escorting VIPs and protecting "Victory often rests on the correct weaponry being in the right
shipping lanes. However, the Falchion’s relatively weak place and at the right time. Even the most destructive weapons
offensive capabilities means that most do not stray far of war are worthless if absent from the battle."
-Chapter Master Artor Amhrad, Astral Knights
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS
Escort/1 25cm 90° 1 5+ 2
Special Rules: A Falchion class rapid strike vessel
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
uses the same profile as shown in the Imperial Navy
Weapons Battery 30cm 3 Left / Front / Right fleet list; it is reprinted here for convenience. It does
Torpedo Salvo Speed: 30cm 1 Front not benefit from any Space Marine special rules.
make them a perfect long range attack vessel. As a result, FAMOUS SQUADRONS:
many of these have been seconded to Space Marine Galahad Squadron Strike Group Arturia
forces, especially in the vast Ultima Segmentum. The
Astartes tend to use Cobras in much the same way as
+++TARGET.SIGHTED+++COME.TO.NEW.
traditional Imperial Navy battle fleets, although when HEADING.124.5.BY.031+++SHOW.THEM.
NO.MERCY+++ALL.SHIPS+++FIRE!+++
TYPE/HITS SPEED TURNS SHIELDS ARMOR TURRETS
Escort/1 30cm 90° 1 4+ 1
Special Rules: A Cobra class rapid strike vessel uses
ARMAMENT RANGE / SPEED FIREPOWER / STR FIRE ARC
the same profile as shown in the Imperial Navy fleet
Weapons Battery 30cm 1 Left / Front / Right list; it is reprinted here for convenience. It does not
Torpedo Salvo Speed: 30cm 2 Front benefit from any Space Marine special rules.
A fortress-monastery normally has a fixed leadership value of Shields & Blast Markers During the end phase of the owning player’s turn, a fortress-
10; it is home to the command staff of an entire Space Marine Each quadrant has its own shields; when blast markers are monastery may board any enemy ships foolish enough to remain
Chapter, after all! It may also purchase up to three re-rolls for placed, put them in contact with the appropriate edge of the in base contact, and may choose how many of its quadrants will
+25 points each. These re-rolls are usable only by the fortress- fortress-monastery ’s base. In the end phase, D6 blast markers be involved in the boarding action. Quadrants not involved in
monastery itself, unless the Master of the Fleet is aboard: are removed from the entire model, not from each quadrant. the boarding action may fire their weapons normally.
Chapter Fleet Command Because the four quadrants are essentially in contact with each Massing Turrets
The Master of the Fleet may always be assigned to the fortress- other, blast markers in contact with the base affect the quadrant Each quadrant of a fortress-monastery automatically counts as
monastery if it is present (regardless of other requirements). In taking fire and the two adjacent quadrants as well. If the fortress- massing turrets with the two quadrants immediately adjacent,
this case, any re-rolls purchased by the fortress-monastery are monastery is rotating, blast markers that are not removed remain in addition to any ships that may be in base contact with it.
added to his own, which can then be used by the entire fleet. in place when it rotates and affect whatever quadrant(s) they are Naturally, quadrants that are crippled or destroyed may not
contribute to massing turrets. Furthermore, a quadrant cannot
in contact with at the end of its movement.
use this special rule to increase its turrets value beyond the
MOVEMENT normal +3 limit.
Before the game starts, the owning player must decide whether Damage & Criticals
a fortress-monastery will rotate or not. This choice may not All damage and criticals only affect the quadrant that they are
Teleport Attacks
be altered later in the game. A rotating fortress-monastery inflicted against unless specifically noted otherwise. Quadrants
Fortress-monasteries contain numerous teleport chambers, both
must pivot exactly 45 degrees at the beginning of each of its are crippled individually once they are reduced to 6 Damage
for dispatching troops to other vessels in the fleet and delivering
movement phases, and always in the same direction (chosen the Points. Once a quadrant’s hits are reduced to 0, any further hits
them into combat, be it on a nearby planet or as a devastating hit
first time it rotates). This movement cannot alter nor be altered plow into the drifting wreckage and do no further damage. Treat and run attack against enemy vessels. Each quadrant that is not
by any special orders or other effects, and will continue even if that quadrant of the station as an asteroid field from now on. crippled or destroyed allows the fortress-monastery to launch
the entire station is destroyed. Finally, allied ships may not dock one teleport hit and run attack. In addition, a fortress-monastery
with a rotating fortress-monastery; the danger of collision is Damage Control has a permanent garrison of First Company warriors aboard. It
simply too high. Other than this exception, a fortress-monastery Damage control is also undertaken individually. To all intents automatically counts as having a Terminator honor guard for no
may not move in any way during the course of a game. and purposes the four quadrants function as individual stations additional cost. Naturally, this means that the fortress-monastery
placed ‘back to back’. The fort itself is only destroyed once all cannot benefit from any other honor guard purchased for an
QUADRANTS four quadrants are reduced to 0 hits, at which point a single roll embarked fleet commander.
The fortress-monastery is so large that its weapons, hits and on the catastrophic damage table must be made.
defenses are divided up into four ‘quadrants’ representing the THE BASILICA
different sides of the space station. When the station is fired Templates The central command and control facility of a fortress-monastery
upon, determine which quadrant the attack will hit by tracing a Nova cannons and Armageddon guns can only score a ‘full on’ is a heavily armed and armored redoubt capable of withstanding
straight line from the stem of the firing ship to the center of the D6 hits against the quadrant most under the center hole of the almost any attack. The basilica cannot be targeted separately by
station. Likewise, ordnance hits are only resolved against the marker when it hits. enemy attacks and is only destroyed when the rest of the station
first quadrant actually contacted by the marker. is reduced to zero hits. In rare instances, if the basilica would
Hit-and-Run Raids take damage (such as from its own ordnance exploding due to
Looking vertically down on the model, the quadrants are as Hit-and-run raids are likewise resolved only against the quadrant critical hits, etc), the opposing player distributes this damage
shown in the following diagram: they are directed at and will not affect other quadrants. between any remaining quadrants.
ASTARTES CRUISERS
Ordnance and Upgrades
Any Space Marine capital ships in the fleet may embark "L et a wave of repugnance for the enemy wash over
you. Let hatred fill you. Hate is good, for our goal
0-10 Strike Cruisers a veteran honor guard for +10 points each. is a Human galaxy. We are called by the Emperor with a
If the fleet is worth at least 1000 points, it may include up sacred duty to conquer it in His name."
to one venerable strike cruiser for every three standard In addition, up to two cruisers in the fleet may replace all -Chaplain Grimaldus,
strike cruisers (including any strike cruiser variants), to of their launch bays with mine launchers for +5 points The Hero of Helsreach
a maximum of two. per bay replaced.
Master of the Fleet (Ld10)................................. 50 points (0-2) Venerable Strike Cruiser................................ Varies Lastly, up to two cruisers in the fleet may replace all of
Space Marine Strike Cruiser............................ 145 points their launch bays with mine launchers for +5 points per
A Master of the Fleet may employ a Chapter tactic for bay replaced.
+15 points, and/or purchase up to three fleet commander
re-rolls at the cost listed below: ESCORTS Attack Rating
The fleet may have any number of escorts, in squadrons A Space Marine Dominion Fleet normally has an attack
One re-roll.......................................................... 25 points of two to six vessels. rating of 3. However, if the fleet includes any allies of
Two re-rolls........................................................ 50 points convenience, it has an attack rating of 2 instead.
Nova Frigate....................................................... 45 points
Three re-rolls...................................................... 75 points
Gladius Frigate................................................... 40 points Reserves and Allies
Hunter Destroyer................................................ 40 points A Space Marine Dominion Fleet may take vessels from
In addition, the Master of the Fleet’s ship may embark a
Terminator honor guard for +25 points. Firestorm Rapid Strike Vessel*.......................... 35 points any Imperial Navy fleet list as reserves, according to the
Sword Rapid Strike Vessel*............................... 35 points following rules (this is the only way it may take Imperial
Falchion Rapid Strike Vessel*........................... 35 points Navy reserves, even if joined by a fleet detachment with
SECONDARY COMMANDERS Cobra Rapid Strike Vessel*............................... 30 points different reserve options):
Space Marine Captains
Any Imperial Navy reserve capital ship may have a Space *Rapid strike vessels are not allies of convenience, even • One battleship or grand cruiser for every three strike
Marine Captain. Vessels that do so use the Space Marine though they are Imperial Navy ships. When mixing them cruisers, counting against the fleet’s battle barge limit.
leadership table instead of the standard table, and are no with Space Marine escorts, the squadron uses the Space
longer subject to the rules for allies of convenience. In all • One battlecruiser, standard cruiser, or light cruiser for
Marine leadership table but will suffer -1Ld if all of its every two strike cruisers, counting against the fleet’s
other respects they remain Imperial Navy ships.
Space Marine members are destroyed. strike cruiser limit.
Space Marine Captain........................................ 25 points • No more than one Nova Cannon armed ship for every
USING A SPACE MARINE 1000 points (or portion thereof) in the fleet.
BATTLE BARGES DOMINION FLEET These rules replace the normal ratio-based reserve limits
You may include one battle barge for every 1000 points The Master of each Space Marine Chapter is its leader when taking Imperial Navy reserves.
in the fleet (or portion thereof). The fleet must be worth at and spiritual head. He leads his troops in battle and acts as
least 1000 points to include the Chapter flagship. the figurehead for the entire Chapter. As some Chapters A Dominion Fleet may also take reserves normally from
rule entire planets or even sub-sectors of space, a Chapter any Adeptus Mechanicus fleet list, counting battleships
0-1 Chapter Flagship Master may well act as the head of government as well, against the fleet’s battle barge limit and cruisers (of any
Venerable Battle Barge........................................... Varies effectively as the Imperial Commander of a whole planet type) against the fleet’s strike cruiser limit, in addition to
Ultima Class Battle Barge................................ 450 points or system. Particular examples are the Ultramarines, who the usual 3:1 limit on reserves. These vessels are always
Space Marine Battle Barge.............................. 425 points rule over the dominion of Ultramar, and the Salamanders, allies of convenience.
"T he universe is not like a puzzle-box that you can take apart and put back together again and so solve its secrets. It is a shifting uncertain
thing which changes as you consider it, which is changed by the very act of observation. A powerful man is not a man who dissects the
universe like a puzzle-box, examining it piece by piece and measuring each piece with scientific precision. A powerful man has only to look upon
the universe to change it."
-Technomagos Gaelos
Superior Damage Control. The ship benefits from an improved auto-repair system and/or more highly adept engineers and technicians. The ship may roll an additional D6
3 10pts
when attempting to repair critical damage.
Reinforced Hull. The ship’s hull is fitted with additional armor and internal bracing, increasing its maximum damage points by 25% (rounding up) but also reducing its Speed
4 10pts
characteristic by 5cm. Escorts cannot take this refit.
5 20pts Additional Shield Generator. The ship has auxiliary shield generators installed to deflect incoming fire. The ship adds +1 to its Shields characteristic.
Overloaded Shield Capacitors. Specialized power relays and generators allow the ship’s engineers to temporarily divert extra power to the shields. After an enemy vessel
6 20pts rolls to hit against the ship, roll a D6 for each of the ship’s active shields. For each result of 6, discard one incoming hit. This refit has no effect against hits that bypass the
target’s shields.
2 5pts
attempting command checks to go on Reload Ordnance special orders. Re-roll this result if the ship has no ordnance.
Superior Fire Control. A powerful fire control system has been installed in the ship’s bridge, enabling the command crew to direct the ship’s firing with greater efficiency. The
3 10pts
ship has +1Ld while attempting command checks to go on Lock On special orders.
Turbo Weapons. The ship’s weapons have been given additional punch and accuracy at long range. The ship does not suffer a right column-shift when firing its gunnery
4 10pts
weapons at targets more than 30cm away.
Targeting Matrix. The ship’s weapon systems are linked together through a massive targeting network so they can maximize their fire. All gunnery weapons benefit from an
5 20pts
extra left column-shift in addition to any other column-shifts that apply.
Motion-Tracking Targeters. A complex analytical array linked to the ship’s navigational systems enables the gun crews to fire with greater accuracy when the ship is
6 20pts performing special maneuvers. If the ship is on All Ahead Full, Burn Retros, or Come to New Heading special orders, its weapons’ effectiveness is reduced by only 25%
(rounding up) rather than halved.
"I t was death or embracing Chaos, and I knew that through Chaos, I might live. Live! It is life that matters and what I
have learned is that Chaos is life, for life is change and destruction and new forms, new mutations ever manifesting. We
clung to the Emperor, a dying effigy, because He was all we knew. We feared life. We feared our own potential strength.
The Imperium is dying. A slow death, but it's dying. I did what I had to, that's all. I opened my eyes and saw what a fool all
of us were, bowing to a half-dead failure slumped on a throne. Haha! The blasphemy still sends shivers down my spine. It
is the freshness of life. I am given to Chaos now. Now I truly live!"