BFGXR - Scenarios
BFGXR - Scenarios
BFGXR - Scenarios
Revised Edition
Plaxor, Afterimagedan, The Specialist Games Community
P ort Maw is the capital system of the Gothic Sector. The planet itself is the most productive hive world in the region, with a .population of
over 200 billion people. Orbiting above the world are three Naval stations, including Fleet Command for the whole of Battlefleet Gothic,
Nexus Station - the Gothic Sector's largest shipbuilding and repair station. Port Maw's orbital defenses outmatch even those of the Blackstone
Fortresses and the Chaos fleet wisely decided not to launch an all-out attack against this base. Instead, the naval base was blockaded continuously
for seven years by Chaos ships. During this time, only a handful of vessels managed to slip into or out of the system and the need for food and
supplies became great. After seven years, a brief break in the warpstorms around the sub-sector gave the battlecruiser Sword of Redemption and
several other capital ships the opportunity to launch an effective attack, driving the Chaos blockade from the system and allowing the navy to
make much-needed use of Port Maw's considerable shipyard facilities.
CHOOSING A SCENARIO
For your first couple of games we recommend USING ATTACK RATINGS Attack ratings can be used in one of two ways: to
you play the Cruiser Clash introductory scenario Some fleets are intrinsically better than others at pick the scenario or determine attackers/defenders
a few times, to get used to the rules and start launching attacks and picking where and when for a scenario already chosen. In either case, have
building up your fleet. Once you have an idea of they fight their battles. This may be due to a skilled each player roll a number of D6 equal to their fleet’s
how everything works you can try out some of admiral, faster ships, better organization, or access attack rating and choose the best individual dice
the different scenarios that follow. When you feel to powerful psykers who can scry the future and score. Then compare the best scores of both sides.
comfortable with the rules, you may use any of predict the enemy’s actions. It also represents the The fleet with the highest score has launched an
the methods below to pick out scenarios for your fleet’s ability to navigate warp space, as well as the attack and either chooses the scenario to be played
regular play-group or tournament: wild, aggressive, and often random nature of their or takes on the role of the attacker, as appropriate.
attacks. This is called a fleet’s attack rating, which
• Arbitrary Selection: This is by far the quickest represents how likely they are to initiate a raid or If the result is a draw, compare the next highest dice
and easiest method of choosing a scenario. Both battle. Below are the attack ratings for each faction: scores (and the next, and so forth) until one player
players simply pick out the scenario they want to wins or runs out of dice (in which case he or she
play (or even make one up!). loses the roll). If it is still a tie, roll again.
ATTACK RATINGS
FACTION ATTACK RATING
• Random Selection: If you wish to pick a scenario
Imperial Navy 2
SCENARIO TABLES
randomly, roll a D6. On a roll of a 1, 2 or 3, roll The regular scenario tables are shown below. In
again on the Raids table. On a roll of a 4 or more, Chaos 2 addition to these, there are several introductory and
roll on the Battles table. Alternatively you can Adeptus Mechanicus 2 special scenarios presented in other sections.
just decide whether you want to fight a raid or a Tau Empire 2
battle and then roll on the appropriate table. RAIDS
Orks 3
Craftworld Eldar 3 D6 Roll Scenario
• Use Attack Ratings: For more narrative games,
players may use their attack ratings to determine Space Marines 3 1 The Raiders
the scenario to be played and/or who will be the Tyranids 3 2 Blockade Run
attacker (see the section to the right for details). Corsair Eldar 4 3 Convoy
PLAYING A SCENARIO
Each scenario is presented in the following format: VICTORY POINTS Holding the Field
In many scenarios, the winner will be the player At the end of the battle, the fleet that holds the
Title and Overview describes the type of scenario who scores the most victory points. Victory points field earns victory points for the number of hulks it
being played, with a short explanation detailing the are a measure of how much damage a fleet has captures. Your fleet holds the field at the end of the
situation that faces the fleet commanders. inflicted on its enemy and are won by crippling and battle if there are no enemy vessels remaining (all
destroying enemy ships. Additional victory points have either disengaged or been destroyed) and your
Forces tells you how to pick your fleets, usually can also be scored by achieving certain objectives, fleet has at least one operational ship on the table.
in conjunction with the fleet list documents that as detailed in the Victory Conditions section of the If a fleet holds the field, the controlling player earns
accompany this book. In some scenarios, one side scenario, such as escaping an attack or attacking an victory points equal to 50% of the total points value
may have random (or unequal) forces, as well as enemy base. Victory points are earned as follows: of each hulk on the table, both friendly and enemy.
additional resources such as planetary defenses, Note that this is in addition to any victory points
transport ships, etc. Enemies Destroyed awarded for actually destroying those ships.
Each capital ship, escort squadron, and defense
Battlezone explains what restrictions there are, installation that is completely destroyed at the end PRE-BATTLE SUMMARY
if any, on choosing a battlezone, as well as any of the game awards the opposing player a number
compulsory celestial phenomena that must be of victory points equal to that unit/squadron’s total 1. Determine Scenario. Players must decide on a
placed on the tabletop. points value. Remember to include the cost of any scenario using any one of the methods previously
described.
commanders or other upgrades on board.
Set-up gives instructions for each of the fleets, 2. Decide Attacker / Defender. If the scenario has
showing where they begin the battle, where any Note that capital ships and planetary defenses (even an attacker and defender, players must use one of
reinforcements arrive on the battlefield, etc. This those that behave like escorts) are always calculated the methods previously described to determine
section also tells you which of the fleets must be separately for victory point purposes, even if they who will take on which role. Skip this step if you
set up first. were part of a squadron. used attack ratings to choose the scenario - the
player who picked is the attacker.
First Turn tells you which fleet has the first turn. Enemies Crippled 3. Choose Forces. Both players select their fleet
Often the players roll a D6 and the winner can Each capital ship, escort squadron, and defense following the instructions given in the chosen
choose whether to go first or second. installation that is crippled at the end of the game scenario.
awards the opposing player a number of victory 4. Setup Battlefield. The players must choose a
Special Rules gives you details of any rules that are points equal to 25% of that unit/squadron’s total battlezone and place celestial phenomena using
specific to that scenario, such as making a planetary points value, including the cost of any commanders, any one of the methods described on pages 47-53
assault, using special contact markers, squadrons upgrades (and so on) as normal. An escort squadron of the BFG:XR Main Rulebook.
being on standby orders and so forth. is considered to be crippled if at least half its ships
5. Generate Leadership / Sub-Plots. Both players
(rounding up) are destroyed.
roll for the leadership value of each of their ships
Game Length tells you how many turns the battle
and squadrons, and may each roll for a sub-plot.
will last for, together with any other events which Enemies Scattered
may end the battle. Each non-crippled capital ship, escort squadron, 6. Deploy. Each player deploys their fleet on the
and defense installation that has disengaged before table as described in the scenario rules.
Victory Conditions is the important bit! It is here the end of the game awards the opposing player a 7. Determine First Turn. Read the scenario rules
that you’ll find what your fleet must do in order to number of victory points equal to 10% of that unit/ to find out which player will take the first turn.
win. Often victory points are used to determine the squadron’s total points value, including the cost of 8. Begin the Battle!
winner, and the rules for these are as follows. any commanders, upgrades (and so on) as normal.
SUB-PLOTS
The galaxy of the 41st Millennium is very seldom a SECRECY OF SUB-PLOTS
simple place. Innumerable armies clash in unending Rolling for sub-plots is normally done openly in front of both players before they deploy. However, if
wars, shadowy forces scheme against one another both players agree, subplots may be kept secret in the same manner as fleet lists (see page 56 of the main
through complex webs of dark conspiracies, and all rulebook). However, they must be written down at the beginning of the game, and if at any time your
the while the unseen hand of fate deals out salvation opponent wishes to see your sub-plot(s), both players must then immediately reveal them to each other. If
and damnation in equal measure. As such, even the kept secret, they must nonetheless be revealed at the end of the game.
most straightforward fleet battles may be part of a
wider context or subtle strategy that influences the
OBJECTIVES ACHIEVED BATTLE RESULT
participants’ objectives in unexpected ways.
Heroic Victory!
After rolling for their fleet’s leadership values (step You will long be remembered as a magnificent commander. Epic tales will
5 of the summary on the previous page), each player Completed Main Mission & Sub-Plot
be told of your exploits, and your deeds and tactics will be taught to future
(starting with the attacker) may choose whether or generations.
not to generate a sub-plot. Note that some fleets
may require a sub-plot instead of or in addition to Victory!
this choice. When playing a campaign, both players Your fame is growing, as someone who can get the job done despite minor
Completed Main Mission Only
set-backs and myriad distractions. Your name becomes synonymous with
must have at least one sub-plot if possible. sound tactics and steadfast leadership.
SCORE SUB-PLOT
1 Surprise Attack! Although many battles are decided by sheer weight of fire and big guns, an almost equal number are won by one fleet surprising another while en route to its
destination. A fleet commander who can ambush their enemy in such a fashion will have to maximize their advantage before the enemy has time to organize themselves. The
enemy fleet cannot go on to special orders for the first D3 turns.
There are no additional victory conditions. If you can win then your cunning strategy will be praised across the sector; if you fail you will be condemned for your hastiness and
poorly thought out plan. (+2/-2)
2 Secret Intelligence. Spies and traitors can be found in nearly every fleet. Although mostly they are only useful for informing the enemy about fleet movements at the strategic
level, occasionally they can gain knowledge of the fleet commander’s battle plan just prior to an engagement and get this information to the other side. You gain an extra fleet
commander re-roll for this battle.
Nominate one enemy capital ship, where your informant is hiding out. You must board this ship, or make a hit-and-run attack on it at least once to extract the informer. (0/-1)
3 Experimental Ship. In any conflict, both sides will enact numerous ploys to gain whatever edge they can over their enemy. One area of experimentation is ship design itself.
Many ships are fitted with one-off weapons, engines or shield systems and their performance is closely monitored. Even recovered ancient technology or alien artifacts are
sometimes retro-fitted to a ship to change its performance in one way or another. Unfortunately, there is no perfect combination and whenever something is improved, something
else has to be sacrificed to accommodate the new systems. Randomly select a capital ship in your fleet. This ship has recently been fitted with an experimental system that has
yet to be tried out in the heat of battle. Roll a D6 on each of the following tables to see how the ship has been altered (re-roll the side effect if the two contradict each other):
D6 Improvement D6 Side Effect
1 All weapon batteries and lances have +50% range 1 -1 Shield
2 +1 Shield 2 All weapon batteries and lances have their range halved
3 +5cm Speed 3 -2 Damage Points
4 +2 Damage Points 4 -5cm Speed
5 Turn improved to 90° 5 -1 Leadership
6 +1 Leadership 6 All weapon batteries and lances have their strength / firepower halved
You must prevent the experimental ship from being crippled or destroyed so that it may be examined and lessons learned about its performance. (+1/-1)
4 Desperate Mission. It is not unusual for individual ships to be detached from the main fleet to undertake special missions. This could range from transporting attack plans, to
small raids, or conveying Imperial Agents such as Inquisitors and Assassins to their secret destinations.
Nominate one of your capital ships as having to perform the desperate mission. You must prevent this ship from being crippled or destroyed. (+1/-1)
5 Decoy. There are instances throughout many wars of fleets using decoy ships to distract the enemy and cause confusion. Often these decoys would be incredibly ancient, out-
of-service vessels, or transports refitted to outwardly resemble warships. They would only have a skeleton crew and their objective would be to attract enemy fire and divert the
enemy’s attention away from real warships. You may include an extra capital ship in your fleet. However, this vessel really has the characteristics of a conventional transport.
Do not tell your opponent which of your ships is the decoy until it is fired upon or fires itself. The decoy is worth zero victory points.
If the enemy fires with a capital ship at the decoy, then your ploy has succeeded. If he does not, then you have failed. (+1/-1)
6 Hit and Run. Although war is a constant battle of attrition, speed is vital on occasion. If a fleet can hit hard and fast, it can attain its objectives before nearby enemy ships are
able to react. Likewise, if an attack can be quickly repulsed, then a swift counter-attack may scatter or destroy an enemy fleet.
Roll 2D6. This is the number of turns you have in which to win the game. If you have not won within this time limit then you have failed in your sub-plot, as your victory will
not be as useful to the fleet. (+1/-1)
S hould a machine not function upon striking the panel marked "on" this is an omen of great ill. The reasons ascribed may be as follows. Firstly,
the function of inadequate preparation on the part of the operator. Secondly, the action of the machine whose spirit may refuse the binding
of the operator. Thirdly, the malintent of some third party upon the operator or machine. The operator must repeat the ritual from the beginning
re-purifying himself, inscribing the runes, intoning the incantations, and striking the panel marked 'on'. An accompanying oath may be made.
Should this procedure fail, the operator must recourse to consulting the instruction manual.
-From Runic Spaceflight - An Introduction: Naval Flight Manual W110E
Once you are ready for additional complexity, take a look at the Alternatives
section on the next page or any of the other introductory scenarios in this book.
FORCES
You may remove the restriction on the maximum points value of the cruisers,
which means that players will be able to take cruisers with nova cannons and
other fancy weapons. Alternatively, you could allow each player one cruiser
with special weapons in their fleet, or some other similar restriction. Refer to
players’ fleet lists for the points values of different cruisers.
BATTLEZONE
Once you are used to moving and shooting with your ships over an open table,
try placing celestial phenomena on the tabletop. Start with gas and dust clouds
first, and after playing with those a couple of times, try adding a planet or some
asteroid fields as well.
If players feel ready to expand on this, you may use the full celestial phenomena
rules. If you do, roll a D6 - on a score of a 1, 2 or 3 the battle takes place in the
outer reaches; on a score of 4, 5 or 6 the battle is fought in deep space. See the
Celestial Phenomena section for more details.
SET-UP
You may like to use the Set-up rules for the Fleet Engagement scenario instead
of simply pointing your ships at each other.
VICTORY CONDITIONS
Rather than adding up damage points, try using the victory points system in the
introduction to the Scenarios section.
ADVANCED RULES
Once you are familiar with the basic Battlefleet Gothic rules, you should begin
using some of the Advanced Rules on pages 36-45. In particular you may like
to try using the rules for ramming, disengaging, and boarding actions.
FORCES
This scenario works with forces worth up to 750 points. These are divided as
shown below:
BATTLEZONE
The battle will take place in the outer reaches or deep space. Use any standard
method to determine the battlezone, or roll a D6: On a score of 1-3, the battle
takes place in the outer reaches; otherwise, it takes place in deep space.
GAME LENGTH
The game continues until one fleet disengages or is destroyed.
VICTORY CONDITIONS
The fleet with the highest victory point total at the end of the game wins.
The pursued forces may only include light cruisers and escort squadrons, but VICTORY CONDITIONS
more than one cruiser or squadron may start on the table (as fleeing ships). The Standard victory points are earned for ships crippled or destroyed. In addition,
Imperial Navy player may also purchase up to six orbital mines, which count the Orks gain bonus victory points equal to half the value of any reinforcements
against the 500 points of reinforcements (although they start on the table as brought on to help the pursued Imperial ships. If mines are taken, the victory
normal - see the BFG:XR Fleet Support document for more details). points for these are automatically awarded to the attacker.
FORCES
This scenario works best with a points limit between 750 and 1,000 points. The
attacking force then receives an additional 250 points beyond the agreed limit.
Invading Forces (Attacker): The attacker must include one flagship and at
least one cruiser. The flagship must have more than 12 starting hits or be worth
at least 500 points. If the attacker’s faction cannot meet this requirement, an
Activated Blackstone Fortress may be used instead. The flagship must also
embark a fleet commander (with Ld9 or better, if possible). Remaining forces
may be chosen at the attacking player’s discretion, but no battleships may be
included (except the flagship, if it is one). SET-UP
The attacker begins by placing their chosen flagship on the center line of their
Patrolling Forces (Defender): The defender must include a single battlecruiser, long table edge, 10cm in from the edge itself.
grand cruiser, or heavy cruiser (or faction equivalent) as a flagship, and at least
two other regular cruisers. The flagship must embark a fleet commander (with Players then alternate placing one capital ship or escort squadron within
Ld9 or better, if possible). Remaining forces may be chosen at the defending their respective deployment zones (see the map on the next page for the zone
player’s discretion, but no battleships may be included. boundaries) until all models have been placed.
VICTORY CONDITIONS
All the defending forces can hope to do is slow the invading fleet and buy time
for their allies to regroup. As a result, the defenders are considered victorious
if the attacker’s flagship is crippled before the end of the game. If the defenders
manage to actually destroy the attacker’s flagship, it is a heroic victory instead!
If the attacking flagship and at least one other attacking capital ship disengage
by moving off the defender’s long table edge, the attacker is victorious (unless
their flagship is crippled, of course).
SUGGESTED FLAGSHIPS
The following are some recommended flagship vessels for different factions to
use with this scenario. This can be a good way to learn how to use some of the
larger, centerpiece units in your chosen faction book.
For an Imperial Navy or Space Marine fleet, you may also consider using the
Ramilies Star Fort or Fortress-Monastery (respectively), replacing their rules
for rotation with a 5cm move in any direction. Always make sure to check with
your opponent before modifying the rules this way, however.
"I n my high seat I gaze into the immaterium and see the shadow that our own universe casts into depthlessness. This eye... this eye sees gentle
flows of soul-stuff where the becalmed mind might starve to death, and tides and churns of genius and hate. The warp mocks the power of
words to describe. But what I can never turn my back on is the power and the beauty of the Emperor. I see His soul shine out from Earth and His
presence fill every corner of the immaterium. I am scorned for what I talk of seeing, scorned by my family - so be it. Some say that every one of
us sees a face of the warp meant only for him, a warp that none other shall ever see, but it makes no matter. I have known from the first time I
beheld it that I could do nothing but follow that light with my life."
-Peshto Vask Zemlya, Navigator
FORCES SET-UP
Agree on a points limit for the battle. The defender may spend up to this points The defender deploys their whole fleet first. The defending fleet must be set up
limit in total, while the attacker can spend up to half this amount. with all the ships facing the same table edge and at least 30cm from any table
edge. Each defending ship or squadron must be set up at least 20cm apart. The
attacker moves their fleet on to the table from any edge on their first turn.
BATTLEZONE
The attack could take place anywhere from the flare region all the way to deep
space. Use any of the methods on page 47 of the main rulebook to determine FIRST TURN
the battlezone and any appropriate celestial phenomena. The attacker takes the first turn and moves their fleet on from one table edge.
SPECIAL RULES
For the first D6 turns, all the defender’s ships suffer a -1 Leadership penalty to
represent their reduced state of alert.
GAME LENGTH
The game lasts eight turns, or until one fleet disengages or is destroyed.
VICTORY CONDITIONS
Both fleets score victory points as normal, and the fleet with the highest victory
points total at the end of the game wins. Note that this means it is possible for
the attacker to be completely destroyed and still win the scenario!
FORCES
Agree on a points limit for the battle. The blockading player (the defender) may
spend up to this many points on their fleet. The attacker (attempting to break
the blockade) may spend up to half this total on their fleet.
BATTLEZONE
The blockading force is stationed at the edge of the system, so the battle will
take place in either the outer reaches or deep space. You may use any of the
usual methods to determine the battlezone, or you may roll a D6: On a score
of 1-3, the battle takes place in the outer reaches; otherwise, it takes place in
deep space.
SET-UP
Divide the table lengthwise into thirds, as shown in the diagram. The blockading
player then sets up their fleet. Roll a D6 for each blockading ship or squadron
to determine the area in which it must be deployed. Blockading ships may start
facing in any direction, but may not be placed within 60cm of the attacker’s GAME LENGTH
table edge. The attacker then sets up their force within 15cm of their table edge. The game lasts six turns, or until one fleet disengages or is destroyed.
Capital ships and escort squadrons that escape this way are worth 100% of
their total points value if not crippled, otherwise they are only worth 25%. The
side with the most victory points at the end of the game wins. Note that this
means it is possible for the attacker to be completely destroyed and still win
the scenario!
FORCES
When using the Daemon Blockade scenario in a 13th Black Cruasde Campaign,
the attacker plays as one of the ‘Forces of Order’ (the Imperial Navy, Adeptus
Mechanicus, Space Marines, Inquisition, or Eldar), and the defender plays as
the blockading Chaos fleet.
The Chaos player may spend up to the agreed points limit, minus 100 points,
on their fleet. In addition to this, he or she receives ten daemon mines for free,
which follow the special rules defined below. The attacking player may spend
up to half the agreed points limit on their fleet, as normal.
SET-UP
The scenario uses the same set-up rules as the Blockade Run. In addition, the
Chaos player must place his or her daemon mines one at a time, rolling for their
deployment zone just like other blockading ships and squadrons.
SPECIAL RULES
Daemon mines use the normal rules for mines as described on page 27 of the
main rulebook, with the following exceptions:
VICTORY CONDITIONS
The scenario uses the same victory conditions as the Blockade Run scenario. In
addition, each daemon mine destroyed by the attacker before it contacts one of
his or her vessels adds +10 victory points to his or her final total.
FORCES The defender then rolls a D6 to determine the short table edge from which the
This scenario does not use standard points limits. Instead, the defender must take convoy will move onto the board. He or she places one ship from the convoy
at least two transports as the basis of the convoy, which may be organized into at that edge of the table, at least 45cm from either long table edge, to mark the
any valid squadron configuration(s) for their type(s). Then, the defender may convoy’s entry point.
take ships from his or her fleet list, up to a total points limit of 100 points per pair
of transports. Defending forces may be deployed in a maximum of one squadron FIRST TURN
for every two transports in the convoy. The defender takes the first turn. Each ship in the convoy moves onto the table
from the point indicated. If desired, the defender may hold back up to half of
The attacker generates his or her forces randomly. Make two rolls on the table his or her fleet’s ships, which must move onto the table from the same entry
below, plus one additional roll for every two transports in the convoy. Escort point on his or her second turn.
squadrons and capital ships are chosen from the attacker’s fleet list.
SPECIAL RULES
D6 ROLL RESULT By default, all transports chosen for the convoy are conventional transports (as
1 One deadfall torpedo or attack craft cluster. described in the main rulebook). The defender may then replace any of these
2 Two deadfall torpedo or attack craft clusters (in any mix desired). with alternative convoy ships from his or her faction’s fleet list or the General
Fleet Support list (subject to any normal restrictions and counting against their
3 Three deadfall torpedo or attack craft clusters (in any mix desired).
fleet’s points limit). Remember to always use the convoy’s transport value (the
4 One squadron of escort ships worth up to 100 points.
5 One squadron of escort ships worth up to 150 points.
6 One capital ship worth up to 200 points.
BATTLEZONE
The attack could take place anywhere from the flare region all the way to deep
space. Use any of the methods on page 47 of the main rulebook to determine
the battlezone and any appropriate celestial phenomena.
SET-UP
The attacker sets up first, placing a face-down contact marker on the table for
each capital ship, escort squadron, and deadfall torpedo or attack craft cluster
in their fleet. Contact markers must be placed at least 30cm apart and may not
be placed within 30cm of a table edge. If all of the counters cannot fit onto the
table, start to double them up by placing an extra counter on top of each one
already placed (and so on until all have been placed).
total number of transports it has for scoring purposes) to determine scenario GAME LENGTH
restrictions and points limits, rather than the actual number of physical models. The game continues until the defender has no more transports left on the board.
(See page 58 of the main rulebook for more details).
Contact markers represent the locations of the attackers forces. Each must be VICTORY CONDITIONS
unique to its corresponding ship, squadron, or torpedo/attack craft cluster, but The success or failure of the convoy depends on the number of transports that
should not be identifiable to the defender. Classically, Battlefleet Gothic uses successfully escape by moving off the short table edge opposite to their entry
triangular tokens (25x30mm) with numbers on one side. point. Only those that disengage in this manner count for victory purposes.
A contact marker is activated as soon as a defending vessel moves within 30cm TRANSPORTS
of it. Flip the marker face-up, then complete the defending ship’s movement (if RESULT
ESCAPED
any). Once the defender’s movement phase is finished, deploy the attacker’s Attackers Win
forces for each activated contact marker as described below: None The defending forces have performed miserably. The attackers will
feast well on their captured booty.
• Deadfall Torpedoes: Replace the contact marker with an ordinary torpedo Attackers Marginal Win
salvo (Strength D6+2), oriented as desired by the attacking player. These One A single transport getting through is barely worth the risk of sending
have a speed of 30cm and begin moving in the next ordnance phase. them through hostile space. If this keeps up, the system is doomed.
• Attack Craft: Replace the contact marker with D3+1 squadrons of attack Convoy Marginal Win
craft. These may be any mix of standard fighters, bombers, and/or assault Two The convoy has been defended adequately - the system will survive,
for now. More would have been better though.
boats, and may be combined into waves as desired by the attacking player.
The attack craft begin moving in the next ordnance phase. Convoy Win
Three or More The convoy has made it through with enough transports to bring an
• Ship Squadron: Place one ship from the squadron on top of the contact end to the current crisis. Medals and promotions all around!
marker. The rest of the squadron is placed in formation with the first ship,
no closer to the enemy than the first placed vessel. The squadron may be Note that if the attacking fleet disengages or is destroyed (with no remaining
deployed facing any direction as desired by the attacking player, but all ships, deadfall torpedoes, or attack craft available), and at least one transport
members must be oriented the same way. has escaped or is still on the table, the game ends immediately and the defender
• Capital Ship: Place the capital ship on top of the contact marker, facing is automatically victorious.
in any direction the attacking player chooses.
THE THIRD ARMAGEDDON WAR
In addition, the attacking player may voluntarily activate one contact marker at If you are playing in a Third Armageddon War Campaign, you may use the
the start of his or her movement phase, plus an additional marker if the defender variant scenario on the next page called The Gauntlet, which represents a fleet
has any ships on special orders, to represent the attacking fleet detecting the of Imperial transport ships making a desperate run through Ork-infested space,
approaching convoy. Deploy the forces for these markers immediately, using in order to deliver critical supplies to the besieged worlds of the Armageddon
the rules described above. Sector.
FORCES
Agree on a points limit for the battle. The defender may spend up to this limit on
their fleet, but must split at least 25% of its point value off as reinforcements. The
attacker may only spend up to half the agreed points limit on their fleet.
BATTLEZONE
The attack could take place anywhere from the flare region all the way to deep
space. Use any of the methods on page 47 of the main rulebook to determine
the battlezone and any appropriate celestial phenomena.
GAME LENGTH
The game lasts eight turns, or until one fleet disengages or is destroyed.
VICTORY CONDITIONS
Both fleets score victory points as normal, and the fleet with the highest victory
points total at the end of the game wins.
SPECIAL RULES
If an attacking ship fails to navigate a warp rift, it is not lost forever. Instead, during the
attacker’s end phase, they must do the following for each of their ships lost in the warp:
• Choose a friendly or enemy capital ship already on the table and roll a D6. On a
result of 2+, place the ‘lost’ ship anywhere within 20cm of the target, facing any
direction. Otherwise, the ‘lost’ ship remains in the warp for another turn.
Ships that arrive this way are materializing – they take no damage, do not interact
with anything on the table, and can do nothing except move and turn. At the end of the
attacker’s movement phase, each materializing ship that is not in base contact with an
enemy vessel returns to normal and must take a leadership test. If the test is failed, the
ship’s armaments function at half-strength until the end of the turn.
FORCES The attacker then deploys one of their two forces within 10cm of a short table edge and
The attacking player may spend up to 1500 points on their fleet, then must divide it into deploys the other force within 10cm of the opposite table edge.
two forces with points values as equal as possible.
The defender now places the inner platforms, system escorts, defense monitor, and
The defender may only spend up to 750 points on their fleet, and cannot include any orbital mines anywhere within the planet’s gravity well. The remainder of the defender’s
battleships. In exchange, the defender gains one fleet commander re-roll for free, along forces are held in reserve and will arrive later.
with 2 Space Stations, 1 Orbital Dock, 8 Orbital Mines, 1 Defense Monitor, and 2
System Escorts at no additional cost (see the BFG:XR Fleet Support document). FIRST TURN
The attacker rolls 2D6 and the defender rolls 1D6. The player with the highest result
The defender also chooses (separately from their fleet) eight of the following satellites
chooses whether to go first or second.
in any mix desired: Orbital Weapons Platform, Orbital Defense Laser Platform, or
Orbital Torpedo Launcher. These must be divided into two groups of four, referred to as
the inner platforms and outer platforms respectively. SPECIAL RULES
The defender’s reinforcements arrive at random. Roll a D6 for each ship and squadron
BATTLEZONE in reserve at the start of the defender’s turn and consult the chart below. For every two
Instead of using the normal battlezone rules, place a large planet in the center of the turns that a particular ship or squadron fails this roll, add a cumulative +1 modifier to
table. Both players (starting with the attacker) then place an asteroid field anywhere all subsequent arrival rolls it makes.
outside the planet’s gravity well (30cm from the marker’s edge).
SLOWEST SPEED 20cm or less 21-29cm 30cm+
SET-UP Arrives on a result of... 5+ 4+ 3+
The defending player starts by placing the orbital dock and two space stations anywhere
within the planet’s gravity well. Then, the defender places the outer platforms anywhere Arriving reinforcements enter play from the table edge shown in the diagram on the left.
on the table (they do not need to be within a gravity well).
GAME LENGTH
The game lasts for eight turns or until the attacking fleet has completely disengaged or
been destroyed.
VICTORY CONDITIONS
In order to win, the attacker must destroy both space stations, the orbital dock, all of the
inner platforms, and at least 25% of the defender’s reinforcement fleet (by point value).
Otherwise, the defender wins.
"I n my high seat I gaze into the immaterium and see the shadow that our own universe casts into depthlessness. This eye... this eye sees gentle
flows of soul-stuff where the becalmed mind might starve to death, and tides and churns of genius and hate. The warp mocks the power of
words to describe. But what I can never turn my back on is the power and the beauty of the Emperor. I see His soul shine out from Earth and His
presence fill every corner of the immaterium. I am scorned for what I talk of seeing, scorned by my family - so be it. Some say that every one of
us sees a face of the warp meant only for him, a warp that none other shall ever see, but it makes no matter. I have known from the first time I
beheld it that I could do nothing but follow that light with my life."
-Peshto Vask Zemlya, Navigator
FORCES
Agree on a points limit for the battle. The attacker and defender then choose their
forces as follows:
Attacker: The attacker may spend up to the agreed limit on their fleet. For every
1,000 points (or portion thereof), the attacking player may nominate one of their
capital ships to be an Exterminator, granting that ship an Armageddon weapon
(replacing the ship’s prow armament, if any). Alternatively, the attacking fleet
may include a single Activated Blackstone Fortress as its Exterminator instead of
refitting any capital ships (subject to the normal cost and restrictions described in
the General Fleet Support List; see the BFG:XR Fleet Support book).
Defender: The defender may spend up to the agreed limit on their fleet, plus an
additional D6x10 points on planetary defenses for every 500 points (or portion
thereof) in their fleet. The defender may also spend up to 25% of the points from
their fleet on planetary defenses instead.
BATTLEZONE
The defender determines whether the battle is fought in the primary or inner
biosphere. Place a planet (D6: 1 = small, 2-5 = medium, 6 = large) no more than
150cm from any short table edge, as shown in the diagram. Use any method on
page 47 of the main rulebook to place additional celestial phenomena.
SET-UP
The defender has most of their fleet stationed near the planet, but several ships H eresy is like a tree, its roots lie in the darkness whilst its leaves wave in the sun and to
those who suspect nought, it has an attractive and pleasing appearance. Truly, you can
prune away its branches, or even cut the tree to the ground, but it will grow up again ever
or squadrons are out on patrol and will arrive later. The defender must choose
one capital ship or escort squadron to be away on patrol for every 500 points the stronger and ever more comely. Yet all awhile the root grows thick and black, gnawing
(or portion thereof) in their fleet. Set the chosen ships aside. The remainder of at the bitter soil, drawing its nourishment from the darkness, and growing even greater and
the defender’s fleet may then be deployed anywhere on the table further than more deeply entrenched.
30cm from a table edge. The attacker then sets up their entire fleet within 15cm Such is the nature of heresy, and this is why it is so hard to destroy, for it must be eradicated
of the short table edge furthest from the planet. leaf, branch, trunk and root. It must be exorcised utterly or it will return all the stronger,
time and time again, until it is too great to destroy. Then we are doomed.
Note that you will need a separate low-orbit table for later, as described on
-Prelude to The Abominatus
page 52 of the main rulebook.
Arriving patrols move onto the board from a random table edge as shown in
the diagram below:
GAME LENGTH
The game lasts until the planet or all Exterminators are destroyed, or when one
fleet disengages or is destroyed in its entirety.
FORCES
Agree on a points limit for the battle. The attacker may spend up to this limit on
their fleet. The defender may spend up to 75% of the agreed points limit on their
fleet, and up to 25% of the agreed limit on a separate fleet of allies chosen from a
T rust not in their appearance, for the Eldar are as alien to good, honest men as
the vile Tyranids and savage Orks. There is no understanding them for there
is nothing to understand - they are a random force in the universe.
different faction book (see page 59 of the main rulebook, ignoring guidelines on
‘natural enemies’). This fleet can also be controlled by a third player, if desired.
FIRST TURN
The attacker rolls 2D6 and the defender rolls 1D6. The player with the highest
BATTLEZONE total chooses whether to go first or second.
The attack could take place anywhere from the flare region all the way to deep
space. Use any of the methods on page 47 of the main rulebook to determine
the battlezone and any appropriate celestial phenomena. In addition, you must SPECIAL RULES
include one planet and one drifting hulk (see pages 23-24 of the main rulebook) The defender’s ‘alien reinforcements’ are fickle, and will arrive randomly. Roll
anywhere within 30cm of the table’s center. a D6 at the start of the defender’s 2nd turn onward and consult the chart below:
TURN NUMBER 2 3 4 5 6
SET-UP Alien fleet arrives on... 4+ 3+ 2+ 2+ Auto
First, the defender deploys their entire fleet within 30cm of the table’s center
line, as shown in the diagram. Each defending ship or squadron must be set up When the reinforcements arrive, the entire fleet enters from the long table edge
at least 10cm apart and facing in the same direction. The attacker then deploys of the controlling player’s choice.
their fleet anywhere within 20cm of either short table edge (divided in any way
the attacker chooses).
GAME LENGTH
The game lasts eight turns, or until one side disengages or is destroyed.
VICTORY CONDITIONS
Both fleets score victory points as normal, and the fleet with the highest victory
points total at the end of the game wins. Note that all ships and squadrons from
the ‘alien reinforcements’ fleet are counted as part of the defender’s forces for
the purpose of scoring victory points.
FORCES
Agree on a points limit for the battle. Both players may spend up to this limit
on their fleets. In addition, the defender may spend an extra D6x10 points on
planetary defenses for every 500 points (or portion thereof) in their fleet.
BATTLEZONE
The attack takes place in the primary or inner biosphere (defender’s choice).
Set up a planet in the middle of the table. The planet’s size depends on the size
of the battle: Up to 500pts = small, 501-1500pts = medium, 1501pts or more
= large. Use any method on page 47 of the main rulebook to place additional
celestial phenomena.
SET-UP
First, the defender must choose D3 ships or squadrons in their fleet to be on full FIRST TURN
alert. These ships may be deployed anywhere on the table at least 30cm from The attacker goes first, choosing a table edge and moving their entire fleet onto
a table edge. The rest of the defending fleet is on standby. Ships and squadrons the table from anywhere along that edge.
on standby must be deployed within 15cm of the planet, with all ships abeam
of the planet’s surface (as shown in the diagram). The attacking fleet does not
deploy; it will move onto the table during the first turn.
SPECIAL RULES
Ships and squadrons on standby may not move, shoot, launch ordnance, board,
or make teleport attacks. However, they may attempt Brace for Impact orders,
repair critical damage, and use their turrets against enemy ordnance.
At the start of the defender’s turn, each ship or squadron on standby may take a
leadership test. Each ship or squadron that succeeds goes on full alert and may
act normally, though it cannot use any special orders on that turn.
GAME LENGTH
The game lasts until one fleet disengages or is destroyed.
VICTORY CONDITIONS
Both fleets score victory points as normal, and the fleet with the highest victory
points total at the end of the game wins.
FORCES
Agree on a points limit for the battle. Both players may spend up to this limit on
their fleets. In addition, for every 500 points (or portion thereof) in the players’
fleets, the attacker may take two free transports while the defender may spend an
extra D6x10 points on planetary defenses.
By default, the troop transports are conventional transports. The attacker may
then replace any of these with alternative convoy ships from his or her faction’s
fleet list or the General Fleet Support list (subject to any normal restrictions
and counting against their fleet’s points limit). Remember that certain convoy
ships will count as more or less than one transport for the purpose of scoring.
(See page 58 of the main rulebook for more details).
FIRST TURN
BATTLEZONE Each player rolls a D6. The player with the higher score chooses whether to
The defender determines whether the battle is fought in the primary or inner go first or second.
biosphere. Place a planet (D6: 1 = small, 2-5 = medium, 6 = large) no more than
150cm from any short table edge, as shown in the diagram. Use any method on
page 47 of the main rulebook to place additional celestial phenomena. SPECIAL RULES
At the start of the attacker’s shooting phase, they may direct any of their capital
ships and/or transports within 30cm of the planet table edge (excluding those
SET-UP that are in the process of boarding or being boarded) to assault the planet rather
First, the defender must choose which ships and squadrons in their fleet are on than fight normally.
patrol or on alert. Those on alert must be deployed within the planet’s gravity
well. For each ship or squadron on patrol, roll a D6. On a result of 1-3, that ship Ships attacking the planet must focus all their efforts on doing so and thus
or squadron is placed by the attacker. Otherwise, it is placed by the defender. cannot shoot, launch ordnance, or make teleport attacks for the rest of the turn.
For each ship that assaults the planet, the attacker scores 1 assault point if it is a
Ships on patrol must be deployed at least 30cm from a table edge, not within capital ship or 2 assault points if it is a transport. Special convoy ships that are
an area of celestial phenomena, and facing a direction of the defender’s choice, treated as more or less than 1 transport score a proportional number of assault
(regardless of who placed them). points. For example, a fast clipper only scores 1 assault point while a heavy
transport scores 4 assault points if not crippled.
The attacker then sets up their entire fleet within 15cm of the short table edge
furthest from the planet. Transports (and other escort-sized convoy ships) that land on the planet may
score on the same turn they do so (as if they were within 30cm of the planet
Note that you will need a separate low-orbit table for later, as described on table edge), but not on any subsequent turns. In addition, the defender will still
page 52 of the main rulebook. score victory points for ships that disengage this way.
GAME LENGTH
The game lasts until the attacker scores 10 or more assault points, or one fleet
disengages or is destroyed. I have seen with mine own eyes many long and terrible wars. I
have met brave men and good men whose deaths have weighed
heavily upon my soul. On Anathasia I was witness to the Conquests
VICTORY CONDITIONS of Zhar and the burning ruins of Ramnion haunt me still. On Badab
Tally up the attacker’s total assault points, adding +1 for every full 500 victory
points they earned and deducting -1 for every 500 victory points (or portion I watched as the Tyrant's own fortress fell in dark ruin after so
thereof) earned by the defender. If the attacker holds the field, each attacking many years of unholy war. Even then I was not glad, for too many
capital ship and transport on the table (not counting crippled ships) also adds
an extra +1 and +2 assault points, respectively. Look up the final result below: had fallen who were needed elsewhere. Too many lives extinguished
whilst our enemies grew ever more powerful.
TOTAL RESULT
0-1 Defender’s Victory. The attacking forces achieved almost nothing. Yet in all my many years I have never seen a sight as terrible as that
The pitiful amount of assaulting troops that reached the planet will be
quickly annihilated. great battle at the Gates of Athan. That horde of Chaos came on as
2-5 Defender’s Marginal Win. Invading forces are prevented from making a sea of blood that stretched from horizon to horizon without end.
a substantial landing on the planet. Nonetheless, enemy detachments Over it hung a stink of death, a black cloud of evil which tainted
will now have to be hunted down and destroyed.
6-9 Attacker’s Marginal Win. The assault landed enough ground troops
the sky with its obscenity. I cannot think of it still without terror,
and provided enough tactical support to capture a substantial part of the and must endure a moment's panic to write even these few words.
planet’s resources. Ongoing battles for control of the world will rage on
for months or even years, however.
Even so, the Eldar did not flinch but stood their ground with a
10+ Attacker’s Victory. The attacking fleet successfully swept aside the determination that exceeded human resolve as the strength of steel
defending forces and staged decisive landings at key points all over outmatches mortal flesh. And that was when I witnessed for the
the world. Within a few weeks of mopping up, the attackers will have
complete control of the planet. first and only time the strange secret of that race, seeing then what
few humans have seen, the thing beyond human comprehension, the
Note: If you are interested in playing out the ground portion of a planetary
assault through a game of Warhammer 40,000 and/or Epic 40,000, each assault great daemon that is the Avatar of the Eldar.
point is worth 2000 and 400 points, respectively. (This ratio will create some
truly impressive battles, but feel free to use a smaller one where appropriate -Historicus Ostalan Varus
for the players’ collections).
BATTLEZONE • The marker cannot be placed within 60cm of any enemy ships.
The attack could take place anywhere from the flare region all the way to deep space. • If there are friendly ships within 30cm of that table edge, the marker must be
Use any of the methods on page 47 of the main rulebook to determine the battlezone placed within 30cm of at least one of those ships.
and any appropriate celestial phenomena.
At the beginning of a player’s turn, that player may try to bring additional ships into
SET-UP play by rolling a D6 for any of their contact markers already placed on a table edge and
Both players must randomly select one contact marker (without showing their opponent consulting the chart below:
the division it represents). These will be the players’ starting forces. Each player then
rolls a D6. The player with the higher score chooses whether to place their marker first SLOWEST SPEED 20cm or less 21-29cm 30cm+
or second. Contact markers may be placed anywhere on the table at least 30cm from the
table edge and at least 60cm from an enemy contact marker. Division arrives on a result of...* 5+ 4+ 3+
Once both markers have been placed, reveal the divisions they represent. The players *If friendly ships are within 30cm of the contact marker, add +2 to the dice roll.
then deploy those divisions’ forces anywhere within 10cm of their respective markers,
starting with whoever placed their contact marker last. If the division arrives successfully, each of its ships and squadrons must move onto the
table from anywhere along the marker’s table edge that is within 10cm of the marker.
Then remove that division’s contact marker from the game.
Otherwise, the player may move that contact marker in either direction along its table
edge, up to a distance equal to the speed of the slowest ship in the division.
GAME LENGTH
The game lasts until one fleet disengages or is destroyed.
VICTORY CONDITIONS
Both fleets score victory points as normal, and the fleet with the highest victory points
total at the end of the game wins.
FORCES
Agree on a points limit for the battle. Both players may spend up to this limit on
their fleets. For this scenario, ignore the usual rules for determining the attacker
and defender – this will be decided by the set-up rules instead.
BATTLEZONE
The attack could take place anywhere from the flare region all the way to deep
space. Use any of the methods on page 47 of the main rulebook to determine
the battlezone and any appropriate celestial phenomena.
SET-UP
Each player secretly chooses one of the following formations for their fleet and
writes it down. Reveal the opposing fleet’s formations simultaneously and then
compare the two formations on the table below to determine the attacker and
defender, as well as which battle set-up to use.
• Sphere: This formation attempts to spread the fleet so that it envelops the Where the table shows two possible results (e.g. “A (Atk) / C (Atk)”), each
enemy, surrounding it as the sphere closes in. It is vulnerable to the wedge player must roll a D6 and apply the following modifiers:
formation however, which can break through the closing net.
• Wedge: This formation keeps the fleet closely packed together for mutual THE FLEET WITH THE... ADDS
support and allows it to storm through thinly-spread opponents. However, Fastest ship (by Speed characteristic) +1
it offers no flexibility against the cross formation. Best commander (by Ld characteristic) +1
• Cross: This formation spreads its ships out to run parallel with the enemy Most escorts +1
fleet, keeping them abeam for an extended engagement. The cross may be
engulfed by the sphere formation, however. The player with the higher score chooses which of the two set-up diagrams to
use (shown on the next page). Note that the choosing player always uses the
OPPONENT’S CHOICE formation comparison that applies to their own fleet.
YOUR CHOICE Sphere Wedge Cross For example, if the choosing player is using the wedge formation and their
Sphere B A (Atk) / C (Atk) A (Atk) / D (Atk) opponent is using sphere formation, they will be the defender in their choice of
Wedge A (Def) / C (Def) D (Atk) / D (Def) B either set-up A or set-up C. Alternatively, if both players are using the wedge
formation, the choosing player decides whether they will be the attacker or the
Cross A (Def) / D (Def) B B defender in set-up D.
Once the proper set-up configuration has been determined, both players roll a FIRST TURN
further D6. Starting with whoever rolled the lowest, players alternate placing Each player rolls a D6. The player with the higher score chooses whether to
one ship or squadron in their respective deployment zones until all forces have go first or second.
been placed. The players’ deployments are also subject to the following rules:
• Divisions: Some set-ups may split a fleet’s deployment zone into several GAME LENGTH
divisions. When this happens, the fleet must deploy at least one ship or The game lasts until one fleet disengages or is destroyed.
squadron in each available division.
• Approach Angle: Each set-up diagram has arrows indicating the approach VICTORY CONDITIONS
angles for the opposing fleets. As ships are deployed, they must be oriented Both fleets score victory points as normal, and the fleet with the highest victory
so that they are facing in the same direction as the arrow in their division. points total at the end of the game wins.
W e fight the long war, not through vain notions of duty and honour, but through a far purer purpose: hatred. At the height of our glory we
were betrayed and cast out by our kin. Guilliman, Dorn, Sanguinius - these are names I curse. Horus, Perturabo, Angron - these are names I
revere, names I would follow to the very end. It is this hatred that has sustained me through the long millennia. I tend it with bitterness. I nurture
it with the deaths of my former brothers. For I know that when the end is upon us and Horus is returned, then the false emperor shall be cast
down from his sepulchral Golden Throne, and we shall take our rightful place at the side of Horus, the true Emperor of Mankind.
-Ferrous Ironclaw, Iron Warriors Warsmith, 2nd Grand Company
If the Ork player rolls a result that they cannot field due to lack of models, use the next
lowest result on the table instead. For example, if an 11 is rolled but the player has run
out of capital ships, the Orks receive three squadrons of escorts instead.
GAME LENGTH
The game lasts until the Imperial fleet disengages or is destroyed (it will continue even
if there are no Ork ships on the board at the end of a turn).
VICTORY CONDITIONS
Both fleets score victory points as normal, except that neither fleet counts as holding the
field at the end of the game. If the Imperial fleet scores at least 2000 more victory points
than the Orks, they win. Any other result is a triumph for the Orks.
MACHARIA'S END
T he dreaded Planet Killer has managed to battle its way to the planet Macharia with the help of a sizable Chaos armada. If action is not taken
immediately, the unthinkable will happen. Data gathered from previous victims of the Planet Killer indicate that its Armageddon gun takes a
considerable amount of time to charge up before it is capable of destroying a planet. This means that there may still be enough time to thwart the
Chaos fleet and save Macharia if swift Imperial vengeance is brought upon Abaddon’s infernal machine.
Recharging: If for some reason you manage to miss Macharia with the overcharged
blast (how did you do that?!), the Planet Killer must pass two Reload Ordnance special
orders across two consecutive turns to bring the weapon back online. During this time,
it can do nothing except move (and attempt to Reload Ordnance).
CRAFTWORLD ASSAULT
A direct attack against an Eldar craftworld is exceedingly rare for a multitude of reasons, not the least of which is that they are astoundingly
elusive prey despite their impressive size. Indeed, few non-Eldar can claim to have ever seen one in person. Nevertheless, when the Tyranid
swarms of Hivefleet Kraken descended upon the galaxy, they did so in such numbers that the famed Craftworld Iyanden was forced into the path
of the vast swarm and suddenly found itself facing the greatest peril of its long history.
FORCES
This battle is fought between the defending Craftworld Eldar of Iyanden and any
attacking force (canonically Tyranids).
Agree on a points limit for the battle. Both players may spend up to this limit on
their fleets. In addition, for every 500 points (or portion thereof) in the players’
fleets, the attacker may take two free transports.
Reserves: Any number of ships or squadrons in the Eldar fleet may be purchased
at 50% of their base cost. However, all ships and squadrons taken this way must
start off the table as special reserves. These vessels will deploy later in the battle
as described in the rules for the craftworld itself.
BATTLEZONE
The attack could take place anywhere from the primary biosphere all the way
to deep space. Randomly determine the battlezone using a D3, then use any of
the methods on page 47 of the main rulebook to determine appropriate celestial
phenomena (ignoring any outcome that results in a planet). Finally, place the CRAFTWORLD IYANDEN
craftworld marker no more than 150cm from one of the short table edges.
For the purpose of game rules, a craftworld is a planet (and is represented by a
THE CRAFTWORLD planet marker of the appropriate size). This means they have their own gravity
In this scenario, a craftworld is the target of an attack in the same way a planet wells (as shown in the previous table), may use the low-orbit table, and so on.
would be in the Planetary Assault scenario. The Tyranids of Hive Fleet Kraken However, craftworlds never have moons or rings.
targeted Iyanden, which is a fairly large craftworld (about 25cm in diameter).
However, if you are playing this scenario with another craftworld as the target Also note that while craftworlds are technically interstellar vessels, they move
or if you want to introduce some degree of randomness into the game, you can so remarkably slow that during a scenario the marker is treated as stationary in
vary the size of the craftworld by rolling a D6: the same way as any other planet.
T hey shall come, expecting the obvious, the simple, the artless. They shall
stab at the shadows with confused minds and troubled hearts. Meanwhile, we
shall appear unseen from ten directions, and from every one strike a fatal blow.
In addition, the fortresses will fire directly upon approaching vessels. During DAMAGE EFFECT
the Eldar player’s shooting phase, the two fortresses each unleash a Strength After firing the Spear of Light, the craftworld must use the
1 pulsar lance attack against every enemy capital ship and escort squadron on 1 Reload Ordnance special order (counting as Ld8) before the
the low-orbit table that is within 45cm of the planet table edge. Roll separately weapon can be fired again.
for each attack against each target. The Spear of Light is destroyed and may no longer be used.
2+
Do not roll for any further damage to it.
However, the fortresses are not invincible. During each player’s end phase, roll
1D6 per assault point already scored. If at least one result is a ‘6’ the fortresses
are damaged – mark a hit on a piece of paper or use a token of some kind. Use Note that the Spear of Light is used against targets at range and has no effect
the table below to determine the effect(s) of damage on the fortresses. Keep in against vessels on the low-orbit table.
mind that the fortresses may only suffer a maximum of one damager per turn,
no matter how many 6s are rolled in the end phase. The Forges:
A craftworld’s bonesingers have at their disposal the means to build and service
an entire armada of Eldar vessels. Indeed, their fabrication techniques are so
DAMAGE EFFECT efficient, they can quite literally produce more starships than there are Eldar
1 No effect crews to man them. In an emergency, these forge docks may be outfitted to aid
damaged vessels in the midst of battle.
2-3 Nullify assault points only on a result of 5+
4+ Nullify assault points only on a result of 6+ Any Eldar capital ship in low orbit can dock with the craftworld by landing on
One fortress is destroyed. It no longer makes attacks against the surface (in the same way that escorts and transports may land on a planet).
5+ To do so, simply move the ship into contact with the planet table edge, but do
targets on the low-orbit table.
not remove it from the table. Instead, it remains docked in place until the end
Both fortresses are destroyed. All benefits of the fortresses of the next Eldar turn. (Note that ships crashing into the surface due to the pull
6+
are lost. Do not roll for any further damage to them. of gravity do not get to land – they are still destroyed as normal).
The attacker then sets up their entire fleet within 15cm of the short table edge 6-9 Attacker’s Marginal Win. The craftworld is in disarray as many areas
furthest from the planet. fall to the invaders, but fighting is expected to continue for some time.
10+ Attacker’s Victory. The craftworld is overwhelmed as invading forces
FIRST TURN seize control of key redoubts and Webway portals. The defenders will
likely fight to the last man but their fate is sealed. Today is a dark and
Each player rolls a D6 and adds their fleet’s attack rating to their result. The terrible day for the Eldar race.
player with the higher total chooses whether to go first or second.