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625 lines
25 KiB
Markdown
625 lines
25 KiB
Markdown
# Battlefleet Gothic: Void Command (Alpha 1.7)
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## 1. Core Philosophy
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**Void Command** is a tactical simulation of capital ship combat in the 41st Millennium. It emphasizes the "Friction of Command"—the difficulty of maneuvering massive vessels under fire—while utilizing a modern **Alternating Activation** system to ensure constant player engagement.
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---
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## 2. Play Area & Setup
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### Table Size
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The recommended play area is **4' x 6'** (120cm x 180cm) for standard engagements. Larger battles (1500+ points) benefit from a **4' x 8'** table.
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### Fleet Sizes
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| Game Size | Points | Recommended Table |
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| --- | --- | --- |
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| Patrol | 500-750 | 4' x 4' |
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| Skirmish | 750-1000 | 4' x 6' |
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| Battle | 1000-1500 | 4' x 6' |
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| Armada | 1500-2500 | 4' x 8' |
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### Ship Bases
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Ships are mounted on round flying bases:
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| Ship Class | Base Size |
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| --- | --- |
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| Escorts | 32mm |
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| Light Cruisers | 32mm |
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| Cruisers | 32mm |
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| Heavy Cruisers | 32mm |
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| Battlecruisers | 32mm |
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| Grand Cruisers | 60mm |
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| Battleships | 60mm |
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**Large Base Rule:** Any ship with 3+ Shields OR more than 10 Hull points uses a 60mm base.
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### Markers and Templates
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| Marker | Size |
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| --- | --- |
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| Blast Marker | 2cm diameter circle |
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| Torpedo Salvo | 2cm diameter circle (or appropriate marker) |
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| Attack Craft | 2cm diameter circle (or appropriate marker) |
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| Nova Cannon Template | 10cm diameter circle with 1cm center hole |
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---
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## 3. The Game Round
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A single round is divided into three distinct phases:
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### Phase 0: The Drift
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Before any player takes an action, the void moves:
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* **Automatic Ordnance Move:** All Torpedoes move **30cm** straight forward. All Attack Craft (Fighters/Bombers) move **20cm** toward their designated targets.
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* **Blast Marker Dissipation:** If a ship did not take damage and did not fire its weapons in the previous turn, remove **one** Blast Marker.
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### Phase I: The Command Phase
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* Both players roll **1d6 + Highest Fleet Leadership (Ld)**.
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* The winner chooses who activates a Unit first.
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**Units:** A Unit is either one Capital Ship or one Squadron of Escorts (2-4 ships).
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### Phase II: The Activation Phase
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Players alternate activating Units. When a Unit is selected, it follows this sequence:
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1. **Command Check:** Roll **2d6**. If the result is **<= the ship's Ld**:
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* **Success:** The ship may take a **Special Order** (see Section 4) and act normally.
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* **Failure:** The ship is **Hesitant**. It must move its minimum distance, cannot turn more than 45°, and fires at -1 to hit. It cannot launch Ordnance.
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* **Natural 2:** Always succeeds, regardless of Ld penalties.
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* **Natural 12:** Always fails, regardless of Ld bonuses.
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2. **Movement:** Move the ship according to its Speed (see Section 5).
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3. **Shooting & Ordnance:** Resolve weapon fire and launch new Ordnance.
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### Phase III: The End Phase
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* Resolve persistent effects (Fire, Hull Breaches).
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* Check Victory Conditions (see Section 12).
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---
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## 4. Special Orders
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A ship that passes its Command Check may be placed on a Special Order. Special Orders provide powerful bonuses but come with trade-offs. A ship may only be on one Special Order at a time.
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### All Ahead Full
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The ship diverts power to engines for maximum speed.
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* **Bonus:** Add **+4d6 cm** to the ship's movement this turn. (Some ships may have different values—see ship profile.)
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* **Penalty:** The ship may not fire any weapons this turn. May not turn more than 45°.
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### Come to New Heading
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The ship performs emergency maneuvering to change direction.
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* **Bonus:** The ship may turn up to **90°** at any point during movement (instead of the normal 45°). Minimum move is reduced to **0**.
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* **Penalty:** The ship fires all weapons at **-1 to hit** this turn.
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### Burn Retros
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The ship fires retro-thrusters to slow or stop.
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* **Bonus:** The ship may reduce its movement to any distance (including **0**) this turn. It may turn up to **45°** at any point.
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* **Penalty:** The ship fires all weapons at **-1 to hit** this turn.
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### Lock On
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The ship's crew focuses on targeting solutions.
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* **Bonus:** All weapons gain **+1 to hit** this turn. Lance range increases by **+15cm**.
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* **Penalty:** The ship must move its minimum distance and may not turn.
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### Reload Ordnance
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The crew works to reload torpedo tubes and rearm attack craft.
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* **Bonus:** Reload all expended torpedo tubes. Ready all attack craft bays for launch.
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* **Penalty:** The ship may not fire any weapons or launch ordnance this turn.
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### Brace for Impact
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The crew prepares for incoming fire (can also be used as a Reaction—see Section 10).
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* **Bonus:** The ship gains a **4+ invulnerable save** against all damage this turn.
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* **Penalty:** The ship is automatically **Hesitant** on its next activation (no Command Check allowed).
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---
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## 5. Movement & Inertia
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Ships may only move **forward**—there is no reverse movement in the void.
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### Minimum Move
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Capital ships must move at least **half their Speed** in a straight line before making any turns.
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### Turning
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* **Cruisers and Battleships:** May make one **45° turn** at any point after completing minimum move.
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* **Escorts:** May make up to two **45° turns** at any points after completing minimum move.
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### Gravity Slingshot
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Ending movement within **10cm** of a Planet allows one free **90° turn** at the end of movement.
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### Disengagement
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Ships may leave the battle in several ways:
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**Moving Off Table:** A ship that moves off the table edge has disengaged and may not return.
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**Voluntary Disengagement:** During its activation, a ship may attempt to flee via emergency warp jump. Pass a **Command Check** to disengage; the ship is immediately removed from play. Crippled ships suffer **-2 Ld** when attempting to disengage.
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**Forced Disengagement:** A ship that cannot complete its minimum move without leaving the table must disengage.
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**Victory Points:** Disengaged ships count as neither destroyed nor surviving for victory purposes unless specified by the scenario. However, the enemy scores **half points** for any ship that disengages while Crippled.
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### Colliding with Terrain
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A ship that would collide with a Planet is **destroyed**.
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---
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## 6. Escort Squadrons
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Escort ships operate in **Squadrons** of 2-4 vessels.
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### Squadron Coherency
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All escorts in a squadron must end their movement within **10cm** of at least one other member of their squadron.
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### Breaking Coherency
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An escort that ends its turn more than 10cm from any squadron member:
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* May not fire any weapons
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* Is automatically **Hesitant** until it rejoins the squadron
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* Must attempt to rejoin the squadron on its next activation
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### Squadron Activation
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When a squadron activates, all ships in the squadron move and fire together. Make one Command Check for the entire squadron using the **highest Ld** among surviving ships.
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---
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## 7. Gunnery & Combat
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### Measuring Distances
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All weapon ranges and movement distances are measured **center-to-center** (from the center of one ship's base to the center of another).
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**Ordnance Contact:** Torpedoes and Attack Craft impact a ship when the marker **touches the ship's base** (not center-to-center).
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### Line of Sight
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Line of sight is measured from the **center of the firing ship's base** to the **center of the target ship's base**. If the line crosses terrain that blocks LoS (such as Gas Clouds), the shot cannot be made.
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### Firing Arcs
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Ships have weapons mounted in specific arcs:
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* **Front (F):** 90° arc from the prow
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* **Left (L):** 90° arc from the port side
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* **Right (R):** 90° arc from the starboard side
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* **Rear (Re):** 90° arc from the stern
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* **All Around (AA):** May fire in any direction
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A weapon may only fire at targets within its designated arc.
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### Splitting Fire
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A ship may divide its weapons fire among multiple targets. Each weapon system (e.g., Port Weapons Battery, Starboard Lance) must fire at a single target, but different weapon systems may engage different targets.
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### Weapon Batteries (Macro-Cannons)
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Roll d6s equal to **Weapon Strength**.
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| Range | To Hit |
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| --- | --- |
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| Point Blank (0-15cm) | 4+ |
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| Long Range (15cm+) | 5+ |
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Each weapon has a **maximum range** listed in its profile (typically 30cm, 45cm, or 60cm).
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* **Armor Save:** Defender rolls 1d6. If the result is **>= Armor Value**, the hit is ignored. Otherwise, take 1 damage per unsaved hit.
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### Lances
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* **Accuracy:** Always hit on **4+** regardless of range.
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* **Range:** Typically 30cm (60cm with Lock On).
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* **Piercing:** Lances **ignore Armor**. Every hit deals 1 damage directly to Shields, then Hull.
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### Shields & Damage
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* **Shields:** Each Shield point absorbs 1 point of damage.
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* **Shield Regeneration:** Shields regenerate when a ship moves away from all Blast Markers (no markers in base contact at end of movement). Restore all Shields to full.
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* **Hull:** Once shields are depleted, damage is applied to Hull points.
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### Blast Markers
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A Blast Marker is placed in base contact with a ship whenever:
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* Its Shields absorb damage, OR
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* It takes Hull damage
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**Blast Marker Effects:**
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* Each marker in base contact reduces ship **Ld by 1**
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* Each marker in base contact gives **-1 to hit** with Turrets against ordnance
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* Shields are **suppressed** while any Blast Markers are in base contact (absorb no damage)
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* Repair rolls are halved (round up) while Blast Markers are in contact
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**Blast Marker Removal:**
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* Blast Markers may accumulate indefinitely
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* In the End Phase, roll **d6** and remove that many Blast Markers from the table (controlling player's choice), but markers in base contact with any ship may **not** be removed this way
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* A ship that moves completely away from all its Blast Markers (none in base contact at end of movement) leaves those markers behind; they remain on the table but no longer affect that ship
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* Blast Markers are also removed when a ship is destroyed (see Catastrophic Damage)
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**Ordnance and Blast Markers:**
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* Torpedoes that pass through any Blast Markers during their movement must roll **1d6**. On a **6**, the salvo detonates harmlessly and is removed. Roll only once per salvo per Drift phase, regardless of how many markers are crossed.
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* Attack Craft that pass through Blast Markers are unaffected (they can navigate around the interference).
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---
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## 8. Critical Hits
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Whenever a ship takes **Hull damage** (not Shield damage), roll **1d6** for each point of damage:
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* **1-5:** Normal damage only
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* **6:** Critical Hit! Roll **2d6** on the Critical Hit Table
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### Critical Hit Table (2d6)
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| Roll | Result |
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| --- | --- |
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| 2 | **Shields Collapse:** All remaining shields are lost. If already at 0, no additional effect. |
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| 3 | **Thrusters Damaged:** Ship's Speed is halved (round down). |
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| 4 | **Armament Damaged:** One randomly determined weapon system is disabled (cannot fire). |
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| 5 | **Prow Armament Damaged:** All Front-arc weapons are disabled. |
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| 6 | **Starboard Armament Damaged:** All Right-arc weapons are disabled. |
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| 7 | **Port Armament Damaged:** All Left-arc weapons are disabled. |
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| 8 | **Dorsal Armament Damaged:** Turret strength is halved (round down). |
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| 9 | **Fire!** The ship takes **1 damage** at the start of each End Phase until repaired. This damage may trigger additional critical hits. |
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| 10 | **Hull Breach:** -1 to all Command Checks permanently. Cumulative. |
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| 11 | **Bulkhead Collapse:** Roll an additional **d3 damage** immediately (may trigger more criticals). |
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| 12 | **Bridge Destroyed:** Ship's Ld is reduced to **6**. |
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### Repairing Critical Damage
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During the End Phase, a ship may attempt to repair **one** critical effect of the controlling player's choice by passing a **Command Check** (2d6 <= Ld). If successful, the effect is removed (except Bridge Destroyed, which is permanent).
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If Blast Markers are in contact with the ship, halve the number of repair dice rolled (round up). This typically means rolling 1d6 instead of 2d6, requiring a result of 1-6 on a single die (automatic success if Ld >= 6).
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### Emergency Damage Control
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During the Command Phase (before rolling for Command), a ship may attempt emergency repairs on **Fire** or **Hull Breach** critical effects. Roll a **Command Check** (2d6 <= Ld). Blast marker Ld penalties apply to this roll.
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* **Success:** The Fire is extinguished, or one Hull Breach penalty is removed.
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* **Failure:** No effect; the ship proceeds with its activation normally.
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This emergency repair is in addition to the normal End Phase repair attempt and does not prevent the ship from acting. A ship may only attempt one emergency repair per Command Phase.
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---
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## Catastrophic Damage
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When a ship is reduced to **0 Hull Points**, it is destroyed. Roll **2d6** on the Catastrophic Damage Table to determine how spectacularly it dies.
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### Catastrophic Damage Table (2d6)
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| Roll | Result |
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| --- | --- |
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| 2-3 | **Drifting Hulk:** The ship loses power and drifts. It remains on the table as a Debris Field (see Terrain). |
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| 4-5 | **Blazing Wreck:** The ship is consumed by internal fires. Remove the ship; place a Blast Marker at its location. |
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| 6-7 | **Plasma Drive Overload:** The ship explodes! All ships within **d6 cm** take **1 hit** (roll armor saves). Remove the ship and all Blast Markers at its location. |
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| 8-9 | **Warp Drive Implosion:** Reality tears. All ships within **2d6 cm** take **d3 hits** (roll armor saves). Remove the ship. |
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| 10-11 | **Catastrophic Explosion:** Massive detonation! All ships within **3d6 cm** take **d6 hits** (roll armor saves). Remove the ship. |
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| 12 | **Warp Rift:** The ship tears a hole in reality. All ships within **4d6 cm** take **2d6 hits** (armor saves allowed). The rift remains as a Gas Cloud (blocks LoS) until the end of the game. |
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### Explosion Modifiers
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The explosion radius is modified by ship class:
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* **Escorts:** -1d6 to radius (minimum 0)
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* **Cruisers:** No modifier
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* **Battleships:** +1d6 to radius
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### Chain Reactions
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If an explosion destroys another ship, that ship also rolls on the Catastrophic Damage Table. This can create devastating chain reactions.
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### Simultaneous Destruction
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If two ships would destroy each other simultaneously (e.g., in a boarding action or ramming), both are destroyed. Roll Catastrophic Damage for each, resolving in initiative order (winner of the Command Phase chooses which resolves first).
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---
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## 9. Crippled Ships
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A ship is **Crippled** when it has lost **half or more of its starting Hull points** (round down).
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### Crippled Threshold Examples
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| Starting Hull | Crippled At |
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| --- | --- |
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| 8 | 4 or fewer remaining |
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| 10 | 5 or fewer remaining |
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| 12 | 6 or fewer remaining |
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### Crippled Penalties
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* **Speed:** Reduced by half (round down)
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* **Weapons:** All weapon strengths are halved (round down)
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* **Turrets:** Turret strength is halved (round down)
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* **Leadership:** -2 Ld for all Command Checks
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* **Special Weapons:** May not fire Nova Cannons or launch Ordnance
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### Escorts and Crippling
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Escorts with 2 or more Hull points may become Crippled. Escorts with only 1 Hull point are destroyed when they lose their last Hull point (they cannot be Crippled).
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---
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## 10. Reactions
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If a ship has **not yet activated this round**, it may spend its activation to React when targeted by an attack or ordnance:
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### Brace for Impact
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* Gain a **4+ invulnerable save** against the current attack.
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* The ship is automatically **Hesitant** during its next activation.
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### Interceptor Scramble
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* Immediately launch a Fighter wing to intercept incoming Torpedoes or Bombers.
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* The ship may not launch ordnance during its regular activation this round.
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---
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## 11. Specialist Weaponry & Tactics
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### Nova Cannons
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* **Restrictions:** May only fire if the ship did not turn this activation and is not Crippled.
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* **Targeting:** Pick a point **30cm–150cm** away in the Front arc. Roll for scatter (see Scatter Dice below) + **2d6 cm** to determine actual impact point.
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* **Template:** The Nova Cannon uses a **10cm diameter** circular template with a **1cm diameter** center hole.
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* **Damage:** Ships whose base is under the center hole take **d6 damage**. Ships whose base is under the outer ring (but not the center) take **1 damage**. A ship can only be hit once per Nova Cannon shot.
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### Scatter Dice
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Some weapons and effects require a Scatter Die to determine random direction. A Scatter Die has:
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* **4 faces with arrows** pointing in different directions
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* **2 faces with a "HIT" symbol** (containing a small arrow)
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**Using Scatter Dice:**
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1. Roll the Scatter Die and a distance die (as specified, e.g., 1d6 cm)
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2. If an **arrow** is rolled: Move the target point in the arrow's direction by the distance rolled
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3. If **HIT** is rolled: The shot lands on target (no scatter). Ignore the distance die.
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**Alternative (no Scatter Die):** Roll 1d12 to determine direction (12 = hit/no scatter, 1-11 = clock positions for direction). Then roll the distance die as normal.
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### Boarding Actions
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Initiated when ships' bases are **in contact** during the Shooting Phase.
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* **Resolution:** Both players roll **1d6 + Current Hull Points + Ld**.
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* **Modifiers:**
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* Space Marines: +2
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* Crippled: -2
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* **Outcome:** The winner deals the difference in scores as damage. This damage **ignores Shields**.
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* **Boarding Criticals:** For each point of boarding damage dealt, roll 1d6. On a **6**, the damage causes a Critical Hit (roll on the Critical Hit Table).
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### Ramming
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A ship may attempt to ram during Movement. Must pass a **Command Check** to attempt.
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* **Resolution:** Both ships take **d6 damage**.
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* **Armor Advantage:** The ship with higher Armor may re-roll their damage die and take the lower result.
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---
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## 12. Ordnance & Void Craft
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Ordnance are physical markers placed on the table.
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### Torpedoes
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* **Movement:** Move 30cm straight forward in Phase 0 (The Drift).
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* **Impact:** Torpedoes do not roll to hit—they impact whatever they contact.
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* **Damage:** Each torpedo in a salvo that contacts a ship deals **1 damage**.
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* **Defense:** Target ship's Turrets may fire at incoming torpedoes. Roll dice equal to Turret Strength; each 4+ removes one torpedo from the salvo before impact.
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* **Launch:** When a ship fires torpedoes, it launches its entire tube capacity as a single salvo. Tubes are then expended until reloaded (see Reload Ordnance).
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* **Persistence:** Torpedoes that miss their intended path continue moving each Drift phase until they contact a target or leave the table.
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* **Remote Control:** At the start of any Drift phase, the controlling player may choose to **detonate** (remove from play) or **recall** (return to reserves) any of their torpedo salvos.
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### Attack Craft
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Attack craft are launched from carrier bays and have a **Launch Capacity** rating.
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* **Movement:** Move 20cm toward their designated target in Phase 0.
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* **Maximum in Flight:** A ship may have up to **2x its Launch Capacity** worth of attack craft in flight at any time.
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### Fighters
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* **Interception:** A Fighter wing within **5cm** of a friendly ship automatically intercepts incoming Bombers or Torpedoes.
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* **vs Torpedoes:** A Fighter wing destroys an **entire torpedo salvo** but is consumed in the process.
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* **vs Bombers:** Fighters and Bombers destroy each other on contact.
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* **vs Fighters:** Opposing Fighter wings destroy each other on contact.
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### Bombers
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* **Attack Run:** When Bombers contact an enemy ship, the target's Turrets fire first (4+ per Turret die removes one Bomber).
|
||
* **Damage:** Each surviving Bomber rolls **4+ to deal 1 damage**. This damage **ignores Shields** and **does not generate Blast Markers**.
|
||
* **Consumed:** Bombers that attack are removed from play (returned to the carrier's reserves).
|
||
|
||
### Assault Boats
|
||
|
||
* **Attack Run:** When Assault Boats contact an enemy ship, the target's Turrets fire first (4+ per Turret die removes one Assault Boat).
|
||
* **Damage:** Each surviving Assault Boat rolls **4+ to cause a Critical Hit** (roll on the Critical Hit Table). This ignores Hull damage—it only causes the critical effect.
|
||
* **Consumed:** Assault Boats that attack are removed from play.
|
||
|
||
### Designating Targets
|
||
|
||
When Attack Craft are launched, the controlling player must designate their target. The craft will move toward that target each Drift phase until they reach it, are intercepted, or the target is destroyed.
|
||
|
||
### Ordnance Persistence
|
||
|
||
Attack craft and torpedoes that have not reached their target continue to exist on the table:
|
||
* **Torpedoes:** Continue moving straight forward until they hit something or leave the table.
|
||
* **Attack Craft with destroyed target:** If the designated target is destroyed, the controlling player must designate a new target at the start of the next Drift phase, or the craft are recalled to reserves.
|
||
|
||
---
|
||
|
||
## 13. Terrain
|
||
|
||
| Terrain | Movement | Combat |
|
||
| --- | --- | --- |
|
||
| **Asteroid Belt** | Must pass **Ld Check** or take **d3 damage**. | Provides **Cover (-1 to hit ship)**. |
|
||
| **Gas Cloud** | No penalty. | **Blocks Line of Sight** entirely. |
|
||
| **Planet** | Collision = destruction. | **Gravity Slingshot** (free 90° turn). In Orbit: **4+ Save** vs attacks from outside orbit. |
|
||
| **Debris Field** | Half speed. | Provides **Cover (-1 to hit)**. |
|
||
|
||
---
|
||
|
||
## 14. Victory Conditions
|
||
|
||
The battle ends when one of the following occurs:
|
||
|
||
1. **Annihilation:** All enemy ships are destroyed or have disengaged.
|
||
2. **Mission Complete:** Scenario-specific objectives are achieved.
|
||
3. **Time Limit:** 10 game rounds have been completed.
|
||
|
||
At the end of the battle, calculate Victory Points:
|
||
* Full points for destroyed enemy ships
|
||
* Half points for Crippled enemy ships that survive
|
||
* Scenario-specific bonus points
|
||
|
||
The player with more Victory Points wins.
|
||
|
||
---
|
||
|
||
## 15. Fleet Command
|
||
|
||
### Flagships
|
||
|
||
Every fleet must designate one ship as its **Flagship**. The Flagship is the command vessel and has the following properties:
|
||
|
||
* **Leadership Bonus:** The Flagship gains **+1 Ld** (included in the fleet's highest Ld for Command Phase rolls)
|
||
* **Command Radius:** Ships within **30cm** of the Flagship may re-roll failed Command Checks once per activation
|
||
* **Priority Target:** If the Flagship is destroyed, all friendly ships must immediately pass a Command Check or become Hesitant for one turn
|
||
|
||
### Admirals
|
||
|
||
Admirals are purchased as upgrades to a Flagship and provide additional command benefits. Only one Admiral may be assigned to a fleet.
|
||
|
||
| Admiral Rank | Ld Bonus | Special Rule | Points Cost |
|
||
| --- | --- | --- | --- |
|
||
| Fleet Captain | +0 | Re-roll one Command Phase die per game | +10 |
|
||
| Commodore | +1 | Command Radius extends to 45cm | +25 |
|
||
| Rear Admiral | +1 | May issue one free Special Order per turn (no Command Check) | +50 |
|
||
| Vice Admiral | +2 | Flagship ignores first Hesitant result each turn | +75 |
|
||
| Lord Admiral | +2 | All ships in Command Radius gain +1 Ld | +100 |
|
||
|
||
**Note:** Admiral Ld bonuses stack with the Flagship bonus. A Flagship with a Vice Admiral would have +3 Ld total.
|
||
|
||
**Leadership Cap:** A ship's Leadership may never exceed **10**, regardless of bonuses.
|
||
|
||
---
|
||
|
||
## 16. Fleet Lists
|
||
|
||
Ship profiles and fleet composition rules are provided in separate documents:
|
||
|
||
### Imperial Forces
|
||
* **[Imperial Navy](imperial-navy.md)** - The stalwart defenders of the Imperium
|
||
* **[Adeptus Mechanicus](adeptus-mechanicus.md)** - The Priesthood of Mars
|
||
* **[Adeptus Astartes](space-marines.md)** - Space Marine Chapter fleets
|
||
* **[Grey Knights](grey-knights.md)** - The daemon-hunting 666th Chapter
|
||
* **[Adeptus Custodes](adeptus-custodes.md)** - The Emperor's golden guardians
|
||
* **[Adepta Sororitas](adepta-sororitas.md)** - The Sisters of Battle
|
||
|
||
### Forces of Chaos
|
||
* **[Archenemy](archenemy.md)** - Chaos fleets and traitor legions
|
||
|
||
### Xenos Empires
|
||
* **[Orks](orks.md)** - The green tide of WAAAGH!
|
||
* **[Craftworld Eldar](eldar.md)** - Ancient guardians of the dying race
|
||
* **[Drukhari](dark-eldar.md)** - Pirate raiders from Commorragh
|
||
* **[Tyranids](tyranids.md)** - The Great Devourer's hive fleets
|
||
* **[T'au Empire](tau.md)** - For the Greater Good
|
||
* **[Necrons](necrons.md)** - The awakening dynasties
|
||
* **[Leagues of Votann](leagues-of-votann.md)** - The Kin of the galactic core
|
||
|
||
Each fleet list includes:
|
||
* Complete ship profiles with points costs
|
||
* Fleet-specific special rules
|
||
* Fleet composition guidelines
|
||
* Attack craft specifications
|
||
* Faction variants (Chapters, Dynasties, Kabals, etc.)
|
||
|
||
---
|
||
|
||
## Appendix A: Quick Reference
|
||
|
||
### Command Check
|
||
Roll 2d6 <= Leadership to pass (Natural 2 always succeeds, Natural 12 always fails)
|
||
|
||
### To Hit (Weapon Batteries)
|
||
* 0-15cm: 4+
|
||
* 15cm+: 5+
|
||
|
||
### To Hit (Lances)
|
||
* Any range: 4+
|
||
|
||
### Armor Save
|
||
Roll >= Armor Value to ignore hit
|
||
|
||
### Ordnance Defense (Turrets)
|
||
* 4+ per die to destroy incoming torpedo/bomber/assault boat
|
||
|
||
### Attack Craft Damage
|
||
* Bombers: 4+ to deal 1 damage (ignores shields)
|
||
* Assault Boats: 4+ to cause critical hit
|
||
|
||
### Crippled Threshold
|
||
Half or more Hull points lost
|
||
|
||
### Blast Marker Effects
|
||
* -1 Ld per marker in base contact
|
||
* -1 Turret accuracy per marker in base contact
|
||
* Shields suppressed while markers in contact
|
||
* Move away from markers to regenerate shields
|
||
|
||
### Catastrophic Damage (2d6)
|
||
* 2-3: Drifting Hulk (becomes Debris)
|
||
* 4-5: Blazing Wreck (removed, leaves Blast Marker)
|
||
* 6-7: Plasma Overload (d6 cm explosion, 1 hit)
|
||
* 8-9: Warp Implosion (2d6 cm, d3 hits)
|
||
* 10-11: Catastrophic (3d6 cm, d6 hits)
|
||
* 12: Warp Rift (4d6 cm, 2d6 hits, leaves Gas Cloud)
|
||
|
||
Radius modifiers: Escorts -1d6, Battleships +1d6
|
||
|
||
### Scatter Dice
|
||
* Arrow: Scatter in arrow direction + 2d6 cm
|
||
* HIT: No scatter
|
||
* Alternative: 1d12 (12=hit, 1-11=clock direction)
|
||
|
||
### Emergency Damage Control (Command Phase)
|
||
* Fire or Hull Breach only
|
||
* Command Check to repair before acting
|
||
|
||
### Leadership
|
||
* Maximum Ld is 10 (regardless of bonuses)
|
||
* Natural 2 always succeeds
|
||
* Natural 12 always fails
|
||
|
||
---
|
||
|
||
## References
|
||
|
||
See **[references.md](references.md)** for source materials and acknowledgments.
|