Lyndon Hardy Campaign Rules V5.16.doc 1
Lyndon Hardy Campaign Rules V5.16.doc 1
Development
Lyndon Hardy
Thanks to: Jadal Khaine, Xavier Requejo; Dennis Ijsseldijk, and Miguel Fidel for comments and feedback during earlier versions.
Legalities
*These rules are not official and are not intended to challenge Games Workshop or any of their registered trademarks.
© Lyndon Hardy and Port Maw, 2003
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Advanced Campaign Rules
Contents
Introduction......................................................3
Campaign Rules..............................................3
First things first...............................................3
Campaign Setting............................................3
Players..................................................................4
Major Powers..................................................4
Raiders............................................................4
Switching between being a Raider and a Major Player 4
Fleet Commanders..........................................4
Ship Movement..............................................5
Intrasystem Travel...........................................5
Intersystem Travel...........................................5
Ship Orders.......................................................7
General Orders................................................7
Tyranid Ship Orders........................................8
Fighting Battles and Raids.......................9
Engagements...................................................9
Outcomes of Battles........................................9
Outcomes of Raids........................................10
Renown.........................................................10
Appeals and Refits........................................10
Planets and Resources: The Heart of the Campaign 11
Planet Types..................................................11
Observing Systems........................................11
Resources......................................................12
Transports......................................................13
Detecting and Eradicating Pirate Bases........13
Repairs and Reinforcements.................14
Ship Building................................................14
Shipyards.......................................................14
Repairs..........................................................14
Reinforcements and Rebuilding Destroyed Ships 14
Planetary Defences.....................................16
Orbital Defences...........................................16
Ground Defences..........................................16
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Advanced Campaign Rules
Victory...............................................................17
Campaign Turn Overview......................18
Each Turn......................................................18
Every 5 Turns................................................18
Questions and Answers............................19
Campaign Orders Sheet...........................20
Necron Refits (Experimental (By NecronLord)) 21
............................................................ Introduction
Campaign Rules may not be suitable for beginners (saying that, The CM is the person who updates the campaign
Originally these Campaign Rules were to be a though, you have to learn somewhere, and this may map (the players themselves may have their own
supplement to those found in the Battlefleet Gothic be a good place to start). copies, but these are entirely ‘unofficial’), and keeps
Rule Book (the Big Blue Book, or BBB) – you track of how the fleets of the various players are
needed the BBB to understand these campaign rules First things first interacting. Ideally it is the CM who adjudicates the
and to make them work and they followed the BBB When implementing these guidelines it would be battles but this may not be entirely practical,
rules, but they differed in some notable areas: beneficial that one player takes on the role of although it’s the CMs duty to supervise the outcome
Movement, Attacking, and Repair Points. Like the Campaign Manager (CM). The CMs task is to make of those battles.
Tyranids, they have evolved and now have a life of sure that the campaign runs smoothly and that Campaign Setting
their own. These rules, while directly borrowing players are aware of what is happening. It would be These campaign rules would work best with about
some ideas from the BBB and requiring the BBB to advisable that the CM not run a fleet in the 8-10 systems. The more systems, the longer the
play, completely replace the BBB campaign rules; campaign – managing the campaign will be a fairly campaign will take, and the fewer the systems the
the main difference in these rules is that ships move full job; it also eliminates one possible bias in the harder it will be to repair ships. Each system should
independently, thus it all depends on where you send campaign and should, theoretically, make it a fair also have a number of planets (I would suggest a
your ships, and the orders you give to them, as to campaign that relies on the relative skill of the maximum of 6 planets per system, although this is
what happens to your fleet during the campaign. players to determine victory. entirely up to the players and CM – the more
There is an element of time in this campaign, in that In many ways the task of the CM is more arduous planets, the longer it will take!).
it takes numbers of turns to get anywhere and than that of the player; the CM must keep track of If you want a fairly easy way to deal with system
numbers of turns to build and repair ships – this is what information each player has, as well as pass generation, then Warp Storm has one on page 22
something that the rulebook campaign does not messages between players for the purposes of (Warp Storm, for newbies, was the precursor for the
address. Note that this means a campaign using alliances, etc, and also be aware of what information BFG Annuals and is long since out of print – try
these rules will not be over quickly, but if you the player does NOT know. It is also the CMs eBay if you feel lucky, but don’t hold your breath
wanted a quick campaign you would not chose responsibility to make sure that players are not for a cheap copy…). If you want a relatively
advanced rules for it. Also if you do not have the cheating when it comes to resource points and ship ‘simple’ campaign then just have a single planet in
models for the ships then you cannot include them in upgrades, etc, and also to make dice rolls that effect each system, but I would not recommend it.
your fleet – it’s entirely possible that ALL of your the players ships outside of battles (such as for
fleet will see battle at the same time… dangers of Warp travel, etc, although this could be
The main problem with adding extra detail, carried out by the players themselves with CM
however, is extra complexity, and as such these rules supervision).
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Advanced Campaign Rules
Players
Major Powers enough ships through reinforcement appeals, make (this occurs when they evolve a Hive ship that can
Only the following fleets can be Major Powers: an attempt to become a Major Power (this means perform an Exterminatus). More Tyranid-specific
Imperial (or Space Marine with Imperial allies in that Eldar Corsair, Necron, Dark Eldar and Space rules will occur in the relevant sections.
accordance with the Battlefleet Armageddon fleet Marine fleets spend the entire campaign as Raiders). Fleet Commanders
list), Chaos, Chaos Space Marine, Ork Waaagh, To do this they must have 2500 points of ships and The Fleet Commander is included for free in the
Tyranid, Tau, or Craftworld Eldar. These players then attack and capture a planet. Once they have campaign, but does not come with any special
start off with 2000 points worth of ships and control captured that planet, they have a foothold from attributes (like Marks of Chaos, etc). Special
of one planet. The starting system for a Major Power which to launch more planetary assaults and move attributes are gained through appeals as detailed on
is determined randomly, with (preferably) at least 1 from being a Raider Fleet to a Major Power. For page 155 of the Battlefleet Gothic rulebook, and
system between them and the next major power; the Orks, this is when a Waaagh is declared and also the increases in leadership and rerolls are handled in the
most powerful planet in the starting system becomes point when they can start construction of a m . same way (with renown) as given on p.153 of the
the Homeworld for that player, and has its details Although they may have captured a world, only Battlefleet Gothic rulebook. The fleet commander is
changed to that of a Homeworld. those planets that start as a homeworld have the stationed on a set flagship, and is only involved in a
production and facilities of a homeworld – the battle if his flagship is present (Chaos must place the
Raiders Raider still retains his pirate base as his primary Warmaster on the greatest class of ship, as opposed
Any fleet can be a Raider fleet (this adds the Eldar production facility. to the most expensive ship, thus a grand cruiser will
Corsair and Ork Pirate fleets (from the Battlefleet If a Major Power suffers a number of set backs get the Warmaster over a heavy cruiser, and a
Gothic rulebook), as well as the Necron and Dark and finds that they no longer have any planets, they battleship over a grand cruiser. If multiple ship
Eldar fleets, to the list given in Major Powers above can attempt to set up a Pirate Base. To do so they classes are present in the fleet, like 3 battleships for
as being available as Raiders), but unlike a Major will need to gather the resources for the building of example, then it is the players choice over which
Power fleet, Raiders start the campaign with only a Space Station and begin construction of one in a ship the Warmaster is on). To ‘transfer the flag’ to
1500 points of ships. Raiders have a base hidden at system of their choosing (which has an Asteroid another ship, the new ship must be brought to the
the system level (i.e., they are not based on a Belt). Once the Space Station has been constructed, system/planet where the commanders old ship is
planet), although they can carry out raids at either the player must then go about building a Shipyard. (i.e., the ships must actually come together so that
the planet or system level. Raider Fleets operate out Once the shipyard is constructed the player has a the commander can pass from one to the other); a
of Pirate Bases that are generally hidden within the rudimentary pirate base established, and while not as Chaos Warmaster must transfer the flag to a larger
Asteroid Belt of a star system, and can be located in good as a true pirate base (half the resource ship if it becomes available as soon as possible after
any system on the map (including systems belonging production and resource storage), this will keep him it becomes available. If the flagship is destroyed, it
to Major Powers). Necron fleets are different in that in the game. If a player already has a Space Station is assumed that the commander has survived by
they are based on a planet – a Tombworld. This will in an Asteroid Belt, then tall he needs to do is build a escaping in the nick of time – it does, however,
be an uninhabited planet in a system with no Major shipyard around it to establish a rudimentary pirate make him absent from the campaign for 5 turns as
Powers; while effectively a homeworld, it is more in base. he travels back to friendly territory; after 5 turns the
the nature of a pirate base due to the nature of the Tyranids commander will reappear at the nearest friendly
Necrons. Tyranid fleets are a bit more of an enigma than the planet/base to await a ship to retake command of his
other fleets, since the Tyranids themselves do not fleet.
Switching between being a Raider and a Major
behave the same as other races. Tyranids always
Player
start campaigns as Raiders, but will eventually
Ork, Imperial, Chaos, Chaos Space Marine, become a Major Power as they gather their strength
Tyranid, and Tau Raider fleets may, if they gain
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Advanced Campaign Rules
Ship Movement
Ships move independently from system to system, with normal space but is entirely separate from it; in and beacons, called warp channels, that the majority
although they can move as a group at the speed of the warp there is no time or distance, only a of ships travel. While travelling through the warp
the slowest vessel. There are two areas of travel: constantly flowing stream of immaterium. Warp new orders cannot be issued to ships, so the only
Intrasystem (within star systems and between travel is not instantaneous; on board a ship in the way a ship can receive new orders is for it to arrive
planets), and Intersystem (warp travel or racial warp a single month or perceived time may go by, at its destination and exit the warp.
equivalent). yet in normal space anything from six months to Not all fleets use the warp for interstellar travel.
several years may have passed. This means that Necrons use a non-warp FTL method due to all of
Intrasystem Travel
fleets and armies responding to distress calls may their ships having Inertialess Drives, this makes
The speed with which a ship travels between turn up weeks, months or even years too late to help. them the fastest fleet able to go nearly anywhere in
planets within a star system is governed by the speed The warp is like an ocean, with currents, storms and very short time. Eldar, including Dark Eldar and
the ship moves in the game (i.e., a ship with a speed tides that must either be used or avoided. Weak, Craftworld Eldar, make use of the Webway: a series
of 10cm is going to travel half the distance of a ship short-ranged astropathic ducts and beacons are used of interconnected tunnels or bridges through the
with speed 20cm over the same period of time). to mark out shipping lanes and to aid navigation warp; this allows them to avoid the tempestuous
Table 1 lists the time it takes for ships to travel through dangerous areas, and it is along these ducts nature of the warp and provides them with a
intrasystem. Note that before a ship can travel
Intersystem, it must move out of the system first, Table 2. Intersystem Travel Times (in Turns)
Distance Between Systems Conditions/Circumstances
with the exception of Eldar (whose webway portals (Warp Channels) Warp (normal) Warp (storm*) Necron (non-warp) Eldar (webway) Tau (warp dives)
are located within star systems), and Necrons 1 3 4 4 3 5
(whose Inertialess Drives allow them to 2 6 8 5 5 10
automatically enter FTL travel even within a star 3 9 12 6 7 15
4 12 16 7 9 20
system). 5 15 20 8 11 25
Table 1. Ship Intrasystem Movement Rates (in Turns) Notes:
Between Planets Into System *Warp Storms occur at the start of each turn on a 3D6 roll of 3 and last for 2D6 turns, effecting the entire map.
Ship Within System (planet of Out of Ships can stay in the warp to travel between systems - they do not have to exit (although the longer they stay in the warp the greater the
(any number) choice) System risks).
0cm - - - Risks of Warp Travel
5cm 4 4 4 A ship can spend a short time in the warp without ill effect. After a prolonged period of time, however, things start happening. After a
10cm 2 2 2 ship/taskforce has spent 8 turns in the warp (or 4 turns during a Warp Storm), roll 3D6 for each ship at the start of each consecutive turn and
15cm 2 2 2 look up the result on the following chart:
20cm 1 1 1 3 – Lost in the Warp (Roll 1D6, ship/squadron permanently lost on a result of 1-2, otherwise ship/squadron takes D3 damage and is lost for
25cm 1 1 1 D6 turns);
30cm 1 1 1 4 – Lost in the Warp (Roll 1D6, ship/squadron permanently lost on a result of 1, otherwise ship/squadron takes 1 damage and is lost for D3
Eldar 1 1 1 turns);
Necron As ship speed 0 0 5 – Delayed in the Warp (Ship/squadron delayed D3 turns);
6 – Warp Beast Attack! (Create a 200 point Tyranid cruiser (BFG Mag 11 rules) and have the CM and the player fight a cruiser clash scenario
with the ship/squadrons (or taskforce) attacked by the ‘Warp Beast’ – note that if the ship is part of a taskforce, then the entire taskforce
Intersystem Travel fights).
Different fleets use different methods of travelling Tau warp dives are relatively risk free, but if there is a Warp Storm in progress then dives can fail… Roll 3D6 for each Tau ship (treat
between star systems; the most common is method escorts as individual ships, not squadrons) making a dive during a Warp Storm, on a result of 3-7 roll 1D6 for each ship:
1-3 = Ship exits into the warp and is destroyed;
is by travelling through Warp Space. Warp space (or 4-6 = Ship exits into normal space, but is delayed D3 turns due to disorientation (i.e., the ship needs to get its bearings after exiting in the
the warp, for short) is a dimension of shifting wrong location, and then the ships need to regroup).
energies and formless consciousness that coexists
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Advanced Campaign Rules
relatively safe mode of transport. The Tau, being the turns to travel in the warp to System V, and 2 turns attacks. Only Tyranid Kraken and Vanguard Drones
proverbial new kids on the block, cannot use the to enter System V). Since TF Phi has spent 9 turns in can operate away from a Hive ship; all other Tyranid
warp as well as other races, having to skim their the warp, they must then roll on the warp dangers ships must move around with at least 1 Hive ship. If
ships through the surface of the warp in short jumps table (Table 2) at the start of the 9 th turn to see if the last Hive ship with a taskforce is destroyed, then
known as warp dives; each warp dive skips across anything happens… the taskforce will only follow Instinctive Behaviour
the barrier between the warp and real space If they wanted to patrol each system along the if it is attacked; until another Hive ship can get to
providing a stable, if slow, means of movement. way, and potentially receive a change in their them they will head directly toward the nearest
Table 2 lists the Intersystem travel times for the orders, it would take TF Phi a total of 21 turns (2 planet and are unable to use resource points (so they
various fleets, as well as the risks inherent in the turns to leave S, 3 turns to travel to T, 2 turns into T, cannot evolve, grow weapons, or generate assault
different modes of transport. Note that Necron and then 2 turns out of T, 3 turns to U, then 2 turns into points).
Eldar fleets have no Intersystem travel inherent U and 2 turns back out, followed by 3 turns to V, As the Tyranid fleet moves through the galaxy it
risks; and Eldar webway portals are located within and 2 turns to enter V). This way, TF Phi would also creates a ‘shadow’ over the warp space around it;
star systems themselves, so are immune to system never have to worry about dangers of the warp… this shadow is caused by the effects of the Hive
wide blockades. Necron FTL travel also makes them Without the Emperor class battleship, TF Phi Mind that controls the fleet, and is thus directly
immune to system wide blockades. would make better time as it would only take them 1 related to the Hive ships. Individually, each Hive
Note that Warp Storms decrease the amount of turn to move into and out of each system, making ship has minimal effect on the warp, but whenever
time it takes for the dangers of the warp to become the first example in 11 turns (still suffering 1 roll for there are three or more Hive ships in the same
apparent, so instead of 8 continuous turns in the each ship on the warp dangers table), and the system, that system and its adjoining warp channels
warp before testing for dangers, it becomes 4 second example in 15 turns… are placed under the effects of a Warp Storm brought
continuous turns. Note: Staying in the Warp allows ships to pass by on by the strongly psychic Hive Mind. When there
Examples enemy held systems undetected (unless the enemy are 3 or more Hive ships travelling along the same
Taskforce Phi, currently stationed at Planet 2 in has a ship on “Observe” orders right in the Warp warp channel (at the same time, of course), then that
System S, consists of an Emperor class battleship itself). The only danger in this is that the longer warp channel, and the warp surrounding the planets
(speed 15cm), 2 Lunar class cruisers (speed 20cm), ships are in the Warp, the more likely it is that that it connects, is also placed under the effects of a
1 Armageddon class battlecruiser (speed 20cm), something will happen. Warp Storm.
and 2 squadrons of 6 Cobra class destroyers (speed
Tyranids and Movement
30cm). To move them to System V (3 warp jumps
distant), it would take TF Phi a total of 13 turns at Tyranid ships move as per other fleets and use the
quickest possible speed (2 turns to leave System P, 9 warp, although they do not suffer from Warp Beast
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Advanced Campaign Rules
Ship Orders
The only way to move ships is by giving them orders. If you do not give a ship orders then all it will do is stay in its last position and continue
carrying out its previous orders. Ships can be grouped together into taskforces, and these taskforces can then be given orders as if they were
individual ships, although the entire taskforce moves at the speed of the slowest ship. For the sake of clarity, Orders are issued to be carried out the
next turn; thus no battles can be fought in the first turn of the campaign.
General Orders the escorts were outnumbered it would be too late to Eldar ships ignore system blockades; they can,
go to their defence. however, initiate blockades.
“Move”
The ship moves either between planets or between “Escort Convoy” “Attack Planet”
systems. Other orders cannot be given until the ship Ships provide escort duty for transports. Ships can Attacks the planet. This is the only way to capture
arrives at its destination. Once it arrives at its only be attacked if the transports are specifically planets, and in order to actually capture the planet
destination the ship will defend that location (if you targeted, and cannot be drawn into battle through for resource production the attacker must usually
order it to a system it will defend that system, but if escalating engagements. Unless otherwise send along transports in order to put troops on the
you order it to a planet it will defend that planet), instructed, warships will not carry cargo ground and capture the facilities, although if he has
but will do nothing else until it receives new orders. automatically. For warships to carry resources as the transport capacity in his warships he may use
Note: move orders do not have to be given to well as the transports, the player just writes this on them instead (more on this later). This is also the
adjacent systems, and that a ship could be ordered to the Ship Orders. order for an Exterminatus (just don’t send transports
travel to the other side of the campaign map in one with the fleet). The objective of Attack Planet orders
“Blockade Planet”
go (see example in ship movement above regarding could also be the destruction of planetary defences
Puts a blockade in effect around the planet
this). and orbital construction facilities.
preventing resources from being transported
“Defend Planet” elsewhere, as well as preventing raids (lasts until the “Attack Ships”
Ship will defend the planet from raids and battles, blockade is either broken, by defeating all of the Will attack all enemy ships at that location. If the
but won’t be drawn into an Escalating engagement ships forming the blockade, or lifted, by giving the order is given at the system level, it will force an
unless it occurs around that planet. The ship cannot blockading ships new orders). The blockaded planet escalating engagement for all enemy ships in the
defend other planets in that system, as it cannot can still use its own resources, but cannot receive system (unless their own orders prevent it). Can be
spend the turn travelling between planets. Ships on any external resources until the blockade is lifted directed at transports, in which case fight a Convoy
Defend Planet orders start any games in orbit around (i.e., the planet can build Planetary Defences). scenario (no deadfalls, however). At the planet level,
the planet (either high or low orbit – players choice). Generally this order is given to isolate a planet treat as a Surprise Attack scenario. Can also be used
before assaulting it in force. to attack ships on “Observe” orders. Note that to
“Defend System”
attack specific targets, such as transports and their
Ship will defend the system from battles (not “Blockade System”
escorts or ships on “Observe” orders, the “Attack
raids, as they are directed at planets), but can be Puts a blockade in effect around the system,
Ship” order must be issued specifically for that
drawn into escalating engagements and in defence of preventing enemy ships from either entering or
purpose, otherwise it does not effect them.
Planetary Assaults. Ships on Defend System orders exiting the system. Every enemy ship that enters the
will only come to the aid of transports if nothing system must run past the blockading ships before “Observe”
else is happening in the system and if the transports they can do anything in the system, but once they Ship will observe system and report back all of
are unprotected – if the transports are escorted, then are in the system they have a free reign. The what happened in the system excluding in Asteroid
it would be assumed that the transports were going blockade can also be put in place in order to prevent Fields (otherwise the player will only get
to be safe… and by the time it was discovered that ships from leaving the system. Note that Necron and information about what has happened to his ships or
planets…). Ship will not get involved in Escalating
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Advanced Campaign Rules
engagements. This order can be reissued for use in others. Ships on this order form a defensive evolutions, but due to the nature of these campaign
Asteroid Fields (as detailed in Detecting and perimeter around the evolving ships to protect them rules, cruisers can have 2 evolutions in addition to
Eradicating Pirate Bases below). For more specifics from any invaders meaning them harm. Treat as a Reinforced Carapace; Hive ships, however, can only
on this order, see “Observing Systems” below. Blockade. have a maximum of 3 different evolutions. As ships
evolve into higher forms, they keep their original
“Raid Planet” “Ambush”
evolutions (so an escort with Mucous Membrane
Ships carry out a raid on the system (see Raids Tyranid ships do not set up blockades or raid
would not be able to evolve into a cruiser, while a
below for more details). Warships will automatically planets, instead they attack enemy ships directly to
cruiser with Mucous Membrane that evolved into a
carry Resources when on Raid orders. gather their resources. “Ambush” orders make the
Hive ship would result in the Hive ship also having
Tyranid ships to attack any enemy ship or fleet
Orders are issued using the campaign order sheet Mucous Membrane, thus allowing it only 2 more
passing by their position. This order is given to the
(included at the end of this document). Once the different evolutions).
ships when they are in certain locality (such as a
player has issued the orders to his ships, the
system or planet), and whenever an enemy ship or “Prepare for Consumption”
Campaign Manager plots up where all of the ships
fleet passes by that location the ambushing ships This order is used to send in the ground troops to
have moved and collates the various orders.
attack. prepare a planet for consumption. This is in effect a
Note: If multiple orders are given for a system or
planetary assault, which if successful denies territory
planet from multiple players, the player with the “Observe”
to other players without directly benefiting the
fastest ships has his actions first – note that Eldar As normal “Observe” orders above. Can only be
Tyranid player until he want consumes the planet.
players double their medium listed speed due to given to ships that can operate independently from
The Tyranid player can use this order to destroy a
having two moves in a game turn (thus an Eclipse Hive ships.
Necron Tombworld.
would have an effective speed of 40cm). Of course,
“Consume Planet”
ships on “Defend” or “Blockade” orders will
When Tyranids assault planets, they do so with the
always respond faster than ships just arriving at the
intent purpose of consuming all biomass available
location, as that is the exact sort of thing they are
(and hence this order cannot be directed at
waiting for. If the ships have the same speed, use the
Uninhabited Worlds). In order to carry out this order,
fleets ‘Attack Rating’ to determine who goes first.
the Tyranid fleet must have a Hive ship capable of
Note: As with naval warfare, most of the
conducting Exterminatus.
campaign will be spent manoeuvring your ships.
Actual combat will not be that much… “Evolve”
Ship undergoes an ‘evolution’, giving it refits as
Tyranid Ship Orders
per the rules in BFG Mag 11 (p.22). Note that an
Due to the unique style of existence, Tyranid
escort that undergoes the Reinforced Carapace
fleets have a different, more limited, set of orders
mutation evolves into a cruiser, and a cruiser can in
available to them:
the same way mature into a Hive ship. The cost of
“Move” evolutions in resource points is given in the Repairs
As normal “Move” orders above, except upon and Reinforcements section below, and take 2 turns
arrival at their destination, Tyranid ships will go on to complete.
“Observe” orders instead of “Defend”. Note: Escorts which receive the ‘Reinforced
Carapace’ evolution automatically become cruisers,
“Defend the Nest”
although they remain at 2 hit points until they have
While Tyranid ships are evolving they are
used ‘Reinforced Carapace’ again; Mag 11 suggests
defenceless. As such, not all of the fleet will evolve
that cruisers be allowed no more than 2 different
at the same time, thus allowing some to guard the
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Advanced Campaign Rules
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Advanced Campaign Rules
placed on capital ships and replaces the prow resources for them. The penalty to enemy planets leaving the planet there for them to use as they will,
weapons of that ship for a single shot/salvo. SUEDs still applies with these ships, however. while still achieving the result they want. They are
cost 200 Resource Points and take 1 turn at a immortal – they can wait as long as it takes to
Tyranids and Exterminatus
shipyard to install (this cannot be done at a space achieve their goal.
station), and can only be deployed from the low As noted before, Tyranids must evolve a Hive ship
capable of carrying out an Exterminatus. This takes Outcomes of Raids
orbit table; once deployed, however, they are
successful on a D6 roll of 2+… Once the SUED has them a single evolution that takes 5 turns to Raids against planets net the successful Raider
been fired, the ships prow weapons return to normal complete and costs double the normal resources for 50% of that planets stored resources (or systems
operation (since the SUED is effectively the ‘round an evolution. Once the ship has evolved the resources, if playing a simple campaign), as well as
in the chamber’). appropriate facilities, the Hive ship only needs to 50% of the resource production for that turn, or all
Note: If the SUED is a torpedo, then it can still be attack the planet and start consuming its biosphere of the resources the Raider can carry in his ships –
intercepted by fighters and other torpedo salvoes. If (this is done by entering the low orbit table and whichever is the lesser (i.e., you cannot take more
the SUED is based on either weapons batteries or doing nothing else – no shooting, spore generation, resources than you can carry, thus a smart raider
lances, then they cannot have any ship target in arc etc). To completely strip a planet it takes the entire may have a couple of transports in his fleet…). If
when they go to fire on the planet (otherwise a fleet (barring Vanguard drones and Krakens, which multiple players raid the same planet in any one
Leadership test must be made in order to fire at a will almost always be out scouting other potential turn, then 2 things can happen:
target that is not the closest ship). If the ship with targets). Once the planet has been striped (it takes 20 1) The player with the fastest ships has the
the SUED fires its prow weapon (with the SUED turns less 2 turns for each Hive ship to a minimum first raid, and the later (slower) raiders get
installed), before it carries out the Exterminatus of 6 turns for the fleet to do this), all ships what ever is left over (note that Eldar ships
attack, then it cannot carry out the Exterminatus automatically undergo 2 evolutions. If a more get to double their listed speed due to having
attack as the SUED has been fired; this would mean ‘traditional’ version of Exterminatus is wanted by 2 moves in the game);
that the player would effectively lose the the Tyranid player, then the Evolution “Mega-Spore 2) Or if the speeds are the same, the raiding
Exterminatus mission, even though they may have Mines” for a Hive ship can be used to carry out an ships have a fight to determine who carries
destroyed all of the enemy ships. Exterminatus. These can only be used when within out the raid.
A more permanent addition can be made to a ship 15cm of the Planet Edge of the Low Orbit table and Once a raid has been carried out the raiding ships
in order for it to be able to carry out Exterminatus – works on a 4+. return to their pirate base, or homeworld if it is a
this involves considerably more time refitting the Major Power initiating the raid, to offload their
Ork and Necrons and Exterminatus
ship with a specialised Multiple Use Exterminatus booty.
Orks would never think of killing a world (they
Devise (MUED), such as mass drivers. MUEDs Renown
would much prefer to conquer it so that they could
completely replace the prow weaponry of a ship, and
enjoy the fight), and as such cannot use This is calculated according to the Renown Table
then follow the rules as given in the Exterminatus
Exterminatus devices. However, because they do not on page 152 of the Battlefleet Gothic rulebook.
scenario in the Battlefleet Gothic Rulebook
fear death, they do not suffer any production Renown only affects the Fleet Commander and his
(deployed from low orbit and are successful on a
penalties when a ship with a MUED installed is in immediate abilities (leadership, rerolls and appeals,
4+). MUEDs take 4 turns to install on a ship and
the system. as detailed on pages 153-155 of the Battlefleet
cost 500 resource points. A ship with a MUED is
Necrons are in a similar position to Orks – they Gothic rulebook). Renown does NOT effect
easily identifiable due to the weapon on its prow,
are immortal and have no fears, so do not suffer resource generation.
and any enemy planets in a system where such a
penalties for MUED equipped ships being within the If a player captures a planet but there is no battle
ship is suffer a 20% reduction in resource production
system. Necrons, however, view the destruction of a for it, then no Renown is awarded.
due the fear about where the ship will be used.
planet as a waste of resources; instead of carrying
Note: The Chaos Planet Killer and Space Marine
out an Exterminatus against the planet, the Necrons
Battlebarge carry Exterminatus Devices as
would consume the planets’ star instead, thus
standard, and thus do not need to pay extra
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Advanced Campaign Rules
Appeals and Refits
Appeals and Refits are determined in the exact
same way as mentioned on p.155 of the Battlefleet
Gothic rulebook, but are only available every 5
Turns. Necrons can only receive refits on a roll of
5+ and reinforcements on a 6+. The alternate appeal
tables in BFG Mag 12 are, IMHO, rubbish and
should not be used for this campaign – they are
designed for a ‘rulebook’ style campaign, which this
is not… Ork and Eldar refit tables can be found in
the 2002 Annual (p.32-36), and experimental
Necron refits can be found at the end of this
document. Space Marine fleets use the Refits Tables
in the Battlefleet Gothic rulebook, but do not have
any ‘other’ appeals.
Refits are carried out at shipyards and require 1
turn to complete. For victory points purposes, each
refit increases a ships points cost by 10% (so a
second refit would put the points cost up by a total
of 21% ((100%+10%)+10%)).
Tyranids can only get new escorts from Appeals
after the start of the campaign (see Tyranids,
Reinforcements and Evolutions further below). All
Tyranid refits are carried out by the “Evolve” order,
and do not require the use of an Appeal.
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Advanced Campaign Rules
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Advanced Campaign Rules
CM, but should include: who owns what planet, the resource production is given in Table 3, and the Notes for Table 4
presence of major orbital facilities (eg, Blackstone cargo capacity of ships is given in Table 4. Planets Ork cruisers and battleships have double the
Fortresses, Shipyards, Ramilies Star Forts), the can store resources for collection by ships, but only Assault Point capacity of normal ships. The Chaos
presence of major vessels (Hulks are too large to transports will ‘load’ resources automatically if not Planet Killer does not carry any extra Resources or
hide, and the warp-borne scream of the presence of actually carrying out a raid (when carrying out raids Assault Points, even though it is larger than normal
the Planet Killer, as well as the massive amounts of all ship will load resources up tot heir maximum – it is assumed that the Armageddon Gun takes up
energy it generates, makes it impossible to miss), the capacity). If a transport is in orbit around a friendly more space and that the PK is never going to be
movement of ships should also be given (with planet, it will automatically load the stored resources operating alone in a Planetary Assault (it is, after
patterns such as transport movement becoming of the planet into its cargo holds; and if it remains in all, an Exterminatus ship).
evident after a few turns of observation), any battles orbit at the end of the turn, then it will take all of the
Necrons and Resources
or raids that took place and who won (although the Table 3. Planet Resource Production
Necrons are the oldest of the races currently active
winner of a raid should be indeterminate). The Planet Type
Resource
Resource
Storage in the universe. Their technology is superior to all,
longer the player spends observing the more detailed
Uninhabited 10 0 and their dislike of the living is legendry. Necrons
information he will be able to receive (eg, ship Penal Colony 10 20 have even learnt of a way to use their technology to
classes, quantities, etc). The other way to gather Agri-world 15 90
Asteroid Field 15 60 satisfy two of their desires at the same time – an
more information quickly is to use dedicated scout
Mining World 20 120 increase in their resources and a potential weapon to
ships (such as the ‘Widowmaker’ Cobra class Civilised World 25 100 the living… they mine stars for resources.
destroyer squadron (rule book p.114), or the Necron Hive World 30 120 A Necron player can set up a Solar Energy Mine
Shroud CL). More ships will also be able to get Forge World 35 280
Pirate Base or (SEM), which converts solar material directly into
information faster, so this is left up the CM. 30 240
Homeworld resources they can use. The longer a SEM is
Note that Necron ships use many layers of stealth
operational, the more devastating is its effects. A
technology, so unless they are engaged in combat in
produced resources (up to its cargo capacity, at SEM costs 500 Resource Points and 10 turns to
the system during that turn, the players will not
least). Warships will only take on cargo if ordered to build, but produces 100 Resource Points per turn
know of their presence unless directly attacked.
(except for Necrons, who do not use transports). once it is completed. An SEM can store 500
Example
Resource Points, and can be switched off at the will
On the first turn of Observing, an observer should
Table 4. Ship Cargo Capacity of the Necron player (although the side effects
be able to report what movement has been seen,
Ship Type
Resource
Assault Point described below are still cumulative, so after 10
what major ships/facilities are in the system, who
turns the penalty still becomes permanent). This is
holds each planet, what battles and raids were Transport 50 5
Heavy Transport 100 10 noticeable immediately as the star loses 5% of its
fought (as well as the identity of the winner of
Escort 5 0 energy output… after 10 turns of operation, the 5%
battles). On a second turn of Observing, the Light Cruiser 5 0 reduction becomes permanent, and the star drops to
observer then reports the number or escort Cruiser 20 2 90% output; this will continue so that after 200
squadrons and capital ships present in the system as Heavy Cruiser 20 2
Battle Cruiser 20 2 turns, the star drops to 0% output, and at 210 turns
well as updating the information from the first turn
Grand Cruiser 25 3 the star is exhausted of energy and dies completely,
of observing. On a third turn of Observing, the Battleship 25 3 with the effect of a system-wide Exterminatus (with
observer reports ship classes as well as updating Tyranid Escort Drone 50 2 no effect on Warp travel, so the system can still be
information from the previous turns… Tyranid Vanguard Drone 50 2
Tyranid Cruiser 100 5 used as a staging point). As a side effect of the
Resources Tyranid Hive ship 200 10 decrease in output from the star, all planets, and
Ork Rok 50 4 bases, within the system lose resource production at
Each planet type generates resources at a different Ork Hulk 200 20
rate, and these resources must be gathered in order the same rate that the star loses energy (5% every 10
Orbital Dock 20 1
for the players to repair and build their fleets. Planet Shipyard 50 3 turns, rounding up). Once a player has noticed that
Space Station 25 4
Blackstone Fortress 50 8 - 13 -
Activated Blackstone
0 0
Fortress
Advanced Campaign Rules
they are losing resource production due to an SEM unload them at shipyards). Note that Tyranids more than by purpose. Note: If a player carries out a
being operational they can put a ship on “Observe” cannot transfer resources between ships, so once raid against an uninhabited world in order to get
orders specifically to look for the SEM – once this is they have reached their maximum the only way they resources, he may find that he bites off more than he
done the SEM can be targeted and attacked. The can carry more resources is to evolve or convert can chew… If the uninhabited world is a
SEM is an 8 hit-point defence with a 3+ Necron them to AP; also note that Tyranid ships are not Tombworld, then the Necron player should be able
save, 6+ armour, and 4 turrets, but no offensive restricted like other fleets, and can carry both to defend it. Tombworlds can be either overrun by
weaponry; it is worth 400 Victory Points if Resource Points and APs. troops via a Planetary Assault (although the
destroyed. Defences can be built around the SEM at surviving troops must then be evacuated as the
Detecting and Eradicating Pirate Bases
normal rates for orbital defences (see Planetary planet cannot be kept), or the Tombworld can be
Defences below). A Necron player can build Both rudimentary and true Pirate Bases are killed by Exterminatus.
multiple SEMs around a single star, and the effects considered hidden, but they can be detected if a Eldar players (Dark Eldar, Eldar Corsairs, and
are cumulative (so 2 SEMs would reduce the stars player searches an Asteroid Field well enough. Craft World Eldar with Pirate Bases – NOT
output by 10%, and give the Necron player 200 Asteroid fields are large – the primary asteroid belt rudimentary pirate bases), have a special survival
Resource Points per turn, but the star would take a in our Solar System, for example, is approximately mechanism for their Pirate Bases… If the Pirate
permanent 5% loss after 5 turns, and a 10% loss 100,000,000km wide and goes entirely around the Base is threatened, they can send their Pirate Base
after 10 turns; likewise 3 SEMs would drain 15% of orbit of the sun (admittedly the asteroids are roughly into the Webway; it stays there for 5 turns before
the stars output, provide 300 Resource Points per 10,000,000km apart, although there are areas within reappearing in an adjacent system, whereby they
turn, but a permanent –5% to the star after 3, 6 and that are more densely populated – not as populated start again. They lose any stored resources, as all of
10 turns; 4 SEMs would drain 20%, providing 400 an asteroid field in the game would make us believe, the stored resources are used to activate the defence
Resource Points per turn, and a permanent –5% for of course, but dense enough to warrant mining). In mechanism, and while in the Webway no resources
the stars output after 3, 5, 8, and 10 turns, etc). order to thoroughly search an asteroid field, the are produced. If they have no stored resources, then
player would have to set a ship on ‘Observe’ orders they cannot perform this action.
Transports inside the asteroid field itself (instead of in the
While each ship has the capacity to carry some system); the player must then wait until an enemy
cargo (resources), most fleets make use of fleets of ship actually arrives in the asteroid field and docks
transports to move their resources around. Each fleet with the base – once this has happened 5 times (only
starts with 6 transports (3 transports for Raider 1 per turn counts, however, so it will take a
fleets). When it comes to Planetary Assaults, the minimum of 5 turns), then the player will have
transports need to be loaded with troops instead of enough information to know the location. You
resources; this can be done at any planet, and it cannot capture a pirate base, but you can destroy it.
removes APs from the planet and transfers them to To destroy a pirate base the attacking player must
the transport. A transport with APs on board cannot initiate a planetary assault against the base, which is
be used to haul resources until the APs have been considered successful if the space station and
unloaded (same goes for any ship with AP capacity). shipyard are destroyed (Note: the shipyard, in this
Transports cost 100 resource points and 1 turn to case, will generally be a hollowed out asteroid that
build, while Heavy Transports cost 400 resource will be very close to the station, although any
points and 4 turns to build; they can only be built at shipyard type model will do).
shipyards. Necron Tombworlds can be detected in a similar
Necrons do not use transports due to their ships manner, except due to Necron stealth systems it
not needing much in the way of life support systems, takes twice as long (so a minimum of 10 turns if a
so their ships have four times the cargo capacity and Necron ship was to go to the Tombworld each turn),
automatically load resources when possible (or except that they are usually discovered by accident
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Advanced Campaign Rules
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Advanced Campaign Rules
the total amount of resources needed equivalent to points for it to spend on ‘cruiser’ weapons; and Membrane, thus allowing it only 2 more different
(resources needed/turns needed), thus a 600 point when a cruiser evolves into a Hive ship, its weapons evolutions).
Ork Hulk would need 1200/30= 40 resource points are converted into resource points to spend on ‘Hive Note: Tyranid Kraken do not undergo evolutions.
per turn, while a 500 point Tombship would require ship’ weapons. Note that the Resource Points The majority of Evolutions are not suitable for
1500/25= 60 resource points per turn generated in this manner cannot be used for being used multiple times, so unless the Evolution is
If the planet where the ship is being built is evolutions. If after the evolution a ship has weapon mentioned in Mag 11 as being able to be issued to a
attacked before construction is finished, then each slots with no weapons in them, these can be ‘grown’ ship more than once, each Evolution can only be
successful raid against the planet delays the build at twice their points cost in resource points, up to the issued once per ship (i.e., once a ship has a Mucous
process by 1 Turn; each defended battle also delays limits for the ships as described in Mag 11. Weapons Membrane, it cannot have another… ). Thus the
the process by 1 Turn, while a lost battle for the grown in this way take 1 turn to grow. only Evolutions that can be applied more than once
planet results in the destruction of the item being Tyranid evolutions are a primary motivation for are: Extra Spore Cysts (2 times maximum),
constructed and the striking of it from the fleet them – the Hive wants to be bigger and stronger, so Reinforced Carapace (up to normal Hive ship +4
registry (it’s a case of never letting ships and to do that their ships must grow and become hits).
resources fall into enemy hands if at all possible). stronger. Evolutions take 2 turns to complete, and Note: If a ship evolves into a higher form (i.e.,
All reinforcements or rebuilt ships enter the during that time the Tyranid ship is defenceless. escort to cruiser, or cruiser to Hive ship), and it has
campaign with Ld 6 and no refits. Each evolution costs 50 resource points, and raises an Evolution that it can no longer make use of, then
Note: The Reinforcement appeal says that you can the points cost of the ship (for victory points it is out of luck – it cannot unevolve an Evolution.
receive an escort squadron of up to 5 ships. For the purposes), by the amount indicated in BFG Mag 11.
purposes of these campaign rules, all escort Escorts in squadrons must all have the same
squadrons are at their maximum (i.e., 6 ships for evolutions, otherwise they are independent ships (as
most races, and up to 12 for Tyranids). Remember – allowed in the Tyranid fleet list on p.17 of Mag 11).
it depends on how many Resource Points you have Note: Escorts can only receive 1 Evolution, and if
as to how many ships you can build – it’s entirely they receive the ‘Reinforced Carapace’ evolution,
possible that none of your squadrons will EVER be they automatically become cruisers, although they
at full strength… remain at 2 hit points until they have used
Note that Transports can be built for 50 Resource ‘Reinforced Carapace’ again (thus cruisers can
Points in 2 turns (25 points per turn), or Heavy receive Reinforce Carapace until they get to 10 hits,
Transports for 100 Resource Points in 4 turns. when they become Hive ships); Mag 11 suggests
that cruisers be allowed no more than 2 different
Tyranids, Reinforcements and Evolutions
evolutions, but due to the nature of these campaign
As noted before Tyranids can only get escorts as rules, cruisers can have 1 evolution in addition to
reinforcements. These are ‘birthed’ from Hive ships Reinforced Carapace (or 2 evolutions other than
at a cost of 50 resource points for a Kraken, 20 Reinforced Carapace if the player wishes them to
resource points for an Escort Drone, and 40 resource remain at 2 hit points); Hive ships, however, can
points for a Vanguard Droneship. A Hive ship can only have a maximum of 3 different evolutions
‘birth’ up to 4 ships per turn. Weapons on Tyranid (including Reinforced Carapace). As ships evolve
ships must be paid for in Resource Points – for into higher forms, they keep their original evolutions
escorts this is paid at the time of their ‘birth’ at twice (so an escort with Mucous Membrane would not be
the points cost of the weapon in Resource Points (so able to evolve into a cruiser, while a cruiser with
that a Kraken with Feeder Tentacles would cost 60 Mucous Membrane that evolved into a Hive ship
Resource Points). When an escort evolves into a would result in the Hive ship also having Mucous
cruiser its weapons are converted back into resource
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Advanced Campaign Rules
Planetary Defences
Orbital Defences Ground Defences defences that a planet can build, either in troops or
Planetary Defences can be built on any planet that Another form of Planetary Defence that is ignored in defence installations.
a player has captured with a planetary assault in most campaigns is the troops on the ground. In Unlike most Pirate Bases, Necron Tombworlds are
providing the required amount of resources are order to represent this, resource points may be used always defended by Necron troops, and as such
available to build the defence(s). Defences are built to build additional ground defences with 25 resource Necron players can build APs (at a cost of 30
in the same way as ships except that all of the points being equal to 1 AP; this can be done resource points per AP).
resources must be present before construction anywhere, although Agri-Worlds suffer a penalty Tyranids can also carry APs for when they have to
begins. Planetary defences are considered and require 30 resource points to build 1 AP, and “Prepare for Consumption” – these cost them 20
undetectable until very close range, so the only way Hive Worlds only require 20 resource points to build resource points per AP.
to find out what a planet has in defence is to either 1 AP. Each AP takes 1 turn to build.
attack it or raid it… Each planet may build up to 2 Planetary Defences
Ork Orbital Defences are called Roks. They don’t at any one time, and that includes ground troops.
build anything else. There is no limit on the number of planetary
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Advanced Campaign Rules
Victory
This can be whatever you and your group want. It more or less turns); it may be the last man standing victory condition for each player (such as “amass 20
may be the first fleet to 5000 points of ships (for (my preferred method). Whatever turns your dial is APs on world xyz”), and the first player to achieve
Major Powers, 3750 points for Raiders); it may be what I recommend you should use as victory those conditions is the winner – as I said, what ever
the player with the highest renown after 50 turns (or conditions. If desired, the CM could work out a turns your dial.
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Advanced Campaign Rules
Campaign Turn Overview
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Advanced Campaign Rules
Questions and Answers
Q) Once a world is pacified, can the assault points be removed and then move onto another world?
A) Yes, although I would not want to leave a planet undefended totally undefended…
Q) You say when Tyranids successfully strip a world of all it's biosphere, all ships automatically undergo evolutions. Wouldn't this leave the Tyranids without any escorts? I
may not use them much, but I know the bugs do have uses for small ships.
A) Not at all. Not all of the evolutions take the ships to the next stage (i.e., not all evolutions will take an escort into a cruiser, or a cruiser into a Hive ship). There are other
things that the Tyranids can evolve other than Reinforced Carapace.
Q) How close must a ship be to the planet on the Low Orbit table for them to deploy their Exterminatus weapon?
A) MUEDs must be within 30cm of the planet edge of the Low Orbit table (special ship rules, such as the Armageddon Gun on the Planet Killer, override this ), while SUEDs
depend on the range of the weapon system it is that is being used to fire it (i.e., torpedoes can be over 30cm, but that increases the chance of them being intercepted by enemy
ordnance, and weapons batteries or lances can be up to 60cm – the exception is Nova Cannons, which MUST be over 30cm, but must also still be on the Low Orbit table).
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Advanced Campaign Rules
Campaign Orders Sheet
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Advanced Campaign Rules
Necron Refits (Experimental (By NecronLord))
Engine Refit D6 Engine Refit
Secondary Drives Secondary Drives The ship’s additional power generators allow it to put on a small additional burst of speed for short length of time. The ship gains an extra
1
10cm once per game when on All Ahead Full special orders.
Evasive Jets The hull of the ship is studded with powerful short burn engines, which allow it to drastically turn to avoid incoming fire. At the start of the enemy shooting phase, the
2
ship may make a Leadership test. If it is passed the ship may make a 45-degree turn immediately, however it may not go onto special orders next turn.
Manoeuvring Thrusters Additional thrusters along the crescent of the ship allow it to turn much more quickly. The ship reduces the distance it needs to move before turning by
3
5cm
Momentum Shifter The ship possesses a high capacity momentum transfer unit that allows it to transfer some of its momentum to nearby stars. When attempting to Burn Retros
4
or Come to New Heading special orders, the ship may add +1 to its leadership
5 Additional Power Nodes The ship contains additional power distribution nodes leading to its drives, allowing more power to be routed to them. The ship gains +5cm movement
6 Enhanced Guidance The ship is skilled at navigating celestial phenomena. When traversing an asteroid field the ship rolls 3D6 and selects the lowest two dice.
Ship Refit
D6 Ship Refit
Enhanced Sensors The ship possesses a system, which locates almost any artificial electromagnetic emissions nearby. When taking leadership tests to go onto special orders,
1
the ship gains +2 for enemy ships on special orders. Note, Sepulchre equipped ships must roll again as they already posses a superior system.
Scarab Cloud: The ship is surrounded by a cloud of scarab machines many kilometers thick that attacks incoming projectiles, and is so dense it affects incoming fire. The ship
2
gains +1 to its save when not on Brace for Impact. (So that a Tombship would have a 3+ save.)
Improved Self-Repair Instincts The vessel’s living metal has a highly developed sense of self, and acts to repair injuries with more effort than it normal would. The ship may roll
3
an additional dice when attempting to repair critical damage.
Dense Hull The ship’s hull is constructed of dense exotic matter, and gains 25% (rounding up – scythes become Battlecruiser/10, Tombships become Battleship/15) additional
4
damage, but its increased mass reduces its speed by 5cm and now uses the All Ahead Full rules in the Necron.
Improved Stealth Hull The ship is an especially stealthy vessel. Its hull is a further refinement of the normal Necron design, which is even harder to detect. As long as it is not
5
crippled it will never activate orbital mines or grant the enemy bonuses to their Command rolls if it is on special orders. Shroud Class Cruisers reroll this refit.
Gravatic Shifter The ship contains a modified phase shift device that renders it immune to the gravitational pull of celestial phenomena. It is not pulled towards a planet when on
6
the Low Orbit Table. It still however suffers column shits as normal. It will still crash if it hits the surface.
Weapon Refit
D6 Weapons Refit
1 Enhanced Turrets The vessel’s turrets are more effective than normal turrets. The ship adds +1 to its turrets value.
2 Enhanced Lightning Arcs The Lightning Arcs aboard this ship are particularly powerful, and do not suffer a right column shift when firing through blast markers.
3 Energetic Lightning Arcs This ship’s lightning arcs are more active in hunting targets than normal, and benefit from a left column shift on the gunnery table.
4 Additional Portals The ship gains +1 portal, even if it previously had none.
AI Fire Control The ship is able to run an artificially intelligent system in its weapons designed to track targets more effectively. The ship adds +1 to its leadership when attempting
5
the Lock On special order.
Velocity Compensation A system much like AI fire control activates when the ship is moving rapidly to compensate for the effects on fire control. If the ship is on All Ahead Full,
6
Burn Retros or Come to New Heading special orders, its firepower and lance strength is reduced by 25% rather than halved.
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