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Advanced Rules for Gothic Space Battles

The following section details optional advanced rules for games of spaceship combat, including tactics like ramming and boarding that are possible but not essential. Ramming allows a ship to attempt to damage another ship by moving into contact during its movement phase. Boarding involves rolling dice to determine if crew can capture an enemy vessel in the end phase. Celestial phenomena are also described which can provide interesting challenges but are not core rules.
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0% found this document useful (0 votes)
64 views17 pages

Advanced Rules for Gothic Space Battles

The following section details optional advanced rules for games of spaceship combat, including tactics like ramming and boarding that are possible but not essential. Ramming allows a ship to attempt to damage another ship by moving into contact during its movement phase. Boarding involves rolling dice to determine if crew can capture an enemy vessel in the end phase. Celestial phenomena are also described which can provide interesting challenges but are not core rules.
Copyright
© © All Rights Reserved
We take content rights seriously. If you suspect this is your content, claim it here.
Available Formats
Download as PDF, TXT or read online on Scribd

A DVA N C ED RU LES

The following section is dedicated to all kinds of exciting special stuff which may not occur in ordinary
games or would simply get in the way of trying to learn the basic rules. For example, ships ramming and
boarding are both viable tactics but don’t happen that often. They have been included in this section so
that they can be added in once the mechanics of the basic rules have been mastered. Likewise, celestial
phenomena and scenarios are not integral parts of the rules but can add a lot of interesting new twists to
your games.

O Eternal G od Em peror; who alone spreadest out the heavens and rulest the raging of the warp;
W ho hast com passed the void with bounds until day and night com e to an end;
Be pleased to receive into thy A lm ighty and m ost gracious protection the souls of thy servants and the fleet in which we serve;
Preserve us from the dangers of the void, and from the violence of the enem y;
That we m ay be a safeguard unto our fellow m an and his dom inions, and a security for such as pass through the void upon their lawful occasions;
That the inhabitants of our Im perium m ay serve thee, our Saviour and that we m ay return in trium ph with the fruits of our labours;
A nd with a thankful rem em brance of thy m ercies to praise and glorify thy H oly N am e;
Through thine eternal rule;
A m en. C om m on Prayer of the Fleet.

G O TH IC 32
A DVA N C ED RU LES

M O V EM EN T PH A SE
ALL AHEAD FULL – RAMMING SUMMARY DISENGAGING
RAMMING SPEED! Ramming ship: Roll a number of D6 equal to its FROM COMBAT
A ship moving at All Ahead Full may attempt to ram starting damage. Sometimes it’s better to run away and fight
a single enemy vessel as it moves. In order to ram, Rammed ship hit from the side or rear: Roll a another day. A ship may be crippled with no hope
number of D6 equal to half its starting damage. of defeating its attackers, or just outnumbered so
the ship must move into base-to-base contact with
Rammed ship hit from the front: Roll a number of
the target during the ship’s own movement phase. heavily that its captain decides that it’s hopeless to
D6 equal to its starting damage.
fight on. The classic approach to disengaging is to
Take a Leadership test for the ramming ship: if the
make a sudden course alteration and then cut all
test is passed, the captain skillfully manoeuvres
RAMMING power so that the ship cannot be detected by its
his ship into a ramming position. If the test is
energy emissions. With luck the vessel will simply
failed, the would-be rammer misses the target and
drift out of the immediate battle area and can set
continues its move. Obviously, it’s easier for an
course for home once it’s clear of the fighting.
escort to ram a battleship than the other way
Sometimes it even works…
round. So the Leadership test is taken on 3D6 if
the target vessel is of a smaller type than the In order to disengage, a ship must pass a
ramming one, but if the target vessel is a larger Leadership test at the end of its movement phase
type than the ramming one then the Leadership with the following modifiers:
test is rolled on just 1D6. Each Blast marker within 5cm +1
For example, the Imperial Lunar class cruiser Any celestial phenomena within 15cm +3*
Agrippa would take a Leadership test on 2D6 to ram Each enemy ship or Ordnance marker
another cruiser, on 3D6 to ram an escort or 1D6 to The Agrippa within 15cm -1
ram a battleship. The Unclean rolls rolls 8D6 to * This is for a tabletop feature such as an asteroid field or
4D6 to damage damage planet. If a tabletop effect such as a radiation burst or solar
If the ramming ship hits, roll 1D6 for each point flare is taking place this bonus applies anywhere on the
of its starting damage capacity (not the damage tabletop.
capacity it has left). Any dice that equal or beat the
If the test is passed, the disengaging ship is
target’s armour value score a point of damage on
removed from the tabletop and may not return
it. Damage from rams is not deflected by shields. Ramming example: The Agrippa, a Lunar class
during the game. If the test is failed the ship
cruiser, rams the Unclean, a Murder class Chaos
The ramming ship may well suffer damage too, so remains in play but may not fire, launch ordnance
cruiser in the starboard side. The Agrippa had a
the vessel being rammed rolls a number of D6 equal or attempt to use special order (except Brace for
starting damage capacity of 8 so it rolls 8D6 to
to half its starting damage. Any dice which equal or Impact) during the turn.
damage the Unclean (which has Armour 5), rolling 1,
beat the ramming ship’s front armour rating score a 2, 3, 3, 4, 5, 5, 6 and scoring 3 points of damage. By A ship moving off the table is considered to have
point of damage. If the vessels are hitting head on way of return the Unclean (with a starting damage disengaged, whether it intended to or not!
(ie, front to front) the rammed vessel rolls a number capacity of 8) rolls 4D6 to damage the Agrippa
of dice equal to its full starting damage capacity. (which has armour 6 on the front thanks to its
Once the ram attempt is resolved, the ramming ship armoured prow) rolling 3, 3, 5, 6 and scoring 1 point
continues its movement. of damage.

33 G O TH IC
A DVA N C ED RU LES

TH E EN D PH A SE
Boarding Modifiers For example the Hyperion (remaining damage 3) is
he Engineers stood ready,their tools exchanged
T for shotguns and heavy boarding gaffs. The
inner bulkhead was glowing white with the heat of
Enemy ship has Blast markers in contact
Enemy ship is crippled
+1
+2
boarded by the Plagueclaw (remaining damage 6).
After modifiers, the Plagueclaw scores a 6 while the
Enemy ship is on special orders +1 Hyperion scores a 4. The Hyperion has lost by 2 so it
the C haos boarding party’s cutters and with an loses 2 damage points. In addition, the result of
Orks or Chaos +1
explosion of light it gave way. The Engineers Heavy Fighting means that the Hyperion will suffer a
Space Marines +2
opened fire, filling the breach with the bodies of critical hit on a D6 roll of 4, 5 or 6. The Plagueclaw
their foes.
Own boarding value higher +1*
Own boarding value is twice the enemy’s +2* will also suffer a critical hit on a D6 roll of 5 or 6.
Own boarding value is three times the enemy’s +3* Drawn Combats
BOARDING ACTIONS Own boarding value is four or more times the enemy’s +4* If both players have the same score after modifiers
Boarding actions are bloody, desperate battles *Only apply highest modifier. the combat is a draw. In this case the ships grapple
between ships at very close range. The boarding Boarding Value together and continue fighting in each subsequent
vessel manoeuvres close to an enemy ship and A ship’s boarding value is equal to the number of end phase. Neither ship may move, shoot or
sends a wave of armed crewmen across via damage points it has remaining. The ship being launch ordnance until the boarding action results
teleporters, shuttles, life pods and in pressure suits boarded also adds its number of remaining turrets. in one of the ships being reduced to zero damage.
to grab a foothold on the outer hull of the enemy The victorious (ie, surviving) ship can then move
vessel. The attackers then blow breaches in the Boarding Action Results off and continue to fight in its next turn.
hull and swarm in to try to overcome the The player with the highest total score is the
defending crew in vicious firefights and hand-to- winner. The losing ship suffers 1 point of damage Multi-Ship Boarding Actions
hand combat. Boarding actions are dangerous for for each point it lost the combat by. There is also a When several ships attempt to board an enemy
both sides: even a victorious ship may suffer chance of each ship suffering a critical hit during vessel they add their boarding values together and
critical damage in the fighting or a prospective the fighting as shown on the table below. If a ship a single dice roll is made to work out the boarding
victim may explode with catastrophic results. is reduced to 0 damage by a boarding action do not results. Any damage points inflicted are distributed
roll on the Catastrophic Damage table, instead the amongst the attacking ships by the attacker
Moving in for Boarding ship automatically becomes a drifting hulk himself, but the chance of critical damage being
A ship may attempt a boarding action if it’s in (exception; if a ship is reduced to 0 damage by a caused applies to each and every ship attempting
base contact with an enemy vessel in the end critical hit, roll for catastrophic damage as to board.
phase before damage control has been attempted normal). Ships which survive being boarded may
or Blast markers are removed. If a vessel is going Escorts Ships Boarding
move off normally in their next movement phase. Escort ships can attempt to board other ships using
to attempt a boarding action it must be declared in
the movement phase when contact is made. the rules above. They can even attempt to board
RESULTS TABLE
Vessels attempting to board an enemy ship may capital ships if they wish, although escorts will
Difference Winners/Losers
not fire weapons or launch ordnance in the same only stand a chance against a badly damaged
In Scores Boarding Result Score Critical Hit On
turn because their crews are too busy participating vessel. Remember that when escorts are boarding
1 Stalemate 5+/5+
in the boarding action. 2 Heavy Fighting 4+/5+
or being boarded a successful critical hit will
3 Driven Back 3+/6+ destroy them, so it is quite possible for an escort to
To resolve the action both players roll a D6 and win a boarding action but be destroyed in the
4 Stormed 2+/6+
add the appropriate modifiers from the following process.
5+ Overwhelmed Auto/None
list.

G O TH IC 34
A DVA N C ED RU LES

HIT-AND-RUN ATTACKS Boarding Torpedoes damage and such teleport attacks require
Boarding torpedoes carry dedicated assault troops prodigious amounts of energy from the ship’s
In a hit-and-run attack, a select force of warriors
and can be partially guided while in flight. They reactors.
is dispatched to attempt to attack a specific
location on an enemy ship, planting charges to punch through the armour of the target, disgorging A ship may make a teleport attack in the end phase
take it out of action. An enemy vessel can be left their cargo of warriors into the midst of the enemy. against an enemy ship, that has no shields, within
helpless from damage inflicted by a hit-and-run Boarding torpedoes are launched like ordinary 10cm. Ships on special orders and crippled ships
raid, leaving it to be finished off with torpedoes and ships that can carry them are noted may not make teleport attacks.
conventional gunnery at leisure. in the fleet lists. It is not possible to launch
ordinary torpedoes and boarding torpedoes from a As you can imagine, it takes a lot more manpower
ship in the same turn. Unlike ordinary torpedoes, to disable the weapons batteries of a battleship
Hit-and-run attacks can be made by assault craft and
boarding torpedoes can make a single 45° turn at than it does a destroyer’s. Therefore, escorts and
torpedoes, or by ships teleporting troops onto nearby
the start of every ordnance phase, measured from defences with only one damage point left cannot
enemy vessels without the need for a ‘to hit’ roll.
around the centre of the marker. If boarding make teleport attacks. In addition, a ship can’t
Assault Boats torpedoes move into contact with a ship’s base, make a teleport attack against a target with more
Assault boats attack by clamping onto the outer they attack just like ordinary torpedoes (roll for hits at that point in the battle than it has itself.
hull of an enemy ship and then cutting their way turrets and to hit). Each one that hits makes a hit- A ship may only make one teleport attack each
through to allow their crew to attack inside. and-run attack in the Ordnance phase rather than turn. For each teleport attack make one hit-and-run
Assault boats can be launched just like any other inflicting a point of damage. attack against the target ship.
ordnance from flight decks and move 30cm in any
direction in every ordnance phase. The ships Teleport Attacks Resolving a Hit-and-run Attack
which may be loaded with assault boats are noted Ships which are close to their enemies may To resolve a hit-and-run attack, simply roll a D6.
in the fleet lists. attempt to initiate a small-scale boarding action On a score of a 1 the attack has failed, on a 2 or
using their teleporters. However, active shields more look up the score on the Critical Hits table
If an assault boat marker comes into contact with interfere with the teleport beams, so such attacks and apply the result immediately. This critical
a ship’s base, it can be shot at by turrets in the can only be made against an enemy whose shields damage can be repaired as normal. Remember that
same way as bombers. If it survives, it makes a have been knocked down. Only the largest ships an escort which has suffered critical damage is
single hit-and-run attack in the Ordnance phase have the teleport capacity to move enough men automatically destroyed, though they can Brace
and is then removed from play. onto their target to inflict the necessary amount of for Impact to counter the effects of the attack.

35 G O TH IC
A DVA N C ED RU LES

PLA N ETA RY D EFEN C ES


In certain scenarios, one player may be allowed to SATELLITE AND GROUND DEFENCES WITH
select planetary defences as part of their forces,
generally to assist in defending a planet against an UNIT SPECIAL RULES MULTIPLE HITS
attacking enemy fleet. All races use some Satellites and ground units are targeted using the Some large defensive platforms, such as space
equivalent to planetary defences to form networks Defences column on the Gunnery table. They may stations and the huge Blackstone Fortresses, have
of armed satellites and ground installations to only use Reload Ordnance special orders, and are multiple hits. When it comes to taking damage,
keep enemy ships at bay. Planetary defences also considered to be Leadership 7 when testing to see if these work just like capital ships. They suffer
they reload. They also use this nominal Leadership critical hits just like capital ships and get crippled
include system ships (vessels which have no warp
value for all other Leadership tests. When Blast once they have lost half their damage points. If a
drives and so are incapable of leaving the system markers are removed in the end phase, remove an
they are stationed in), minefields, etc. A full list of defence with multiple hits is reduced to 0 damage,
extra D6 Blast markers from those in contact with roll on the Catastrophic Damage table. However,
planetary defences can be found at the end of the each satellite or ground unit. When rammed, roll their
Ships of the Gothic Sector section of this book. defences never drift, they always remain in place.
full number of dice, as if rammed from the front
Two new unit types are introduced with planetary CRITICAL HITS TABLE
defences: satellite and ground.
EXTRA
Satellite units may not move as they are stationed 2D6 ROLL DAMAGE RESULT
in orbit around a planet or moon, or occasionally 2-3 +0 Lances Damaged. The station’s lance array is taken off-line by the hit. The station
in deep space. Their weapons are able to fire all may not fire until its lance armament has been repaired.
round so they don’t worry about fire arcs at all. 4 +0 Main Armament Damaged. Heavy damage silences the station’s weapons batteries.
They may not fire until it has been repaired.
Ground units protect planets from spaceships
5 +0 Ordnance Bays Hit. The station’s ordnance bays are ravaged by explosions. No
getting close enough to send troops down to the
ordnance may be fired by the station until the bays have been repaired.
surface. These anti-ship weapons are unable to
6 +1 Reactors Damaged. The reactors are damaged, shutting down the power to the
move because they are concealed in deep defences. Until power is restored the station’s shields and turrets are at half Strength.
underground silos for their protection. Ground 7 0 Fire! Oxygen lines are broken, leading to fires in many compartments. Roll to repair
units are limited to a single 90° fire arc extending (ie, extinguish the fire) in the end phase. If the fire is not put out it causes 1 point of
up from the planet’s surface. extra damage and keeps burning.
8-9 +1 Orbit Lost. The defences’ thruster assembly is disabled. The defence falls D6cm
towards the planet’s surface in each of its movement phases until either the damage is
GROUND UNITS repaired or it hits the planet and is destroyed.
10 0 Shields Collapse. The shield generators overload, leaving the satellite virtually
defenceless. The station’s shield Strength is reduced to zero and cannot be repaired.
11 +D3 Hull Breach. A huge gash is torn in the station’s hull, causing massive carnage.
12 +D6 Bulkhead Collapse. Explosions rip through the station as a series of pressure
Ground Unit doors collapse.
Fire Arc
90˚ Notes: If a critical hit is rolled which cannot be applied, for example a station with no lances gets a ‘Lances damaged’ critical hit,
apply the next highest critical instead. In this case the station would suffer main armament damage instead.
If a station suffers multiple critical hits to the same place they must all be repaired before the location functions again as normal.

G O TH IC 36
SQ UA D RO N S
“Heave the line to and prepare for a fight, battle squadrons Secundus and Veritas form up on my port quarter. By the
Emperor we’ve got them this time!”
Admiral Grafton at the battle of Arunthal.

Small ships, such as escorts, stand little chance of SQUADRON COMPOSITION SQUADRON FORMATION
damaging larger ships on their own, so they are
Capital ship squadrons are formed at the beginning of
normally grouped into squadrons. A squadron will
the game, before ships are deployed for battle. Escort
manoeuvre closely together and mass its weaponry
squadrons are selected as squadrons from the fleet list
to attack more effectively. Although cruisers and
at the time your pick your forces. A squadron can 12cm
battleships normally operate alone, they can also
contain up to six ships which must all be of the same
be grouped into squadrons for a major battle, where
type – ie, you can have an escort squadron, a cruiser
their awesome firepower can be put to good effect.
squadron or (yikes!) a battleship squadron. The ships 9cm
Squadrons may have all sorts of different names, in a squadron can be of different classes as long as they 15cm
such as formations, flotillas, packs, groups or are all of the same type. For example, you could form
forces, but they all work in the same way. an escort squadron of three Cobra class destroyers and
three Firestorm class frigates. In practice, it’s generally
SQUADRON a good idea to form squadrons from ships of the same Note that as the ships above are all within 15cm of
class because it makes manoeuvring and choosing another ship in the squadron, they are all in formation.
COMMAND CHECKS special orders easier – but it’s all a matter of taste. Sometimes ships will drop out of formation due to
Using squadrons enables the Admiral of the Fleet to
bad manoeuvring, ships being destroyed, etc. If a
give orders to groups of ships at the same time, instead
of having to relay orders to each ship in his fleet
SQUADRON FORMATION ship drops out of formation it no longer counts as
To count as being part of a squadron, ships must part of the squadron until it moves back to within
individually. In Battlefleet Gothic this translates into
remain close to at least one other vessel from the same 15cm of another ship in the squadron. A ship
the highly desirable advantage of only having to make
squadron during the battle. Each ship must be no more which is out of formation must be moved back
a single Leadership test to place a whole squadron on
than 15cm from another ship in the squadron so that into formation as soon as possible and it may not
special orders. Also, if the squadron is made up of
the whole squadron forms a continuous chain with use special orders until it has done so.
capital ships with different Leadership values, the
highest Leadership value in the squadron is used for ‘links’ of up to 15cm between each ship.
taking Command checks. Remember, in the case of
The Flag Lieutenant’s voice was cracked and harsh. “O pticon reports enem y squadrons closing to starboard”. “Show m e.” C aptain
escorts each squadron has a single Leadership value
G renfeld replied. H is lectern flared into greenish light, showing the starboard view from the opticons. Predatory outlines of C haos
Normal Command check modifiers for enemy ships appeared,scrolling num bers and letters giving their estim ated course and speed.“They’re trying to get in behind us” he m urm ured
“Lieutenant,alter course to one-oh-eight…” The Flag Lieutenant looked shocked “But that’ll put them right on our stern sir!”.G renfeld
contacts and for being under fire apply to
gazed at him levelly, “C onvey m y orders or leave the bridge Lieutenant.” The Lieutenant paled “A …Aye sir, course to one-oh-eight.”
squadrons, even if only some of the ships in a “Then hail Fury squadron.H ave them close up to twenty thousand and engage the enem y when they begin their attack run on us…”
squadron have Blast markers in base contact.

37 G O TH IC
SQ UA D RO N S
Manoeuvring Squadrons Allocating Hits against Squadrons MIXED SQUADRONS
Individual ships within a squadron can manoeuvre When a squadron is fired upon, any hits scored are
freely within the standard movement rules, as long allocated to the nearest eligible ship in the
as they stay in formation. squadron until it is destroyed, then the next nearest Unclean
eligible ship takes the remaining hits and so on.
SQUADRON MANOEUVRING Ships in the squadron which are out of range or
fire arc of the attacker may not be hit.

ATTACKING SQUADRONS
Unclean
15cm
Sword
(Armour 5)
Cobra
(Armour 4)
In this example, the Unclean is firing on a mixed
squadron including a Sword class frigate and a Cobra
class destroyer. Rolling three dice, it scores a 4, 5 and 6.
Escort The 4 is good enough to hit the Cobra and is allocated
Squadron to it, the 5 and 6 can hit the Sword and both are
allocated to that ship as it is a closer target.

In the example above the escorts in the squadron have In the example above, the Chaos cruiser Unclean targets SHOOTING BY SQUADRONS
manoeuvred individually so that two have made a turn an Imperial frigate squadron and scores 3 hits. The first
As mentioned earlier, squadrons combine their
to starboard while the other two have continued moving hit knocks down the shield of the nearest frigate within
the Unclean’s fire arc and the second hit destroys it. The firing together. When a squadron shoots it is
straight ahead. Note that they are still in formation at
third hit is taken on the next nearest frigate, knocking subject to the normal rules and restrictions for a
the end of their move.
down its shield. Note that there is a frigate closer to the single ship. So, for example, if a squadron wants to
Unclean than the one which was destroyed but it is out fire at a target other than its closest enemy it must
SHOOTING AT SQUADRONS of the Unclean’s fire arc and so cannot be hit. pass a Leadership test to do so. Any ships in the
When a squadron is targeted it is quite likely that squadron out of range or fire arc of the squadron’s
some of its vessels will present different target Different Armour values
primary target may fire on another enemy.
aspects to the attacker. For example, some ships in A mixed squadron of ships may include vessels
the squadron may be closing targets while others with different armour values, or armour may vary Firing Weapon Batteries
are abeam. In this case, the attacker can select because the ships have differing values on their Squadrons firing weapons batteries normally add
which category of targets to go after but he cannot front and sides. When attacking a squadron with a their firepower together before working out how
score hits on anything that is harder to target than mix of armour values find out what the lowest many dice they roll on the Gunnery chart.
the category he chose. For example, if a squadron armour is before rolling the dice. Any dice which However, squadrons firing weapons batteries can
has two ships closing and two abeam and the equal or beat the lowest armour in the squadron throw up a few problems because ships may be in
attacker fires at them as if they were all closing will score hits: allocate the dice one at a time, a position to fire at the target ship from different
targets he can only score hits on the two closing starting with the lowest rolls against the nearest aspects, ranges, etc. Where this occurs calculate
ships. targets they can affect and work your way up. the ships’ firepower individually.

G O TH IC 38
SQ UA D RO N S
Launching Ordnance
Ships in a squadron launch ordnance individually unless
+++A SSU M E.ATTA C K .FO RM ATIO N .D ELTA +++REA DY.TO RPED O ES+++ they are in base-to-base contact. Any ships in base-to-base
FIRE.SEQ U EN C E.D ESTRU C TU S+++LAU N C H .450.5.FRO M .ATTA C K . contact with other ships from the squadron can opt to
SIG N A L+++LAU N C H .TRA JEC TO RY.45/67/90.5%+++LET.O U R.W EA PO N S. combine their ordnance together into a bigger attack craft
BRIN G .TH E.EM PERO R’S.V EN G EA N C E+++ wave or torpedo salvo. Measure the distance travelled by
a combined ordnance attack from the ship furthest from
the target, to ensure that it doesn’t get a free speed boost
due to being part of a combined force.
WEAPONS BATTERIES
COMBINED SALVOES
Unclean This attacking escort
squadron has three
ships abeam of the
Unclean and one
behind it. In this case,
the three ships abeam
would be worked out 30cm
together and the ship
firing at the Unclean In this example, three Cobra class destroyers in
whilst it is moving base-to-base contact have combined their
away is worked out Strength 2 torpedo salvoes into a single Strength
Escort
separately. 6 salvo. Note that the distance the torpedoes
Squadron travel is measured from the furthest Cobra.

39 G O TH IC
TH E BATTLEFIELD
In order to fight a battle you will need somewhere By far the best option, if it’s available, is to fight You can play on a smaller area quite easily but
to set up your battlefield – any flat, stable area will over a gaming board made up of sheets of you’ll need to keep the forces that are fighting
do. Some people make do with a smooth bit of chipboard, plywood or MDF laid over another proportionately smaller to ensure that you’ve got
floor but most use a kitchen or dining table table. Typically the battlefield should be between some room to manoeuvre.
(preferably protected by a cloth or blanket). 6' to 8' long (around 1.8 metres to 2.4 metres) and
4' to 6' wide (1.2 to 1.8 metres).

“Into the jaws of death, into the m outh of hell!”

Lord A dm iral Ravensburg’s opening order at the Battle of G ethsem ane.

G O TH IC 40
TH E BATTLEFIELD

C ELESTIA L PH EN O M EN A
Space, the void, vacuum. Sounds empty, but an expert at constructing planets, moons and other Setting Up Celestial Phenomena: Method 1
actually there’s all kinds of stuff floating around phenomena out of the most mundane of household One of the players positions all the celestial
between the stars. It’s not exactly densely packed, goods. This subject is covered in more detail in the phenomena on the table. His opponent can then
of course, but it has its effects on navigation and colour pages of this book, where you’ll find plenty pick which table edge to deploy from. Many of the
combat, so, strategy being what it is, this means of examples of home made scenery. White Dwarf scenarios require you to roll for choice of table
that battles will usually be fought around and over magazine often contains articles about making edges, but if one player has set up the celestial
it. For example, dust clouds and asteroid fields are scenery and can serve as an invaluable source of phenomena then it is only fair that his opponent
enough to force a ship to slow down as it passes ideas and inspiration. chooses which board edge to deploy from. This is
through the area, making it an ideal spot for an a good method if you are playing a game at one
ambush. Equally, capturing or raiding worlds will PLACING player’s house, as he can set up the celestial
always be an objective of enemy ships, ensuring phenomena before his opponent arrives, allowing
that space combat will often happen in close
CELESTIAL PHENOMENA you to get straight on with the battle.
proximity to planets. ON THE BATTLEFIELD Setting Up Celestial Phenomena: Method 2
There are many ways to set up celestial
Incidentally I’ve called this section Celestial Divide the table into 60cm square areas. Next roll
phenomena and any method is perfectly
Phenomena because terrain simply didn’t seem a D6 for each area. On a 4 or more the area
acceptable as long as it creates a fair battlefield.
like the right word. Nonetheless this is terrain for contains celestial phenomena which is determined
Remember that the purpose of setting up celestial
space battles and it forms an important part of the using the appropriate battlezone generator. Roll a
phenomena is to provide an entertaining and
game – so don’t skimp on it! D6 to determine which of the generators to use for
interesting battlefield, not to impede movement or
this battlefield (or agree on one with your
So you’ve got your battlefield, but it’s a lines of fire so much that it becomes almost
opponent) and then roll on that generator for
featureless, empty void. While this might be impossible to actually fight the enemy. If a piece
celestial phenomena in each area. Position the
appropriate if you’re in the depths of space it of scenery is going to be a major feature of the
phenomena anywhere within the area, but don’t
makes for a rather dull battle. Celestial battle, such as a wide asteroid belt spanning the
place them on top of each other. We’ve included a
phenomena are an important feature of every table, then you need to okay this with your
set of sample battlezone generators over the
battlefield. A good commander will use them to opponent. This sort of battlefield is perfectly fine
following pages, but it’s easy enough to come up
his best advantage during a battle, blocking the and might make for an enjoyable game but you
with your own customised ones that include all the
enemy’s lines of fire, getting his heavy ships into and your opponent would have to agree upon it
celestial phenomena in your own collection.
good firing positions and concealing his escorts beforehand. Here are some different methods you
until they are ready to strike. might employ when setting up your battlefield. Setting Up Celestial Phenomena: Method 3
As a variant, you can use the fleets’ attack ratings
Building up a collection of scenery to represent
to determine which battlezone the battle is fought
celestial phenomena is an important and C ross the stars and fight for glory
in. This represents the two fleets trying to pick
enjoyable part of the hobby, as it enhances your But ‘ware the heaven’s wrath
Take yer salt and hear a shipm an’s story their ground by offering battle where it suits them
games. Most types can be easily represented on
Listen to tales of the gulf best. Each player secretly chooses a battlezone and
the tabletop at minimal cost using sand, pebbles, O f stars that sing and worlds what lie adds the number of the battlezone to his fleet’s
etc. Beyond this there are almost limitless Beyond the ghosts of the rim
But rem em ber, lads, there ain’t no words attack rating. Both players then declare their total
opportunities for making scenery easily and
for every void-born thing score. The player with the highest score wins and
cheaply. With a little effort you will soon become
the battle is fought in the zone he chose.

41 G O TH IC
TH E BATTLEFIELD

BATTLEZO N ES
Most inhabited systems can be divided om e of the fiercest fighting of
into six regions or zones from deep
space through to the flare region close
S the G othic W ar took place in
and around Q uinrox Sound. W ith
to the system’s sun. When you play a
scenario, the battlezone information a large proportion of hive worlds
will either tell you which part of the star
and m ining colonies, the Q uinrox
system the scenario takes place in or
leaves you to use one of the methods Sound was a m ajor source of
for placing celestial phenomena m aterials for building and repairing
mentioned earlier. Once you have ships, and both sides took heavy
established which part of the system
you are fighting in, roll for phenomena
casualties attem pting to control the
on the appropriate following Battlezone sub-sector. In the C orilia system
generator. alone, known to m any as the
H ulk’s G raveyard, there were the
rem ains of at least thirteen
Im perial and C haos capital ships,
and two dozen or m ore escorts,
creating a field of debris and
shattered hulls spreading across the
inner system . The H ulk’s
G raveyard itself becam e a focal
battlezone, as Im perial and C haos
forces tried to salvage as m uch as
they could from the derelict
vessels to be found there.Q uinrox
Sound becam e the scene for daring
4. P

raids to capture prize ships and a


gathering place for pirates and
RIM
3.IN

5.OUT
2.M

other renegades to steal whatever


NER

ARY
ER

resources they could find. Enem y

6.DEEP SPACE
1.
FL

ER REACHES
CU

ships lay in wait am ongst the


BIOSP

BIOSPHERE
AR

RIAL

drifting wrecks, waiting for the


ER

opportunity to am bush som e


EGION

HERE
ZONE

unwary foe.

G O TH IC 42
TH E BATTLEFIELD
1. Flare Region Generator D6 Roll Result 6. Deep Space Generator
The flare region is closest to the system’s sun. It is 1 Roll again: 1-3=Radiation burst Ships coming out of the warp must appear some
an area scoured by incandescent flares of super- 4-6=solar flare distance away in deep space or risk destruction
heated gas from the surface of the sun and fierce 2 Asteroid field among the graviton surges in-system. Many
radioactive winds. Planets this close to the star are 3 D3 asteroid fields civilised worlds have specific jump points marked
almost always death worlds, places too ravaged 4 D3 gas/dust clouds by beacons to assist navigation. An ambushing
by the sun’s heat to be habitable to life. 5 D3 gas/dust clouds fleet will often lurk near a jump point in the hope
6 Planet (roll again: of catching an emerging foe unaware.
D6 Roll Result 1-5=small, 6=medium)*
D6 Roll Result
1 Solar flare
1 D3 asteroid fields
2 Solar flare 4. Primary Biosphere generator
2 Asteroid fields
3 Radiation burst In the primary biosphere a balance is struck
3 D3 gas/dust clouds
4 Asteroid field between the burning heat of the sun and the icy 4 Gas/dust cloud
5 D3 gas/dust clouds cold of the void. Most inhabited worlds lie within
(generally a solar flare remnant) 5 Warp rift
this biosphere and it’s here that the bulk of a 6 Small planet (a rogue planet
6 Planet (roll again: system’s defences are built. in a highly eccentric orbit)*
1-5=small, 6=medium)*
D6 Roll Result
*In all cases a maximum of one planet will be present on the
2. Mercurial Zone Generator 1 Asteroid field tabletop: if a second planet is generated roll again.
At the mercurial zone the sun’s ferocity is still 2 D3 asteroid fields Remember to roll to see whether a planet has any moons. If
awesome to behold, but solar flares less frequently 3 Gas/dust clouds a large planet is generated, it will have rings around it on a
reach out to burn everything in their path. 4 D3 gas/dust clouds D6 roll of 4 or more.
Occasionally a planet can be found in the 5 Planet (roll again:
mercurial zone which can sustain limited life deep 1-5=small, 6=medium)*
underground or constantly moving around its dark 6 Planet (roll again: >>ATTA C H ED SYSTEM DATA D O W N LO A D <<
side to shelter from the sun’s rays. 1-5=small, 6=medium)* >>TRA N SM ITTIN G <<
>>
>>REC EIV ED <<< <
D6 Roll Result 5. Outer Reaches Generator
1 Solar flare The outer reaches of a system are the realm of gas N am e: Elysium
2 Radiation burst giants and worlds generally too cold and harsh to C luster: Therax
3 Asteroid field support life. Many battles between ships occur Location: G othic Sector, Segm entum
4 D3 gas/dust clouds here as the system’s defenders attempt to prevent O bscuras
(solar filaments or flare remnants) enemy ships reaching the primary biosphere. Attitude: V H 32/H S172
5 D3 gas/dust clouds
D istance from Terra: ≅26,364 light years
(solar filaments or flare remnants) D6 Roll Result
6 Planet (roll again: Prim ary type: Solitary F6V .
1 D3+1 asteroid fields
1-5=small, 6=medium)* O rbital bodies: V : D -C lass; Secondaries;
2 D3 asteroid fields
3 D3 gas/dust clouds V -class; A -class; C -class; Secondaries;
3. Inner Biosphere generator 4 Gas/dust cloud G -class; D -class
As the inner biosphere is reached, planets become 5 Planet (roll again: G raviom etrics:4B*87/ 62659+8[7>674/98{56
more hospitable, though often their atmospheres 1-3=small, 4-6=large)* /87}76-0K H :6{98+5/L98}hg/76.99.]
are a noxious soup of harmful gases. Nonetheless 6 Planet (roll again:
colonies and hive cities occur in the inner 1-3=small, 4-6=large)*
biosphere of certain systems.

43 G O TH IC
TH E BATTLEFIELD

TA BLETO P FEATU RES


The following features are celestial phenomena GAS AND DUST CLOUDS ASTEROID FIELDS
that are placed onto the tabletop. Remember to Gas and dust clouds represent areas of space with Asteroid fields orbit most stars at varying
leave plenty of empty space between them. a notably greater density of (mostly) hydrogen gas distances. They are generally thought to be debris
Tabletop features are generally placed in relation or tiny particles of matter. These clouds may be fragments left over from collisions between
to the nearest star. This is because nearly fragments left over from the formation of stars and planets during the formation of a star system.
everything caught in the inconceivably gross star systems, the outer fringes of nebulae or Asteroid fields may also be left over after the
gravitational pull of a star will be in some kind of protostars, or even gasses ejected by solar flares. destruction of a planet or moon, or represent an
orbit around it. They represent a moderate navigational hazard to area of wreckage resulting from a space battle.
shipping: basic shielding is sufficient to prevent
When placing these features, start by determining damage occurring but ships are slowed somewhat Effects
which table edge is closest to the nearest star, by passing through them. Gas and dust clouds An asteroid field blocks line of fire and any
described as “sunward” in Battlefleet Gothic. To impair targeting by weapon batteries and may torpedoes that strike it are detonated. Hulks which
do so roll a D6. destroy ordnance which passes through them, drift into an asteroid field are also destroyed.
making them potentially useful areas to exploit in Attack craft squadrons which move through an
DETERMINING SUNWARD EDGE ship-to-ship combat. asteroid field are destroyed on a D6 roll of 6.

2-3 Effects Ships moving through an asteroid field, or coming


into base contact with the edge of one, must pass a
To ships in base contact, gas and dust clouds have
Leadership test on 2D6 to navigate it successfully.
the same effect as a single Blast marker in all
Ships using All Ahead Full special orders make the
respects (ie, on firing, movement, shields,
1 D6 ROLL 6 Leadership and ordnance).
test on 3D6 instead. Escort ships may re-roll the
Leadership test if they fail it, but the second roll
Placement stands whether it is successful or not. A ship that
Use flock or cotton wool to show gas & dust fails the Leadership test suffers D6 damage from
clouds, usually found in bands or streamers asteroid impacts, but its shields will block damage
4-5 running parallel to the sunward table edge. Each as normal.
band is D6x2cm wide and D6x5cm long.
Once you have established which way is sunward, ASTEROID FIELD PLACEMENT
you can start to place celestial phenomena. Each of GAS & DUST CLOUDS
the types is listed as follows with suggested sizes
and methods of placement. However, if you have D3x5cm
D6x5cm
phenomena made up on bases of a particular size
or something similar just use them the way they
D6x2cm D3x5cm
are. Likewise, don’t let the following suggestions
stop you from doing something interesting or
Sunward edge
exciting: they are just there as guidelines to take Sunward edge
some of the brain ache out of setting up the
tabletop, not as definitive rules.

G O TH IC 44
TH E BATTLEFIELD
Placement up to 2D6x10cm away from the rift, pointing in attempt to establish forward bases or extend their
Asteroid fields can be represented by an area of any direction. If it fails, the ship disappears from control throughout a contested system.
rocks, pebbles, gravel or kitty litter (unused!). the battle altogether – lost in the warp!
Effects
Like gas and dust clouds, asteroid fields are
Roll a D6 for each ship lost in the warp after the Planets are represented by a template or model
placed so that they run parallel to the sunward
game: on a 1 it is lost in the warp forever, doomed (ball) placed on the tabletop. The template blocks
table edge. Typically, asteroid fields are D3x5cm
to drift on the tides of the immaterium until its line of fire and any torpedoes that strike it are
wide and D3x5cm long.
crew die, on a 2-6 it is only temporarily lost and detonated (much to the distress of any local life-
will eventually find its way back to the fleet. forms!). Hulks which drift into a planet are also
WARP RIFTS destroyed. Ships may move ‘through’ a planet (by
Occasionally, a temporary rift can occur between Placement
passing over or under it).
normal space and warp space, particularly during Use a strip of white paper, cloth or cotton wool to
a powerful warp storm or after a large fleet has represent a warp rift. The rift is D3x5cm wide and Every planet is surrounded by an area of space
dropped out of the warp. Moving into such a rift D3x10cm long. where its gravitational pull is strong enough to
is highly dangerous, but may well provide an edge affect shipping. This area is referred to as its
for a desperate or foolish captain. PLANETS gravity well. The gravity well extends out a set
Less than 1% of systems have planets orbiting a distance from the edge of the planet template and
Effects affects a ship’s manoeuvring as follows.
solitary star in the manner of ancient Terra. Even
A warp rift blocks line of fire and any torpedoes
so, there are millions of star systems containing TYPICAL PLANETARY TEMPLATES:
that strike it are detonated. Hulks which drift into
billions of worlds scattered across the galaxy.
a rift disappear, never to be seen again, so they Small planet (eg, the size of Mercury, Pluto or
Most planets are either desolate, empty and
may not be salvaged after the battle. Attack craft Mars) – up to 15cm diameter.
airless, or surrounded by an atmosphere too
squadrons which move into a rift are destroyed. Medium planet (eg, equivalent to Venus or
noxious to support life. In the Gothic sector there
are over two hundred inhabited worlds and tens of Earth) – 16-25cm diameter.
Ships moving into a warp rift must pass a
thousands of other planets. Planets often become Large planet (eg, the size of Saturn or
Leadership test on 3D6 to navigate it successfully.
the focus of space battles as opposing fleets Jupiter) – 26-50cm(!) diameter.
If the ship passes the test, it may be repositioned

45 G O TH IC
TH E BATTLEFIELD
TYPICAL GRAVITY WELLS: Placement MOONS
Planets are usually so far apart that only one will Most planets have many small moons around them
Small planet – up to 10cm from template edge.
be placed on the tabletop, although in spectacular and most of these are no larger than generously
Medium planet – up to 15cm from template edge.
‘When Planets Collide’ scenarios you might want sized asteroids. These rules are confined to dealing
Large planet – up to 30cm from template edge. to place two planets in shockingly close proximity. with larger moons several thousand kilometres in
Ships within the gravity well of a planet may make diameter.
a free 45˚ turn at the beginning and end of their RINGED PLANETS
move, but the turn must always be made towards the Effects
Occasionally planets (usually the larger ones) have
planet. The ship does not have to move its minimum Moons count as small planets in all respects,
rings made up of gas, dust and asteroids. These are
distance before it is able to make its free turn. including when deciding the effects of their
represented by gas and dust clouds and/or asteroid
gravity wells on turning ships.
A ship within a planet’s gravity well may elect to fields placed in a ring around the planet.
enter high or low orbit. A ship does not have to move Placement
Placement
whilst it is in high orbit, but such a stationary ship Medium planets typically have D3-1 moons, large
If there is a large planet on the table roll a D6. On
uses the defences column for gunnery purposes if it planets have D6-2 moons. Moons are up to 5cm in
a 5 or 6 it has rings around it. Place D3 rings
elects to remain stationary. A ship that enters low diameter. A planet’s moons are placed 2D6x10cm
around the planet, then roll a D6 to see what sort
orbit, however, is removed from play and (where the from the planet: roll randomly to see which
each ring is: 1-4 = gas/dust, 5-6 = asteroid. Each
scenario requires it) is placed on a separate low orbit direction they are from the planet.
ring is D6cm wide and begins D6x5cm away from
table. Ships moving up from low orbit are placed the planet’s edge. Note that some may end up
touching the outer edge of the planet template. merging into one another, but that’s fine.

“A nd about Port M aw were ringed m any defences.Fortresses in orbit and platform s bristling with weapons lay in wait for an
unwary attack.M inefields in abundance were there to discourage the foolish.”
Lexicus Planetarium , M .38

G O TH IC 46
TH E BATTLEFIELD

TA BLETO P EFFEC TS
The following features affect the entire battlefield. instead of one. At short range (15cm or under) RADIATION BURSTS
They may be combined with tabletop features to targets are ‘silhouetted’ instead, so make two As well as solar flares and often in conjunction
produce, for example, a battle around a planet column shifts left. with them, a sun will frequently emit bursts of
close to a sun. radiation, including electromagnetic and radio
SOLAR FLARES waves. These temporarily scramble any
FIGHTING SUNWARD Most stars periodically release explosive bursts of communications traffic between ships and even
In battles close to the centre of a system, the energy over small areas of their surface. Of course disrupt ship-board commnets. Commanding a
presence of the local star has powerful effects on small, in solar terms, means areas hundreds of ship in these conditions is extremely difficult and
the ship’s ability to detect other vessels. At millions of kilometres across! These huge flares for this reason most commanders assiduously
extreme ranges, the glare of the sun will tend to of energy rush outward at tremendous speeds, avoid the flare region of the local star.
obscure the energy signature of enemy vessels, flooding the vicinity with highly charged particles
Effects
making them difficult to target accurately. In close and magnetic shock waves. A shielded vessel can
Roll a D6 at the start of each turn. If more than
proximity, an opposing ship with the sun behind it find its protection virtually overwhelmed by these
one radiation burst was generated as part of the
is easier to pick out and track using reflection events and a vessel without shields is sure to
celestial phenomena, roll a D6 for each one
surveyors and image capture devices. suffer damage.
generated. For each roll of 5 or 6 a radiation burst
Effects Effects occurs. Roll a D6 to see what the interference
In the outer reaches and deep space the light from Roll a D6 at the start of each turn. If more than level of the burst is and all ships on the table
the distant star has no effect on combat. In battles one flare was generated as part of the celestial reduce their Leadership value by the interference
taking place from the flare region to the primary phenomena roll a D6 per flare generated. On a roll level for that turn. For example, if a radiation
biosphere, fighting sunward has the following of a 6 a flare occurs. Each ship on the tabletop has burst occurs and a 3 is rolled for the interference
effects: one Blast marker placed sunward of them. Any level, all ships suffer -3 to their Leadership for the
ship without shields will suffer one hit and will rest of the turn.
Any firing conducted towards the sunward table
take critical damage on a roll of 4 or more on a
edge doubles the column shifts for long and short In addition to the reduced Leadership for the
D6. Roll a D6 for each Ordnance marker – on a 4
range. At long range (over 30cm) the powerful interference, Fleet Commanders may only use
or more it is removed from play.
photosphere blinds long range sensors, so take their re-rolls for Command checks for their own
two column shifts right on the Gunnery table ship or squadron during radiation bursts.

he klaxon was sounding all across the ship now.I tried to enter the lower bridge,but the em ergency bulkheads had shut.Sporadic bursts from the engines were pushing us to starboard
“T and dipping the stern down towards Proxadis’outer m oon.I heard one of the Tech-Priests reporting over the internal com m -net that the artificial gravity had failed along the starboard
quarter gun-decks.W ith the bridge presum ed destroyed,I was left as the highest authority on board.I ran into a party of ratings trying to jettison the blazing rem ains of the tertiary starboard
lance turret and I ordered them to get to the saviour rafts.A nother explosion shook the ship, sending us flying in all directions.Running up to the secondary aft bridge, I took stock of the
situation. W e had lost all helm control, the fifth, ninth and eleventh reactors were discharging plasm a and the num ber three reactor was going into endphase overload. I ordered the general
abandonm ent and led the aft bridge crew to the rafts at the end of ‘C ’ deck, port quarter.Just as we jettisoned, I saw the outside of the ship through the port.Plasm a was slowly engulfing
the whole of the engine section.A gaping hole had been torn through both quarter galleries and fires were burning up on the bridge section.W e had perhaps got 12,000 away when the reactors
blew, sending a sheet of gas and flam e surging towards us.It passed by about 4,000 away, but the shockwave buffeted us badly, and the engines cut.”
The loss of the Invincible by 4th Lieutenant Burns, one of only 1,250 survivors.

47 G O TH IC
TH E BATTLEFIELD

FIG H TIN G IN LO W O RBIT


In certain scenarios, ships can enter low orbit to before they can turn. To represent interference and transports which voluntarily move off the
attack a planet. Achieving low orbit is essential to from the planet’s gravity well and the outermost planet edge are said to have landed and are
any such attack, since a drop ship’s range is very edges of its atmosphere, all firepower shooting in removed from play; capital ships cannot land. If a
limited and any attempt to bombard ground forces low orbit suffers one column shift to the right, ship in low orbit moves off the table from any
from a greater distance is purely up to chance. lances and nova cannons require a 4+ roll to fire other edge, it is assumed to have left low orbit and
and torpedoes may not be fired by ships at all. is placed back on the main table, touching the edge
You will need a separate table (or section at one
of the planet. A ship may not enter low orbit and
end of the main table) to represent low orbit. This Ships which move within 45cm of the planet edge
then leave it again in the same turn.
doesn’t need to be very large – 45-60cm wide x will be gripped in the heart of the gravity well and
90-135cm long should be sufficient. One long must use their engines to keep station if they don’t Apart from this, movement and combat is resolved
table edge should be nominated as the planet edge wish to crash. At the start of each player’s turn, all in each player’s turn as normal.
and represents the planet itself. Ships within the ships within 45cm of the planet table edge are
If you’re limited for space, you can represent the
gravity well of a planet may elect to enter low moved directly towards the planet (without
low orbit table with a sheet of paper and markers,
orbit at the start of any of their turns – place the changing facing or turning in any way).
using a scale of 1mm:1cm on the Deep Space
ship on the low orbit table, touching the edge The distance that they move depends upon the size table. Alternatively, you could use graph paper to
furthest from the planet. of the planet: small=5cm; medium=8cm; plot moves in low orbit, again changing the scale
Ships in low orbit do not have to move and capital large=10cm. Any ship that moves off of the planet as appropriate.
ships do not have to move a minimum distance table edge in this way is totally destroyed. Escorts

G O TH IC 48

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