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BFG Fleet Compendium

This document is an unofficial Spanish translation of the Battlefleet Gothic game rules and ship compendium, created by enthusiasts for personal use. It includes detailed fleet lists, ship types, command structures, and gameplay mechanics for various factions within the game. The document emphasizes that it is not for commercial distribution and may not fully align with the original English rules.
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© © All Rights Reserved
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0% found this document useful (0 votes)
34 views249 pages

BFG Fleet Compendium

This document is an unofficial Spanish translation of the Battlefleet Gothic game rules and ship compendium, created by enthusiasts for personal use. It includes detailed fleet lists, ship types, command structures, and gameplay mechanics for various factions within the game. The document emphasizes that it is not for commercial distribution and may not fully align with the original English 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

Battlefleet Gothic – Unofficial Translation

BattleFleet Gothic
Compendium of Ships and Rules

All ships and special rules of BFG included in the Regulations, Armada, Battlefleet
Gothic Magazine, Warp Storm, Annual, translated from English.

Note: This document is made by enthusiasts and for enthusiasts without any profit motive and for use
personal, it only aims to translate into Spanish the multitude of information in English that exists about this game and therefore
may not be ceded or commercially distributed. All registered trademarks belong to their owners, in
especially to Games Workshop, owner of the game. It is not guaranteed that the information contained is true or
They adjust to the original rules and purposes. They do not include the published game rules in Spanish in the Regulation.
Official.

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Battlefleet Gothic – Unofficial Translation

SHIPS OF THE BATTLEFLEET GOTHIC


In this section, the fleet lists are incorporated to allow you to collect and
fight with Imperial fleets, Marines, Chaos Traitors, Eldar, Necrons,
Tyranids, Orks or Tau.

Each fleet list is divided into the following sections:

Fleet commander: You can choose a commander to lead your fleet, who could be
An Imperial Admiral, a Chaos War Lord, an Eldar Pirate Prince or a Warlord
Orko. A fleet with a total value of over 750 points must be led by a Commander.
for fleets. For smaller fleets, it is only an option, but not an obligation.
In the Chaos Fleet list, you are also offered the opportunity to choose Chaos Lords.
that direct specific ships, while the orc player can include more than one Warlord.
The different options for your fleet commanders are presented in this section.

Fleet Commander Repetitions


Fleet Commanders can have a certain number of Repetitions, as indicated in the section of
Fleet commander. Each of these Repetitions can be used only once per game and allows to repeat a
Failed command check or a Leadership Check with a ship or a squadron of the corresponding fleet.
Remember that only one Repetition can be used at a time, so it is not possible to repeat more than once.
Leadership Check. If the flagship of the fleet Commander suffers a result in critical damage
From the crushed command bridge, any available Fleet Commander replication will be lost.
automatically for the rest of the battle.

Command ships: This section shows the number and type of command ships that
you can include in your fleet. Often the number of larger command ships (such as
The battleships) that you have access to are restricted by the number of current cruisers.
included in your fleet. This is because vehicles of such size rarely
they operate independently, and normally only fight in large formations.

Escorts: This section shows the different types of escorts available for each fleet. No
There is usually a limit to the number of escorts allowed in a fleet, although the number of certain
types of escorts could be restricted in some way on one of the lists.

Artillery: Detail the different types of artillery that the ships of each fleet have.

Values in points

Each type of ship usually has a point value in Battlefleet Gothic, which reflects how useful it is.
it results in gameplay terms. The higher the point value of a ship, the more powerful it is.
it's in battle. For example, a small Imperial Cobra-class destroyer costs only 30 points,
while an immense Desolator class Chaos battleship costs 300 points - one of these
equivalent to 10 Cobras!

Batch size
When a battle is played, a fleet with a maximum points value is usually chosen.
previously agreed. For example, you could decide to play a Fleet Clash at 1,500
points, which means that each of you must choose a fleet of up to 1,500
total points. A battle of between 500 and 1,000 points can be played in a couple of hours,
while battles with fleets of 1,500 points or more will last longer in proportion. A

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Battlefleet Gothic – Unofficial Translation

a battle of 3,000 points will probably last a whole day, and if you want to play battles still
adults, you should find a place to spend the night!

In some scenarios, the fleets should not be chosen with an equal point value, or
additional ships can be included for random value at points. When this is the case, the
The scenario will indicate the proportion in points of each fleet.

Use of fleet lists

When you know the size of the battle you are going to play, you can start choosing the ships. A
As you choose the ships that you are going to include, keep adding their point values.
until reaching the agreed limit. You cannot invest more than the agreed points in the
acquisition of ships, and you will often find yourself a few points below because
there's nothing you can spend those few points you have left on. Remember when choosing your
fleet that you must have the necessary miniatures to represent the ships you have
chosen. If you have a Gothic class cruiser with two lance batteries, you must have a
miniature (mounted and painted, of course! - Trans. Note) that represents it. This helps to
both players to remember exactly what each ship is armed with and avoid surprises
unpleasant during the course of the game ("Logbook, star date 23-4-
143.M41. Bad news. The piece of wire protruding from the enemy's bow is a Cannon.
New. "Ready for impact!" - N. Del T.

Variants of some classes of ships


In some of the descriptions of the Ships section of the Gothic Sector, you will see that certain ships
some classes have weapons that are not usually common in that class. For example,
elMinotauro, a Lunar class cruiser, has a nova cannon at the bow instead of torpedoes.
You can include these ships in your fleet if you wish, and often their cost in points will vary.
Regarding the usual. As has been clarified before, this weaponry must be represented.
in the thumbnail. (Fortunately, in this specific case it is easy to represent the Nova Canyon with the
help from a piece of wire. - N. Del T.)

Fleet organization

The escorts must be organized into squadrons of between two and six ships. It is not mandatory.
that the escorts belonging to a squadron are all of the same class.

Cruisers, heavy cruisers, and battleships can be organized into squadrons of


between two to four ships. In a squadron, it is possible to mix cruisers, heavy cruisers, and
battleships, at will.

Large cruisers and battleships can be organized into squadrons of two or three.
ships, but battleships and large cruisers cannot be mixed in the same squadron.

Battles without the fleet lists


The following fleet lists have been written with the intention of allowing
players choose a force that, in combat, is fairly matched with another fleet as well
chosen according to the Fleet Lists. This allows players who have never seen each other before,
like the participants of a tournament, to be sure that the battle will be balanced.

However, if you play with regular opponents, you might want to choose fleets that
ignore some or all the rules in the lists. You might, for example, want to play a battle
only among cruisers, or allow choosing battleships, heavy cruisers, and large cruisers without
include a minimum number of cruises beforehand. We have also maintained certain differences.
between the chaotic fleets and the Imperial ones, to ensure that they fight in different ways

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Battlefleet Gothic – Unofficial Translation

and have their own personality. However, like most of the Chaos ships, they are in
Old imperial ships essence, there is no reason why you can't mix things up a bit.
and include ships from the Chaos Fleet List in an Imperial fleet, and vice versa. Similarly, if
do you want a pirate fleet that represents an alliance between several thirsty corsair bands
of blood, could you prepare a fleet that consists only of escorts, chosen from
among the four lists, so that you would have a mix of depraved troops from
Empire, the Chaos, the Eldar, and the Orks.

Breaking the rules


The rules of Battlefleet Gothic, including the scenarios and fleet lists, are here
to help players who want to engage in battles with massive spaceships. If you want
change something, write your own rules for guided torpedoes, invent a new one
scenario, etc... you should feel free to do it ( the thought police of the Studio of
Design is not going to knock down the door of your house!). In the magazine White Dwarf and in the
Citadel Journal we hope to provide you with plenty of alternative rules, advice
tactical and others. If you have an idea that you think other people could use, why
Why don't you send them to us?

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Battlefleet Gothic - Unofficial translation

WarFleetofthe
of the glorious

IMPERIAL ARMADA

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Battlefleet Gothic - Unofficial translation

IMPERIAL BATTLESHIP EMPEROR CLASS……………………345 points

Type/Impacts Speed Turns Shield Armor Towers


Battleship/12 15 cm. 45º 4 5+ 5
Armament: Range/Speed PF/Force Firing angle
Port side battery of weapons 60 cm. 6 Left
Battery of weapons 60 cm. 6 Law
starboard
Platforms of Furias: 30 cm 4 -
port launch Hawks: 20 cm squadrons
Shark: 30 cm
Platforms of Furies: 30 cm 4 -
starboard launch Hawks: 20 cm squadrons
Shark: 30 cm
Dorsal Weapon Battery 60 cm. 5 Left/front/right
echo
Bow torpedoes 30 cm. 6 Frontal

Notes: The Emperor class battleship is a slow and heavy ship and cannot use the special order New.
Course. The Emperor class does not have the usual armored bow, which has been replaced by a huge mass of
front sensors and turrets that provide a +1 modifier to their Leadership factor. In order to include
Lamia assault boat squadrons, the Emperor class must pay an additional +5 points.

The Emperor-class battleships that served in the Gothic Sector are among the oldest in the Fleet.
Obscurus. The ancient helmet of Divine Right was recovered from the wreck of the Uncontrollable Evil after its capture.
near the Charos system in the 36th millennium. It was confirmed that most energy sources were still
functioning despite a journey through the disformity of no less than ten millennia, which is supposed to signify its loss
It should have occurred before the Great Crusade. The recovered ship went into operation after extensive repairs.
in the orbital docks of Cypra Mundi and has since patrolled sectors throughout the Segmentum Obscuras.
Quilla delLegatus Sygiesse built in the world forge of Stygies, in the 30th millennium, but it was left incomplete in
orbit for more than two millennia, as a heretical faction had taken over the world and had destroyed the
most manufacturing facilities. It is believed that construction tasks resumed at some point
moment of the 32nd millennium, but there would still be greater delays due to various storms of disformity,
accidents of all kinds and even chaotic incursions, which did not allow them to be completed until the end of the 32nd millennium. Despite
this little auspicious start of his career, the Stygian Legate is considered a blessed ship by
those who have served on board, and for good reason. The ship survived a suicide attack.
During the Battle of Callavell, it was one of the few ships that managed to avoid destruction during the
disastrous purge of Ulthanx and destroyed the chaotic battleship Black Pesaren Arriva.

Famous ships of the Gothic War


Stygian Legate Divine Right Lord of the Stars

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Battlefleet Gothic - Unofficial Translation

IMPERIAL BATTLESHIP CLASS RETRIBUTION…………………365 points

Type/Impacts Speed Shield Transfers Shielding Turrets


Battleship/12 20 cm. 45 degrees 4 6+ in the prow/5+ 4
Armament: Reach/Speed PF/Strength Shooting angle
Port side gun battery 60 cm. 12 Left
Starboard battery of guns 60 cm. 12 Law
Back battery of spears 60 cm. 3 Left/front/right
ho
Bow torpedoes Speed 30 cm. 9 Frontal

Notes: The Retribution class battleship is difficult to maneuver and therefore cannot use the special order of
New Course

It is believed that the two Retribution-class battleships of the Empire date back to the early
times of the Empire. The traditional armored bow and the peculiar plasma engines of
multiple nozzles make them typical products of Martian shipyards. The first
Known records about the Blood Falcon indicate that it fought in the Battle of Merin.
where it suffered serious damage after being hit by enemy torpedoes. During the Era of the
Apostasy the Bloody Falcon was surrounded by the forces of the renegade Admiral Sehella,
while visiting the fleet bases in Hydraphur. Thanks to the heroic efforts of his
the crew managed to evade the Sehella squadrons and eventually arrive at Cypra Mundi,
eighty years later. There he was adopted as part of the Dark Fleet. It is known that
Cardinal Borasque led the poorly prepared expeditionary fleet of the merchant.
Bribón Ventunius to the northern galactic chant and was one of the five ships that returned.
Subsequently, he fought in the battles of Callavell, the Landing of Arnot, and Korsk, where his
bombings forced the capitulation of the Iron Regime rebels. Cardinal Bora is a
robust ship and good navigator, and has been assigned to eighteen different sector fleets
during the last four millennia. It was finally assigned to the Gothic Sector about
four hundred years.

Famous ships of the Gothic War


Blood Falcon Cardinal Boras Lord Cardinal Boris

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Battlefleet Gothic – Unofficial Translation

IMPERIAL BATTLESHIP CLASS VICTORIA………………………360 points

Tipo/Impactos Speed Shield Swaps Shielding Turrets


Battleship/12 20 cm. 45 degrees 4 6+ at the bow/5+ 4
Armament: Range/Speed PF/Force Shooting angle
Port side launchers 60 cm. 4 Left
Launch starboard 60 cm. 4 Law
Dorsal battery 60 cm. 6 Left/Right/Front
Cañob Nova 30 - 150 cm. 1 Frontal

Notes: The Victory class battleship is difficult to maneuver and therefore cannot use the special order of
"New Course." The Hammer of Scaro was refurbished with torpedoes after the Battle of Lexus. This replaces its
Nova Cannon with 9 force torpedoes.

Four Victory Class Battleships served against the Behemoth Swarm Fleet.
Victory, Argus, Conqueror, and Hammer of Scaro. In internal appearance, the class Victory
It seems that the Retribution class and possibly its design is the product of integrating the systems of
spear weapons in a construction template of the Retribution class in an attempt to
replicate the success achieved with the Apocalypsis class in Armageddon. The technomancers of Mars
they denied all requests for access to their records, so the origin of this class remains
uncertain. The Conqueror in particular distinguished himself during the Great Crusade that illuminated the
Galaxy with the will of the Emperor after the Era of Conflicts. The Conqueror led
the fleet that purified the Stabulo System of the deviations, once human, that swarmed the
Tempestus Sector. The Scarofué ElHammer rebuilt at its bow with torpedoes instead of
with cannon Nova, after sustaining serious damage rammed the wreck OrkoGungedrink.
Battle of Lexus.

Famous ships of the Battle of Macragge


Hammer of Scaro Victory Argus Conqueror

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Battlefleet Gothic – Unofficial Translation

IMPERIAL NEMESIS CLASS BATTLESHIP…………………………400 points

Type/Impacts Speed Shield Coins Shielding Towers


Battleship/12 15 cm. 45º 4 /5+ 5
Armament: Range/Speed PF/Force Angle of fire
Port hangars Furies: 30 cm 6 -
Hawks: 20 cm
Starboard hangars Furies: 30 cm 6 -
Hawks: 20 cm
Dorsal fins 60 cm. 3 Left/front/right
ho

Notes: The Némesis-class battleship counts as a battleship for all intents and purposes. The Némesis is difficult to
maneuver and therefore cannot use the special order of 'New Course'. Like the Emperor class, the Nemesis
loses the armored bow in exchange for telemetry systems, communications, etc. and adds a +1 to its leadership.
For +10 points. You can have Shark Assault Boats.

There are very few examples of the Nemesis Class in service, and those that exist are exceptional.
Emperor class modified. On many occasions, the construction of new ones is requested.
Nemesis from the hulls of other damaged ships, but this request ends with the
time being rejected.
The Nemesis Class consume an immense amount of resources and materials that
sencillamente se ponen a disposición de naves ya provadas como el clase Emperador ó el clase
Retribution. However, in the role of supporting the fleet, the Nemesis has been quite successful.
Her ability to launch an incredible number of attack ships in a very short time has
earned the respect of many Admirals who until now doubted him. If he
compared to the class Retribution, it is found to be very mediocre in armament, which is why it tends to
to be seen in the largest fleets, in formation with other cruisers, supporting them with their
attack ships wherever they are needed.

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Battlefleet Gothic – Unofficial Translation

IMPERIAL FAST BATTLESHIP INVINCIBLE CLASS………290 points

Tipo/Impactos Speed Shield Spins Shielding Towers


Battleship/8 25 cm. 45º 2 5+/6+Frontal 4
Armament: Range/Speed PF/Force Angle of fire
Port battery 60 cm. 12 Left
Starboard battery 60 cm. 12 Law
Ridge Lances 60 cm. 4 Left / Right / Front
Bow Torpedoes 30 cm. 6 Frontal

Notes: Each time an Invincible class suffers an impact, roll 2 dice (instead of one) for impacts.
critics. It is possible to roll again (twice in total) on the Critical Damage table if the first roll results in
a double 6. The Invincible class has upgraded propulsion systems, it can attempt a 'New Course'.
Include an Invincible class: this counts as a Battleship for the purpose of list creation.

The Invincible class battleship was an original idea of Admiral Kisher. The Segmentum
Tempestus constantly suffers intrusions from Traitors, as well as from Eldars taking advantage
the vast empty space between their distant stars, which far exceed in speed their
escort flotillas. Kisher dreamed of a type of Ship that was as fast as a cruiser
light but with the firepower of a battleship. This ship, he reasoned, must be capable
de cazar en igualdad de condiciones a los incursores herejes despachándolos con una masiva
firepower. He pressured the Technomancers of the Fleet until they agreed and
they developed the Fast Battleship class. The Technomancers protested in vain, arguing
that the design of the new class was compromised by redundancy in systems
vital components, especially the power distribution grid. Kisher faced his pessimism.
arguing that such changes were necessary for the Fast Battleships to be more
stronger than the fastest ships and faster than the strongest ships. The problem
it arose because these ships were as large as battleships, armed like battleships and
with the appearance of battleships, which strategists used as such in combat. In
the frontline showed themselves to be terribly vulnerable and were not very popular
for the rest of the fleet captains, known (with a bit of dark humor) as the
Kisher Fuels
Fifteen Invincible class were ordered from the shipyards, but only ten have been completed.
Especially after the successive destruction of three of them in the Swetz Cluster.

Famous ships of the Tempestus Fleet


Invincible Inflexible Huud Immortal Emperor

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Battlefleet Gothic - Unofficial Translation

IMPERIAL BATTLESHIP APOCALYPSE CLASS…………………365 points

Tipo/Impactos Speed Shield Spins Armor Towers


Battleship/12 15 cm. 45 degrees 4 6+ in prow/5+ 4
Armament: Range/Speed PF/Force Firing angle
Port side launchers 45cm. 6 Left
Launches starboard 45cm. 6 Right
Back battery 60 cm. 6 Left/front/right
ho
Cañob Nova 30 – 150 cm. 1 Frontal

Notes: The Apocalypse-class battleship is difficult to maneuver and therefore cannot use the special order of
New Course. If the Apocalypse is under the order Acquired Objective, it can increase the range of its
launches up to 60 cm in its firing phase. However, this option causes the Apocalypse to suffer critical damage.
automatic in its drivers immediately after firing.

The Apocalyptic class is an ancient design that is believed to have been the precursor to the current class.
Retribution, thousands of years earlier. The superior technology used for construction of
multiple lance turrets in the Apocalypse have been forgotten over time and the small
the number of these ships can never be replaced. The loss of even one only
it would always be a hard blow. The Navy strategists theorized that the ship was
specifically created to confront the ever-growing number of battleships and
Great Cruisers that tried to lead the raiding fleets of Chaos coming from the Eye of
Terror. For this function, the Apocalypse has proven to be everything one could wish for.
Imperial ship.
The rows of the fearsome lance weaponry along the fuselage of the Apocalypse are their
most distinctive feature. It has been shown that the spear system is perfectly
capable of operating at a large scale due to engineering modifications that increase
enormously the overload capacity of its main batteries. However, the system
driving is shown to be unstable when subjected to too much stress, which can
easily provoke power cuts in the main engines, leaving the Apocalypse
stuck in the middle of the battle. That's why most of the Apocalypse class maintain their
limited spear armament to medium range. The largest segment fleets have the
less a few examples of Apocalypse still in battle condition, although its
the number gradually decreases.

Famous ships from the 3rd War of Armageddon


His Will Triumph

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Battlefleet Gothic - Unofficial Translation

IMPERIAL BATTLESHIP CLASS OBERON…………………………335 points

Tipo/Impactos Speed Shield Spins Shielding Towers


Battleship/12 15 cm. 45 degrees 4 5+ 5
Armament: Range/Speed PF/Force Firing angle
Platforms of Furies: 30 cm 2 squads. -
port side launch Hawks: 20 cm
Platforms of Furias: 30 cm 2 squads. -
starboard launch Hawks: 20 cm
Port battery 60 cm. 6 Left
Port side launchers 60 cm. 2 Left
Starboard battery 60 cm. 6 Law
Launch starboard 60 cm. 2 Law
Back Battery 45 cm. 5 Left / Right / Front
Bow Battery 45 cm. 5 Izq. / Der. / Fron.

Notes: The Apocalypse class battleship is difficult to maneuver and therefore cannot utilize the special command of
"New Course." Like the Emperor class, the Oberon class replaces the usual armored bow with a massive system.
of sensors used to target enemy ships. This adds +1 to its Leadership. For +5 points
In addition, the Oberon can transport Shark assault boats.

The Oberon class battleship is an incredibly rare ship, a very old variant of the class.
Emperor who has gradually replaced his renowned and well-known predecessor.
The Oberon was an attempt to design a battleship that could (theoretically) handle all types of
threats without the constant need to deploy all kinds of escorts. Without reaching the capacity of
deployment of attack ships that an Emperor class can launch, the Oberon shows a fearsome
firepower, according to its original design, with the addition of two devastating launch batteries of
long reach on each side.
He often finds himself in dangerous armed patrols with little or no escort.
Oberon is capable of using its superior sensor system that allows the captain to judge the nature
of the potential dangers long before they realize the presence of the battleship, a factor
What makes the Oberon superior in many ways to other similar ships. In combat, the Oberon lacks
from the strong hit of the Retribution class and the Apocalyptic class and the massive launch of ships
of the Emperor class attack, but it has proven to be a very capable ship with the power to win
any enemy.

Famous ships of the 3rd War of Armageddon


Green Lake

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Battlefleet Gothic - Unofficial Translation

IMPERIAL BATTLESHIP CLASS VANQUISER……………………340 points

Tipo/Impactos Speed Shield Swaps Shielding Towers


Battleship/12 20 cm. 45 degrees 4 5+/6+Frontal 4
Armament: Range/Speed PF/Force Firing angle
Port battery 60 cm. 6 Left
Starboard battery 60 cm. 6 Law
Port Side Lances 45 cm. 4 Left
Starboard Spears 45 cm. 4 Law
Bow Torpedoes 30 cm. 6 Frontal

Notes: The Vanquisher class battleship is difficult to maneuver and therefore cannot use the order
special of "New Course".

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Battlefleet Gothic – Unofficial Translation

GREAT IMPERIAL CRUISER CLASS VENGEANCE…………………230 points

Type/Impacts Speed Shield Turn Shielding Towers


Grand Cruise/10 20 cm. 45 degrees 3 5+ 3
Armament: Range/Speed PF/Force Firing angle
Port side launchers 45 cm. 2 Left
Launches starboard 45 cm. 2 Law
Port battery 60 cm. 10 Left
Starboard battery 60 cm. 10 Law

The Vengeance class has been present in the imperial fleets since the early
designs up to the latest ones. The ship can be seen with the beginnings of the characteristic bow
armored, although the additional armor had not yet been added. Currently, the
The Vengeance model continues to be part of the imperial reserve fleet and most of the
Admirals consider him an old war horse that had better days.

The armored cruisers of the Vengeance class that are still active are part of the
fleet of the Segmentum Obscurus and they are generally deployed in squadrons. Their mission
it consists of patrolling and defending the systems surrounding the Eye of Terror in a vigil
constant against the incursions of Chaos. Other models of the Vengeance class are found
scattered among the reserves of the Imperial fleet throughout the Segmentum Obscurus and the
Pacific Segment, as second-line units, replacement squadrons, and reserves.

Several squads of the Vengeance model, which were carrying out their duties
routines, they got too close to the Eye of Terror drawn by the pursuit of a ship or
trapped by a sudden and unpredictable flare or expansion. These patrols never
are seen again, although reports of class Vengeance armored cruisers supporting
Incursions by renegades and even black crusades are on the rise.

Famous Ships
The Covenanter (Battlefleet Scarus) Eternal Vigilantes (Battlefleet Cadia)

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Battlefleet Gothic – Unofficial translation

GREAT IMPERIAL CRUISER VENGADOR CLASS ………………220 points

Type/Impacts Speed Shield Spins Shielding Towers


Great Cruise/10 20 cm. 45 degrees 3 5+ 3
Armament: Range/Speed PF/Strength Firing angle
Port battery 30 cm. 16 Left
Starboard battery 30 cm. 16 Derecho

The armored cruiser model Vengeance is a vestige of past eras and tactics.
of more primary fleets. It is a ship designed to break enemy lines. The
Avenger squadrons deploy behind a shield of escort ships or light cruisers.
As the fleets have little range, the ships accelerate to maximum speed to
to position oneself in the middle of the enemy fleet. Once in the heart of the enemy fleet, they open fire
to the right and left with their heavy batteries creating a fire barrier at a distance
minimum. This tactic requires two or three squads of Avengers to cause serious damage,
Well, thanks to their large batteries, they would hardly miss the target at such a short distance.
The problems and damages resulting from this brutal close-range tactic usually leave
the enemy fleet disorganized, an easy prey that the following waves can annihilate
with ease.

But over time the tactical doctrine changed and the position that the model occupied
Avenger became superfluous in many imperial fleets. The Avenger was relegated from its
duties on the front line. Many of these ships had their batteries removed because
They were being used by other ships. Some squadrons were relegated to the fleets.
of reserve, but if the occasion requires it, the Avenger model will be launched against the
heart of the enemy fleets at full speed.

FAMOUS SHIPS
Guardian of Aquinas (Martian Reserve Fleet) The Sword Infernus (Battlefleet Corona)

15
Battlefleet Gothic – Unofficial translation

GRAND CRUISER II IMPERIAL EXORCIST CLASS ………………230 points

Tipo/Impactos Speed Shield Spins Shielding Towers


Great Cruise/10 20 cm. 45º 3 5+ 3
Armament: Range/Speed PF/Force Shooting angle
Debabor batteries 45 cm. 8 Left
Starboard batteries 45 cm. 8 Law
Port hangar Furies: 30 cm. 2 squads. -
Hawks: 20cm.
Starboard hangar Furies: 30 cm. 2 squads. -
Hawks: 20cm.

Note: the armored cruiser Light of the Ascension has short-range weapon batteries, although
much more powerful. Reduce the range of the batteries to 30 cm and increase their firepower to 10 at no cost
additional points.

The Exorcist-class cruiser was originally developed as a long-range patrol ship.


distance, able to be self-sufficient for long periods away from fleet support.
They usually operate coordinated with two or three squadrons of escort ships. In these
Exorcist class cruisers are located at the borders of the Empire to monitor the frontier.
west and the galactic halo.

Over time, the Exorcist class model has been replaced by designs of
more modern ships, especially those of the Marte class. Some of the Exorcist ships are
they have been kept in the fleets that watch over the borders of the Empire to escort the patrols
lonely up to the halo. Many of them have been used as colonial transport ships. The
Brandt penal colony 764 was mass transported aboard an Exorcist-class ship to
Tora Alpha, a planet beyond the discovered east frontier and named after the famous
Foulway Tor trader. The Exorcist fleet, led by the Light of the
Ascensión was used as an escort ship for convoys transporting ore that
they were returning to the Empire and also played an important role in the defense of the system
when it was attacked and defeated by a Tyranid swarm fleet.

FAMOUS SHIPS
Warrior Knight (Battlefleet Agripinaa) Light of Ascension (Lost 978.M41)
Kingmaker (Battlefleet Scarus)

16
Battlefleet Gothic – Unofficial Translation

GRAND IMPERIAL CRUISER CLASS FURIOUS …………………265 points

Type/Impacts Speed Shields Spins Shielding Towers


Grand Cruise/10 20 cm. 45° 2 5+/+6 Fontal 3
Armament: Reach/Speed PF/Force Shooting angle
Batteries Weapons Port 45 cm. 12 Left
Batteries Weapons Starboard 45 cm. 12 Law
Dorsal Launchers 45 cm. 2 Left/Right/Front.
Bow Torpedoes 30 cm. 6 Frontal

The Furious class is a design that has had a very limited production. Just like the
Repulsive class, were found during their construction in the shipyards of Cypra Mundii with
problems that tech enthusiasts had serious difficulties with, such as maintenance of
its complex systems or the integration of the characteristic armored bow of the Battleships in
the class of Large Cruisers. This created a flagship for cruise fleets, which
combined the power of its predecessors but with enhanced command capabilities. These
ships were primarily used for their very versatile firepower, which improved
notably the capacity of any cruiser squadron where it would be integrated.

FAMOUS SHIPS
Furious Agincourt

17
Battlefleet Gothic – Unofficial Translation

HEAVY CRUISER IMPERIAL CLASS MARS......................270 points

Type/Impacts Speed Turns Shields Armor Turrets


Cruise/8 20 cm. 45 degrees 2 6+ in 2
proa/5+
Armament: Range/Speed PF/Strength Firing angle
Port side battery of weapons 45 cm. 6 Left
Starboard gun battery 45 cm. 6 Law
Platforms of Furies: 30 cm 2 -
port launch Hawks: 20 cm squadrons
Platforms of Furies: 30 cm 2 -
starboard launch Hawks: 20 cm squadrons
Back battery of spears 60 cm. 2 Izquierdo/frontal/der
echo
New bow cannon 30 - 150 cm. 1 Frontal

Notes: The heavy cruiser of the Mars class known as Arrogant was equipped with
a target acquisition matrix recovered after the Battle of Orar. This allows its
weapon batteries move a column to the left in the Fire Table and costs +15
additional points.

The Arrogant is one of the few surviving examples of a heavy cruiser class.
Mars. The production of these ships in the Martian shipyards ceased more than eighteen centuries ago.
before the beginning of the Gothic War and the number of ships in service has declined
slowly since then. Considered to be short of weapons by many captains, the
heavy cruiser of the Mars class known as the Arrogant earned its laurels early on
of the war during a surprise attack against the hive world of Orar. In the
In the early moments of the battle, the Arrogant managed to dive below the.
enemy and achieve a devastating impact on the Slaughter class cruiser known as the
Desalmado with his nova cannon. While Desalmado tried to recover, a barrage with
the lances of the Arrogant detonated its plasma core, annihilating it. A wave of
Arrogant bomber hawks used a second Slaughter-class cruiser that would be
subsequently destroyed by the orbital defenses of Orar. In this way, the
spine of the chaotic attackers while the Imperial fleet suffered minimal damage. The
Captain Compel Bast of the Arrogant was subsequently rewarded with the Solar Cluster.
for the heroic actions of their ship and crew.

Famous ships of the Gothic War


Arrogant

18
Battlefleet Gothic – Unofficial Translation

HEAVY CRUISER IMPERIAL CLASS ERADICATOR-Overlord .....235 points

Tipo/Impactos Speed Shield Spins Shielding Turrets


Cruise/8 20 cm. 45º 2 6+ in prow/5+ 2
Armament: Range/Speed PF/Force Shooting angle
Port side battery of guns 60 cm. 8 Left
Battery of arms of 60 cm. 8 Law
starboard
Shoulder battery of spears 60 cm. 2 Left/front/right
ho
Bow torpedoes Speed 30 cm. 6 Frontal

Notes: The turrets of the Cypra Probatii can be increased from 2 to 3 at a cost.
additional +10 points.

Based on the design of the Acheron class heavy cruiser, the Overlord heavy cruiser is
built with the intention of providing the Imperial fleet with a ship the size of a
cruiser with the long-range power of weaponry worthy of a battleship. Due to
certain difficulties in the transmission of energy the weapon batteries at the bow of the Acheron
they were replaced by standard cruise torpedo nozzles and reinforced bows. However,
these alterations allowed for the improvement of the dorsal lance towers, providing them with a
range comparable to the rest of the ship's laser batteries. The difficulties in the
the construction of the Overlord class prevented in the fleets of the Segmentum Obscuras
more than a few ships would serve, each of them painstakingly built in the
Cypra Mundi shipyards. Three ships served in the Sector fleet during the War.
Gothic: the Flame of Purity, the Sword of Retribution, and the Cypra Probatii. The latter was
completed during the war and arrived at the Gothic Sector after a difficult and hazardous journey through
the deformity. The Flame of Pureza and the Sword of Retribution operated together during the
most of the war, protecting important stellar systems against the invaders
chaotic that infested them.

Famous ships of the Gothic War


Flame of Purity Sword of Retribution Cypra Probatii

19
Battlefleet Gothic – Unofficial Translation

HEAVY CRUISER IMPERIAL ARMAGEDDON CLASS…………245 points

Tipo/Impactos Speed Shield Spins Shielding Towers


Cruise/8 20 cm. 45 degrees 2 6+ in prow/5+ 2
Armament: Range/Speed PF/Force Firing angle
Port Side Lances 45 cm. 2 Left
Starboard Spears 45 cm. 2 Law
Port Battery 45 cm. 6 Left
Starboard Battery 45 cm. 6 Law
Rear battery of spears 30 cm. 2 Left/front/right
ho
Bow torpedoes Speed 30 cm. 6 Frontal

In an attempt to create faster battleships for the Imperial Fleet, the model
Armageddon has gained notoriety, not only in the local fleets of its initial system of
creation, but has gradually been incorporated into the fleets of the entire Empire. Almost
without exception, the Armageddon-class battleships have been built from hulls
recovered from broken Lunar class ships, for the construction of these battleships
it turned out very easy, although many fleet commanders have not been very willing
to sacrifice a large number of its frontline cruisers. The first example in distancing itself from
St. Jowen Dock was the Ex Cathedra. Originally, the Orion ship was designated as a
model of the Lunar class, but the ship suffered severe damage when it faced the intruders
of Chaos on the planet Pyran and, while weakened, was returning to the Armageddon system,
he made the decision not only to repair the venerable ship but also to elevate it to the status of
battle cruiser

The ship's power was redirected to its main plasma reactors to increase the
operability of the existing batteries and, in addition, long lance turrets were attached.
scope by modifying the ship's backbone. Thanks to these improvements, the ship achieved a
greater effectiveness at medium range and the ability to engage in combat at a distance. A
The inconvenience of the ship became apparent immediately, as they had to recruit almost 3,500.
additional crew members to handle the ship's weaponry and to be able to maintain the
poca potencia de la misma.

Famous ships of the 3rd War of Armageddon


From the Chair Thunderchild Hammer of Light

20
Battlefleet Gothic - Unofficial Translation

HEAVY CRUISER IMPERIAL CLASS JUPITER-JOVIAN...240 points

Tipo/Impactos Speed Shield Spins Shielding Towers


Cruise/8 20 cm. 45 degrees 2 6+ in bow/5+ 2
Armament: Range/Speed PF/Force Firing angle
Port Hangar Furies: 30cm. 3 squad. Left
Hawks: 20cm.
Starboard Hangar Furies: 30cm. 3 squads. Law
Hawks: 20cm.
Rear battery of spears 60 cm. 2 Left/Front/Right

La clase Jupiter es un crucero relativamente nuevo que incorpora última tecnologia


Imperial. Its construction began with the remodeling of Mars-class cruisers severely.
damaged. Those from whom the nova weapon system was eliminated and the capacity of their
hangars.

The first Jupiter class was the Revenant, which began its journey just before it was completed.
the Gothic War and quickly gained a reputation for himself. The Jupiter class can
to transport more attack ships than any other Imperial ship of similar size, without
an embargo in a duel with another cruiser may point to the lack of more powerful armament, to
It must always be escorted or used as a support ship for the fleet.

Famous ships of the Corriba Sector


Revenant

21
Battlefleet Gothic - Unofficial Translation

IMPERIAL ORION CLASS HEAVY CRUISER …………………215 points

Type/Impacts Speed Cloak Shields Shielding Turrets


Cruise/8 15 cm. 45 degrees 2 6+ in prow/5+ 2
Armament: Range/Speed PF/Force Firing angle
Portside Lances 45 cm. 2 Left
Starboard Lances 45 cm. 2 Law
Port battery 45 cm. 6 Left
Starboard battery 45 cm. 6 Law
Bow Torpedoes 30 cm. 6 Frontal
Dorsal Spears 60 cm. 2 Left/Right/Front.

The Orion class cruiser is a remodel of the Lunar design. Where it...
they redesigned the upper covers to make room for the batteries that power the
Doral spear system that was added to improve the "hit" at short and medium range.
In battle, the Orion class is usually used as support for Aircraft Carriers, creating a
suppression zone against enemy escorts and later collaborating in the destruction of
short range of the rest of the enemy ships.

Famous ships of the Corriba Sector


Spartan

22
Battlefleet Gothic - Unofficial Translation

HEAVY CRUISER IMPERIAL CLASS CARDINAL............190 points

Type/Impacts Speed Shield Spins Shielding Towers


Cruise/8 25 cm. 45º 2 5+ 3
Armament: Reach/Speed PF/Force Angle of fire
Port Side Lances 45 cm. 2 Left
Starboard Lances 45 cm. 2 Law
Back battery 45 cm. 6 Left/Front/Right
ho
Bow torpedoes Speed 30 cm. 6 Frontal

The Cardinal class of heavy cruisers used the original template used for the infamous
Heavy cruisers of the Acheron class. The error of the Acheron class was attributed to the use of technology.
alien derived from the captured Protis Cthulhus. Only two ships were in service in
el Sector Bakka durante la invasión de la flota enjambre Behemoth, el Sebastian Thor y el
Silent Fire. Both left the Bakkan Battle Fleet towards the war of Macragge, but the
Silent Fire never arrived, presumably lost in the disformity. The Sebastian Thor was
one of the survivors of the battle.

Famous ships of the Macragge War


Sebastian Thor Silent Fire

23
Battlefleet Gothic – Unofficial Translation

HEAVY CRUISER IMPERIAL CLASS LONG SERPENT………295 points

Type/Impacts Speed Shield Spins Shielding Turrets


Cruise/8 25 cm. 45 degrees 2 5+/6+ proa 2
Armament: Range/Speed PF/Force Angle of fire
Port Battery of Weapons 45 cm. 5 Left
Starboard battery of arms 45 cm. 5 Law
Port side armament battery 60 cm. 5 Left
Starboard battery of arms 60 cm. 5 Law
Spears 60 cm. 2 Left/Right/Front.
Nova Canyon 30-150 cm. 1 Frontal

Special rules: The Long Serpent class is basically a cruiser with the bow and bridge modified.
reducing the horizontal wing and increasing the vertical wing by enhancing the engine armor. The most significant features
It is important because it houses a Retribution class battleship engine, which adds more power for speed and weapons.
and shields but with some risk. When the Long Serpent suffers catastrophic damage, add two more dice to the 2D6
(that is, it would be two rolls of 2D6) and if it suffers a Plasma Overload or a Warp Engine Fracture, treat it
Long Serpent como si tuviera 12 puntos de impacto. En otras palabras, si tiene que explotar que lo haga como un
Armored. This compensates a bit for its great qualities and forces it to be used at long distance and sometimes in
solitary, since an explosion in the style of a Battleship can cause a lot of damage to nearby ships.

In the last years of Abaddon's incursion, the Adeptus Mechanicus Artisans of


Hydraphur and the officers of the Pacificus Battle Fleet faced a dilemma. In the
support for the Obscurus battle fleet the problem with the pirate gangs intensified due to the
lack of speed of the standard Imperial Cruiser leaving the initiative always on the side of the
piratas. Bajo la dirección del Almirante Knightsbridge los Tecnomagos de Hydraphur diseñaron
and they built the Long Serpent class Imperial Cruiser in record time.
Built as a pirate hunter, the Long Serpent combines the basic design of a
cruiser with the reactor of a battleship. The result is a powerful cruiser faster than the
standard cruiser with the capacity and firepower to act as a unit
independent. All the improvements made have a price. At the same time as the
reactors provide power to the cruiser, the armor is that of a normal cruiser.
When he suffered multiple impacts from the treacherous cruisers Pustulent Boil and Fearmonger,
el clase Long Serpent Scyla sufrió una implosión en el motor de disformidad de tal dimensión
that destroyed the entire squadron of escorts and severely damaged the battleship Mailed Fist.
The plasma reactor that destroyed the Medusa also damaged the Lunar Class Lord cruiser.
Chalfont leaving an Imperial Guard convoy at the mercy of a squadron of
orko incursors.
When the winds of war calmed down, a limited number of Long class cruisers
Serpents are finding their place in the battle fleets of Obscurus and Pacificus. The cruiser
Nemesis destroyed an Ork cruiser of the Terror class and 3 Ravager escorts. The Gorgon cruiser
claimed the destruction of the Eldar Shadow Swift Striker cruiser while protecting a
convoy of vital supplies.

Famous ships of the Macragge War


Gorgon Medusa Nemesis

24
Battlefleet Gothic – Unofficial Translation

IMPERIAL CRUISER DEMONSLAYER CLASS…………………170 points

Tipo/Impactos Speed Shields Girros Shielding Towers


Cruise/8 20 cm. 45 degrees 2 6+ in bow/5+ 3
Armament: Range/Speed PF/Strength Shooting angle
Port battery 45 cm. 10 Left
Starboard battery 45 cm. 10 Law
Psycho Canyon Proa 30 cm. 1 Frontal

The origins of the IMPERIAL CRUISER CLASS Demon Killers are obscure. They can be
go back to the Imperial recordings of the Sargot Crusade. It is known that he was part of the
battle fleet of Admiral Imperial Karanon, although the original recordings have
they were destroyed in the resurgence of Oomlak. The Matademonios class cruiser was built with
the purpose of testing a mysterious weapon, the psychic cannon. The tech-priests believe that
some unknown planet colonized by humans built this ship during the Era
of the Conflicts, before the reign of the benevolent Emperor. It could have been about a
attempt to keep the demon-infested routes open. It is quite likely that the
people of that period prefer to turn their backs on faith and seek salvation in the magic of the
technology.

Famous ships of the War of Macragge


Daemon-Slayer

25
Battlefleet Gothic – Unofficial Translation

IMPERIAL CLASS LUNAR CRUISER…………………………180 points

Type/Impacts Speed Shield Turns Shielding Towers


Cruise/8 20 cm. 45º 2 6+ in proa/5+ 2
Armament: Range/Speed PF/Force Shooting angle
Port side battery of guns 30 cm. 2 Left
Battery of spears of 30 cm. 2 Law
starboard
Port side battery of guns 30 cm. 6 Left
Battery of Arms of 30 cm. 6 Law
starboard
Bow torpedoes Speed 30 cm. 6 Frontal

Notes: The Lunar class cruisers Minotaur and Lord Daros can replace their
bow torpedoes for a nova cannon for an additional cost of +20 points.

The Lunar class cruiser forms the backbone of the Obscuras Fleet, with more than
six hundred ships in service spread throughout the Segmentum. More than twenty vessels
they participated in the Gothic War. The design of this class, not very complex, ensures its
durability and allows its construction in industrial worlds or hives that typically
they would lack the facilities or necessary knowledge to construct a ship
commander. Perhaps the most notable example is Lord Daros, built in the wild world.
of Unloth. The primitive tribes that inhabited it were influenced to gather and
metals that were subsequently offered "as sacrifice" in aerial temples
established by the Planetary Governor. The materials, untreated, were then
transferred to the shipyards in orbit every winter equinox. After a period of eleven
Years the tribes were rewarded for their efforts with the vision of a bright star.
new crossing the heavens, when Lord Daros was preparing the engines to depart to
to join the Dark Fleet.

Famous ships of the Gothic War


Iron Duke Retribution Agrippa
MinotaURO Justicar Lord Daros

26
Battlefleet Gothic - Unofficial Translation

IMPERIAL CRUISER TYRANT CLASS..........................185 points

Type/Impacts Speed Shield Turns Shielding Turrets


Cruise/8 20 cm. 45 degrees 2 6+ at the prow/5+ 2
Armament: Range/Speed PF/Force Firing angle
Port side battery of guns 45 cm. 4 Left
Starboard Battery Weapons 45 cm. 4 Law
Port side battery of weapons 30 cm. 6 Left
Port Side Battery Guns 30 cm. 6 Law
Bow torpedoes Speed 30 cm. 6 Frontal

Notes: The Zealot and the Dominion can replace their 30 range weapon batteries.
cm. for weapon batteries with a range of 45 cm. at a cost of +10 points. The Zealot can
additionally replace its bow torpedoes with a nova cannon for an additional cost of +20
points.

At the end of the 38th millennium, the famous Magos-Architect of the Adeptus Mechanicus Hyus N
He completed a series of ship designs based on the principle of plasma weaponry.
overheated. The most common of these, the Tyrant class cruiser, gained popularity in the
large shipyards starting from the 39th millennium. Their superheated plasma cannons are
capable of launching enhanced barrages at a significantly greater distance than those
armored covers comparable to cruisers, while maintaining virtually the same
short-range firepower. This solved a problem that seemed unsolvable for the
engineers since the secrets of building very long-range weaponry were lost
reach after the Dark Age of Technology. In practice, however, the firepower to
the long-range of the Tyrant lacks the sufficient strength to make it a serious threat
against nothing greater than a guard. Two of the Tyrants assigned to the Gothic Sector fleet,
Zelotey the Dominion were eventually improved with weaponry recovered from ships.
chaotic captured. These additions increased their firepower to reach the level
of heavy cruisers, which made them very dangerous long-range opponents.

Famous ships of the Gothic War


Lord Sylvanus Zealot Dominion Incendiary

27
Battlefleet Gothic - Unofficial Translation

IMPERIAL CRUISER CLASS DOMINATOR………………………190 points

Type/Impacts Velocidad Shield Spins Shielding Towers


Cruise/8 20 cm. 45 degrees 2 6+ in prow/5+ 2
Armament: Range/Speed PF/Strength Angle of fire
Port Side Battery of Arms 30 cm. 12 Left
Starboard Battery Weapons 30 cm. 12 Law
New bow cannon 30 - 150 cm. 1 Frontal

Notes. The Hammer of Justice was originally equipped with weapon batteries with
range 45 cm. and fire power of 6. These were subsequently replaced with weapons of
smaller range but more powerful, as shown. The first version of the can be used.
ship with a reduction in cost of -5 points.

The Dominator class cruiser is an unusual ship of a class originally


built to act as a support unit for a fleet during important battles and
planetary assaults. It is designed to fight from the rear by firing its cannon
new to bombard the enemy at maximum distance. The Dominator class cruisers are
much more common in the Last Fleet than in the Dark Fleet, and most of them are
built on the base of Kar Duniash. The only Dominator class vessel in service in the Sector
Gothic at the beginning of the war was the Hammer of Justice, under the command of Captain Grenfeld.
Although he had always achieved regular, even poor results in training and
practices, and did not have a previous relevant history, the ship accepted the challenge of the
war and fought with vigor and resolution on every occasion. The power of the nova cannon, despite the
The difficulty of impacting was skillfully demonstrated by Captain Grefeld in the Port blockade.
Maw and the incursion into Alios. In fact, during the course of the war, a certain number of
ships underwent significant restructuring to replace their bow armaments with
nova cannons.

Famous ships of the Gothic War


Hammer of Justice

28
Battlefleet Gothic – Unofficial Translation

GOTHIC CLASS IMPERIAL CRUISER ...................180 points

Tipo/Impactos Speed Shield Swings Shielding Towers


Cruise/8 20 cm. 45 degrees 2 6+ in prow/5+ 2
Armament: Range/Speed PF/Strength Firing angle
Port side launches 30 cm. 4 Left
Starboard spears 30 cm. 4 Law
Bow torpedoes Speed 30 cm. 6 Left

The powerful Gothic-class cruiser is a familiar sight throughout the Empire, with
numerous ships operating in each Segmentum. A powerful force by itself, this class
has the highest concentration of spears in its facility in the entire Gothic Sector, which
it turns him into a deadly enemy for opponents of any size. However, during
It soon became obvious that the course of the war could only operate correctly when accompanied.
by other ships, after two encounters between the Furia Virtuosa and the elite Chaos cruiser
Bloody Sword. On both occasions, the Virtuous Fury managed to escape with enormous...
difficulties after suffering severe damage, having achieved nothing more than a handful of
impacts against the enemy ship. No matter how powerful the spears were, they could not harm
an enemy ship fast enough in a duel. A change of tactics, led by
by the pioneering captain Hodge of the Virtuous Fury, led to pairing the Gothic class ships
with their own escort squad or with another cruiser. They would then engage with a ship.
enemy in parallel, while the support ships surrounded to attack from the bow or from
popa. In this way, the use of the heavy spears, capable of overloading, was optimized.
the enemy's shields and allow them to attack their allies, while preventing the escape of the
enemy. Thanks to the use of equally innovative tactics, the Gothic-class cruiser made a
valuable contribution to the war, destroying the Chaos cruisers Cackling Hatey Bathroom of
Glory in the final stages of the conflict.

Famous ships of the Gothic War


Invincible Emperor's Wrath
Virtuous Fury Sword of Orion

29
Battlefleet Gothic - Unofficial Translation

IMPERIAL CRUISER DICTATOR CLASS..........................220 points

Type/Impacts Speed Shield Turns Armor Towers


Cruise/8 20 cm. 45º 2 6+ in prow/5+ 3
Armament: Range/Speed PF/Force Firing angle
Launch platforms Furies: 30 cm. 2 -
from port Hawks: 20 cm. squadron
s
Launch platform Furies: 30 cm. 2 -
to starboard Hawks: 20 cm. squadron
s
Port Side Battery of Weapons 30 cm. 6 Left
Starboard Battery Weapons 30 cm. 6 Law
Bow torpedoes Speed 30 cm. 6 Frontal

The Dictator-class cruisers are built on Lunar-class hulls, converting


completely the launch bridges, which are replaced by launch platforms of
support aviation. This measure was originally adopted as the simplest way to
deploy attack aviation, like the Thunderbolt fighter or the Marauder bomber, in orbit
internal, to support ground operations. However, subsequent increases
successive improvements in the capacity of communication and detection systems expanded their
possibilities of launching long-range attacks against ships in deep space.
They began to equip themselves more frequently with 'Furias' fighters, specialized in
star fight, and bombers "Hawks", and began to operate as support ships and
independent patrols throughout the Sector. A single Dictator with a handful of escorts
turned out to be a perfectly flexible force capable of getting rid of pirates and
launch incursions against hostile worlds based on waves of aviation. Particularly
notable was the Rhadamantine, ship that, coordinating its actions with the Skargul patrol,
he achieved a series of spectacular successes against the pirates of the Orar sub-sector. During the
Gothic War, the Dictators were an invaluable help to escort convoys of the
vulnerable transport ships through regions threatened by the Chaos fleets. A
As the demand for attack aviation as support for important missions increases
increased, a certain number of severely damaged Lunar class cruisers were reconfigured
like Dictators in the main bases. By the end of the war, there were seven more Dictators.
in service, more than making up for the loss of the Rhadamantine and the Archon Korta hands
of Abaddon's fleet.

Famous Ships of the Gothic War


Archon Kort Fortress Rhadamantine

30
Battlefleet Gothic – Unofficial Translation

LIGHT IMPERIAL CRUISER INTREPID CLASS .......... 110 points

Tipo/Impactos Speed Shield Spins Shielding Towers


Cruise/6 25 cm. 90º 1 5+ 1
Armament: Range/Speed PF/Force Firing angle
Port side gun battery 30 cm. 4 Left
Battery of Weapons of 30 cm. 4 Law
starboard
Bow spikes 30 cm. 3 Frontal

Notes: Improved boosters (+D6 with orders of Full Speed Ahead!). The Vigilant and the
Havock can replace their bow spears with nozzles capable of launching volleys of
torpedoes with Force 6 at no additional cost in points.

Light exploration cruisers like the Dauntless have always been characteristic of fleets.
Imperial. An ideal light cruiser has enough firepower to
to drive away enemy escorts and enough fuel and supplies to remain
away from its base for months. The Dauntless is a very popular class, so fast and
maneuverable like a frigate, but with fierce frontal armament. During the War
Gothic light cruisers Uziely Surturf were the first to detect the fleet of
Lord of War Khuzor near the Formosa cluster and his accurate information allowed the
Admiral Sartus reach the enemy.

Famous Ships of the Gothic War


Abdiel Uziel Vigilant Baron Surtur Havock Guardian

31
Battlefleet Gothic – Unofficial Translation

IMPERIAL LIGHT CRUISER DEFENDER CLASS……………120 points

Tipo/Impactos Speed Round Shields Shielding turrets


Cruise/6 25 cm. 90° 1 5+ 2
Armament: Range/Speed PF/Force Launch angle
Port side gun battery 30 cm. 2 Left
Battery of Weapons of 30 cm. 2 Law
starboard
Dorsal fleet defense turret 15 cm. 2 Left/Right/Front
Bow spears 30 cm. 3 Frontal

Note: many ships of the Defender class are equipped with bow torpedoes as a system
from weapons alternative to spears. The torpedoes are launched with Force 6.

Defender class escort cruisers are popular as flagship vessels. The ship most
famous from the Bakka Fleet is the Alien Condemner. This ship has destroyed more than 17
pirate ships and 204 attack ships in 400 years of career. He particularly distinguished himself in
the Division of Heaven where, with only two squadrons of Cobras, it fought for two days
continuous battles against attack orca ships until the escort ship Silver Wolves
managed to expel the green skins. The admirals think that ships of this class are
very effective as escort ships for fleets and it has become common practice to position pairs
of battleships and escort cruisers in the Bakka Fleet.

Famous Ships of the Gothic War


Stellar Light Rey Horaxe Emperor's Shield

32
Battlefleet Gothic - Unofficial Translation

IMPERIAL CLASS EXECUTOR LIGHT CRUISER……………130 points

Type/Impacts Speed Shield Spins Shielding Turrets


Cruise/6 25 cm. 90º 1 5+ 2
Armament: Range/Speed PF/Strength Shooting angle
Port hangar Fury 30 cm. 1 squad. Left
Hawk: 20 cm.
Starboard hangar Fury 30 cm. 1 squad. Law
Falcon: 20 cm.
Bow spears 30 cm. 4 Frontal

These cruisers are the result of the design of the Gareox Prerogative and were built with the
purpose of being used as defense ships. Many indecisive Imperial governors have
they were forced to remember their obligations after the appearance of an Executor-class cruiser with
their squadrons of fighter bombers and with their powerful lances. One of the cruisers
The most famous Executioner class is the Imperial Ghost, which prevented the rebellion across an entire
subsector isolating the systems until the arrival of the Imperial Guard reinforcements. The
The Tempestus Fleet uses this model effectively against pirates, but like many designs of
the Prerogative, are less effective in the actions of the fleet.

Famous ships of the Gothic War


Imperial Ghost Dux Comovi

33
Battlefleet Gothic – Unofficial Translation

IMPERIAL CRUISER HAWKING CLASS EXPLORATION...245 points

Type/Impacts Speed Shield Spins Shielding Towers


Cruise/6 25 cm. 90 degrees 2 5+ 2
Armament: Range/Speed PF/Strength Shooting angle
Port Side Battery of Guns 30 cm. 4 Left
Starboard Artillery Battery 30 cm. 4 Law
Port hangar Fury 30 cm. 1 squad. Left
Starboard hangar Fury 30 cm. 1 squad. Law
Bow torpedoes 30 cm. 6 Frontal

Special Rules.

Improved engines: +1D6 cm. for the order Full throttle.


Improved front sensors: +1 to leadership roll.
Navigation Shields: No penalty for movement through markers
of explosion, clouds of gas or dust and similar effects.
The Venturer: is a Hawking-class cruiser, captained by Maximillian Lysander.
a leadership of 8 and two check rolls, also do not forget the +1 to leadership for the
Improved sensors. Captain Lysander has a cost of +75 points. The Venturer is not in
communication with the rest of the Imperial fleet and cannot use the reroll of the
Admiral Daniels, only from his captain. In the same way, other ships cannot
benefit from Lysander's draw.

The Hawking class comes from the times of the legendary crusade of Lord Admiral.
Solar Macharius. It was originally built and designed to outpace the fleet of
Macharius and searching for enemy fleets or new worlds to conquer. This new ship was
a success and was gradually introduced into the Imperial Navy in the following centuries.
Excellent long-distance, solitary exploration and patrol, there are few Hawking class ships left.
in service and their fuselages converted to the Intrepid or Lunar classes. A Hawking class,
like the Venturer captained by Maximillian Lysander, can demonstrate certain capabilities
superior to other ships of its class. Despite what the Imperial Admirals think, the
Superstitious crews believe that this type of ships bring luck.

Famous ships of the Tempestus Fleet


Venturer

34
Battlefleet Gothic – Unofficial Translation

LIGHT CRUISER IMPERIAL ENDEAVOUR CLASS ……………120 points

Type/Impacts Speed Shield Turns Shielding Towers


Cruise/6 25 cm. 90º 1 5+ 2
Armament: Reach/Speed PF/Force Shooting angle
Port side battery of arms 30 cm. 2 Left
Battery of Arms of 30 cm. 2 Derecho
starboard
Dorsal fleet defense turret 15 cm. 2 Left/Right/Frontal
Bow spikes 30 cm. 3 Frontal

Note: many Defensor-class ships are equipped with bow torpedoes as a system.
of weapons alternative to spears. The torpedoes are launched with Force 6.

The Defender class escort cruisers are popular as flagship vessels. The ship most
famous from the Bakka Fleet is the Alien Condemned. This ship has destroyed more than 17
pirate ships and 204 attack ships in 400 years of career. He particularly distinguished himself in
the Division of Heaven where, with only two squadrons of Cobras, fought for two days
continuous battles against orca attack ships until the escort ship Silver Wolves
managed to expel the green skins. The admirals think that the ships of this class are
very effective as escort ships for fleets and it has become common practice to position pairs
of battleships and escort cruisers in the Bakka Fleet.

Famous ships of the Gothic War


Saint Legate Sword of Voss Leonid

35
Battlefleet Gothic - Unofficial Translation

LIGHT CRUISER IMPERIAL ENDURANCE CLASS……………120 points

Tipo/Impactos Speed Shield Spins Shielding Towers


Cruise/6 25 cm. 90 degrees 1 5+ 2
Armament: Range/Speed PF/Force Shooting angle
Port hangar Fury 30 cm. 1 squad. Left
Hawk: 20 cm.
Starboard hangar Fury 30 cm. 1 squad. Law
Halcon: 20 cm.
Bow spears 30 cm. 4 Frontal

These cruisers are the result of the design of the Prerrogativa Gareox and were built with the
purpose of being used as defense ships. Many indecisive Imperial governors
they have been forced to remember their obligations after the appearance of an Executor-class cruiser
with its bomber squadrons of fighters and its powerful lances. One of the cruisers
The most famous Executor class is the Imperial Ghost, which prevented rebellion throughout a
subsector isolating the systems until the arrival of the Imperial Guard reinforcements. The
The Tempestus fleet uses this model effectively against pirates, but, like many designs
From the Prerogative, they are less effective in the actions of the fleet.

36
Battlefleet Gothic – Unofficial Translation

IMPERIAL LIGHT CRUISER DEFIANT CLASS ……………130 points

Type/Impacts Speed Shield Turns Shielding Towers


Cruise/6 25 cm. 90º 1 5+ 2
Armament: Range/Speed PF/Force Firing angle
Port Side Battery of Guns 30 cm. 2 Left
Battery of Arms of 30 cm. 2 Law
starboard
Dorsal fleet defense turret 15 cm. 2 Left/Right/Front
Bow spears 30 cm. 3 Frontal

Note: many ships of the Defender class are equipped with bow torpedoes as a system
of weapons alternatives to spears. The torpedoes are launched with Force 6.

The Defensor class escort cruisers are popular as flagship vessels. The ship most
famous from the Bakka Fleet is the Alien Destroyer. This ship has destroyed more than 17
pirate ships and 204 attack ships in 400 years of career. He stood out particularly in
the Division of Heaven where, with only two squadrons of Cobras, he fought for two days
continuous battles against attack ships Orkas until the escort ship Silver Wolves
managed to expel the green skins. The admirals believe that ships of this class are effective
very effective as escort ships for fleets and it has become common practice to position pairs
of battleships and escort cruisers in the Bakka Fleet.

Famous ships of the Bakka Fleet


Alien Sentencing

37
Battlefleet Gothic - Unofficial Translation

IMPERIAL LIGHT CRUISER CLASS SILURIA ……………90 points

Type/Impacts Speed Shield Turns Shielding Towers


Cruise/6 25 cm. 90º 1 5+ 1
Armament: Range/Speed PF/Force angle of fire
Portside gun battery 30 cm. 6 Left
Battery of Weapons of 30 cm. 6 Law
starboard

The Siluria Class Light Cruiser is much older than the design of the Dauntless, but
numerous upgrades to the surviving ships of this class have kept them at the forefront
combat ships. Their main characteristic is the concentrated use of
weapon batteries, instead of the Lance systems that require more energy. They are
frequently intended for supporting battle fleets rather than being used on their own
in missions. However, an artillery barrage from one of these ships is more than capable of
cause great damage, so a smart Admiral will keep the Siluria well protected until the
moment to deploy their weapons. During the Phillipa campaign, Siluria cruisers tended to
being seen only in large confrontations, therefore it leads to thinking that they are used in
small numbers in the Imperial space.

Famous ships of the Gothic War


Vanguard Nemesis Thebes

38
Battlefleet Gothic – Unofficial Translation

IMPERIAL FRIGATE FALCHION CLASS……………35 points

Tipo/Impactos Speed Giros Escudos Shielding Towers


Cruise/6 25 cm. 90º 1 5+ 2
Armament: Range/Speed PF/Force Firing angle
Portside hangar Fury 30 cm. 1 squad. Left
Hawk: 20 cm.
Starboard hangar Fury 30 cm. 1 squad. Right
Hawk: 20 cm.
Bow spears 30 cm. 4 Frontal

These cruisers are the result of the design of the Prerrogativa Gareox and were built with the
purpose of being used as defense ships. Many indecisive Imperial governors have
they were obliged to remember their obligations after the appearance of an Executor-class cruiser with
their squadrons of bomber fighters and with their powerful lances. One of the cruisers
the most famous Executor class is the Imperial Phantom, which prevented the rebellion throughout a
subsector isolating the systems until the arrival of the reinforcements from the Imperial Guard. The
Tempestus Fleet uses this model effectively against pirates, but, like many designs of
the Prerogative, are less effective in the actions of the fleet.

39
Battlefleet Gothic – Unofficial Translation

IMPERIAL FRIGATE SABLE-SWORD CLASS………………………35 points

Type/Impacts Speed Shield Gyrations Shielding Towers


Listen/1 25 cm. 90º 1 5+ 2
Armamento: Reach/Speed PF/Force Shooting angle
Battery of Weapons 30 cm. 4 Left/front/right
ho

The venerable Sword-class frigate has faithfully served the Dark Fleet for thousands
for years. Every part of the design and construction of the ship has been tested countless times.
combat. The laser-based weapon batteries and the substantial deployment of turrets reach
an exceptional level of performance of 88.2%. Its plasma drivers are units
simple and sturdy, often copied in other ships, and can be used by
artillerymen with minimal training. A classic escort in all aspects. Few ships.
they fight without at least a pair of Swords to cover their backs against the destroyers and the
enemy aviation.

Famous squadrons of the Gothic War


Blue Squadron Red Squadron Omega Squadron

40
Battlefleet Gothic – Unofficial Translation

IMPERIAL FRIGATE CLASS STORM-FIRESTORM…………40 points

Tipo/Impactos Speed Shield Spins Shielding Towers


Listen/1 25 cm. 90º 1 5+ 2
Armament: Range/Speed PF/Force Angle of fire
Bow poles 30 cm. 1 Frontal
Battery of Arms 30 cm. 2 Left/front/right
ho

The Firestorm class frigates are a relatively recent innovation in the Fleet.
Obscure. The design aims to balance the maneuverability of the escorts with the aggressiveness of
a weapon system made up of spears. The Firestorm is built on the hull of a Sword,
reconfiguring the central laser cores to direct energy to a cannon mounted at the bow.
In the Gothic War, only five Firestorm squadrons served, and all of them found themselves
below their theoretical strengths in most of the encounters in which they participated,
due to the shortage of spare parts. The most notable action they participated in
Firestorms was carried out by the Golden Squad in the Battle of Veras. The two Firestorms.
they intercepted a group of Infidel invaders trying to flank the main fleet to
attack the Emperor Class battleship Intolerance. Three of the incursions were destroyed, at
change of the loss of a single Firestorm, which allowed the Intolerance to direct twenty-four
waves of bombers against the Desolator class Chaos battleship Eternity of Pain.

Famous squadrons of the Gothic War


Erinyes Patrol Group Lexus Squadron Coastal Patrol Barbarus

41
Battlefleet Gothic – Unofficial Translation

IMPERIAL DESTRUCTOR CLASS COBRA……………30 points

Type/Impacts Speed Shield Rings Shielding Towers


Listen/1 30 cm. 90º 1 4+ 1
Armament: Range/Speed PF/Strength Firing angle
Bow torpedoes Speed 30 cm. 2 Frontal
Battery of Arms 30 cm. 1 Left/front/right
ho

Notes: The 24th Squadron of Destroyers (the Widow Maker) was carrying equipment
long-range detection experiment. This allows it to double the modifier to the
Leadership checks by contact with the enemy (that is, when there are enemies with
special orders), from +1 to +2, but the destroyer loses its battery of weapons.

Cobra class escorts make up a significant proportion of the Dark Fleet. Their
versatility has won it many admirers when exploring, patrolling, or launching brief
incursions. Its main advantage is its speed, which allows it to catch up with light ships and
fast pirates. This was demonstrated in the Gothic Sector by the Skargul patrol.
Captain Walker, who destroyed seventeen pirate ships in the twelve months prior to the
Gothic War.

42
Battlefleet Gothic - Unofficial Translation

IMPERIAL DESTRUCTOR CLASS VIPER............45 points

Tipo/Impactos Speed Shield Spins Shielding Turrets


Listen/1 30 cm. 90º 1 4+ 1
Armament: Range/Speed PF/Strength Firing angle
Bow torpedoes Speed 30 cm. 3 Frontal

Special rule: there is not enough crew on the ship to reload the tubes.
of the torpedoes. If a destroyer missile is successfully reloaded, you must perform a check
additional for crew fatigue. A result of 1-2 indicates that the crew has
caused a disastrous error and one of the three torpedoes remains blocked for the rest of
the game (it's a cumulative result). A score of 3-4 indicates that the reload has been
delayed and the ship will not be able to fire the torpedo tubes for one turn. A result of
5-6 indicates that the tubes have been able to be recharged normally.

During the Gareox Prerogative, many Cobra destroyers were converted into
transport of torpedoes as part of the obsession with torpedoes of the Young School. Its
The main battery of weapons was removed and replaced with torpedo batteries.
additional. The experiment was unsuccessful; the destroyers do not have the capacity to
transport the necessary crew to operate the torpedoes, not even the boarding ones. The
most of the destroyers have gradually shifted to standard armament, although
Some of them still keep the torpedoes (but they no longer use boarding torpedoes.
These ships are called torpedo destroyers and are organized into their own flotillas. Not
they serve as convoy escort ships, although they have proven their effectiveness as flotillas of
fleet support. Massive torpedo attacks at critical moments have helped to turn the tide
the course of many battles of the Imperial fleets. The flotilla of the 204th of Gray Sharks
captured the Orko cruiser Fow-Masha in a devastating crossfire during which it made
explode the induction engines at the back of the ship leaving it inoperable.
It seems that the 193rd flotilla destroyed the heretic ship Pustulencia with salvoes of torpedoes.
shot from almost maximum distance.

43
Battlefleet Gothic - Unofficial Translation

IMPERIAL TRANSPORTATION.................................points: special

Type/Impacts Speed Shield Turns Shielding Towers


Listen/1 25 cm. 90º 1 5+ 2
Armament: Range/Speed PF/Force Firing angle
Battery of Arms 30 cm. 4 Left/front/right
ho

Notes: The transports lack the powerful engines that are usually installed on the ships.
of combat. When advancing at full speed! they only add +3D6 cm. to their speed. In addition,
They must reduce their Leadership by 1, so it will range between 5 and 8. They have a value in points.
"special" because they are only used as targets in certain missions or as explosive ships.
effects of planetary defense.

In the Gothic War, hundreds, perhaps thousands of transports participated. In most of the
cases involved merchant ships that were forcibly conscripted to move
supplies to isolated or blocked systems. Many others were support ships
of the Navy employed to supply the fleets or as temporary mobile bases. The
crew members, despite lacking military training, bravely faced situations
often impossible and often paid with blood for their efforts. Most of the
transport means have some weapons to defend themselves against pirates, but without decent sensors,
fire controls nor experienced officials, the chances of achieving any shots
they are ridiculous. An exception to this was the Juan e Hijos, a Tarask class merchant, part of a
convoy to Port Maw at the beginning of the war. When the convoy was attacked by a cruiser of the
Slaughter class chaos that had slipped through the escort screen, Juan and Sons
he got stuck with the short-range ship and managed to distract him for long enough to
that the rest of the transports would escape. With their ridiculous weaponry firing until the end, the
the Imperial ship was finally destroyed, but its sacrifice and heroism were to shine resplendent
during the dark days that would follow.

44
Battlefleet Gothic - Unofficial Translation

Imperial attack aviation …………………………………points: special

AVIATION OF SPEED
ATTACK
"Fury" Interceptors 30 cm.
Bombers 20 cm.
Hawks
Boats of assault 30 cm.
Shark

Fury Interceptors Hawk Bombers Shark assault boats

Observe that the attack aviation always enters battle aboard larger ships, and
therefore it does not have a separate point value.

The Imperial Navy has always employed a large amount of light aviation on board.
from their ships. From brigs, sandboats, pinnaces, mailboats, and flutes for transportation of
personnel, materials, and documents between ships, up to operational bombers and interceptors
Even in deep space, almost every ship has a selection of aviation obtained.
from various worlds and even, occasionally, built by craftsmen aboard the very
ship. However, the attack aviation deployed by the Imperial ships can
categorized into broad categories that include machines with similar characteristics. The
"Furies" mainly seek speed and maneuverability, as demonstrated by their distinctive features.
oversized engines and height jets. The 'Furias' typically carry between two
and four crew members, and they are usually equipped with several blocks of laser cannons and
front-oriented missile launchers. The 'Hawks', the bombers, are aircraft more
large and clumsy, carrying a heavy load of plasma bombs and missiles
projectiles prepared to penetrate dense armor, with which to attack the ships
enemies. The 'Hawks' usually have numerous crew members in order to be able to employ
its many short-range defenses in the best possible way. The assault boats 'Shark',
also nicknamed "Sharks", they are built based on a large central engine.
power and a heavily armored infantry transport compartment. The base of
the compartment incorporates powerful magnetic rippers and numerous fusion charges,
to penetrate the thick external armor of a ship. Once the breach is achieved, the
Assault troops rush to the enemy ship and attack the defenses from within.

45
Battlefleet Gothic - Unofficial Translation

FLEET LIST OF THE GOTHIC SECTOR,


Dark Segment
Fleet Commander
0.1 Admiral
You can include an Admiral in the fleet, who must be assigned to a ship and increases its Leadership.
up to the indicated value. If the fleet is worth 750 points or more, an Admiral must be included to lead it.
Fleet Admiral (Ld 8)...............................50 points
Admiral (Ld 9)............................................100 points
Admiral Solar (Ld 10).................................150 points

The Admirals have a Re-roll included in their point cost. If you want more,
you will have to pay for them.
An additional Repetition................................25 points
Two additional repetitions..........................75 points
Three additional repetitions.........................150 points

Commander ships
Battleships
You can include one battleship in the fleet for every three cruisers or heavy cruisers.
IMPERIAL BATTLESHIP CLASS Retribution.......... 365 points
IMPERIAL BATTLESHIP CLASS Emperor.............. 345 points

Heavy cruisers
You can include up to one heavy cruiser for every two cruisers.
Heavy Cruiser Imperial class Mars.............270 points
Heavy cruiser Imperial class Overlord...... 235 points

0-12 cruises
IMPERIAL CRUISER CLASS Dictator....................220 points
IMPERIAL CRUISER Class Dominator................ 190 points
IMPERIAL CRUISER CLASS Tyrant 185 points
IMPERIAL CRUISER CLASS Lunar........................180 points
IMPERIAL CLASS CRUISER Gothic...................... 180 points
Light cruiser Imperial class Dauntless....... 110 points

Escorts
You can include any number of escorts in your fleet.
Imperial frigate class Firestorm 40 points
Imperial class Sword Frigate 35 points
Cobra class Imperial Destroyer 30 points

Artillery
Any ship with launch pads can choose to launch any combination of
interceptors "Furias" and bombers "Halcones". An Emperor-class battleship can transport
assault boats "Shark" for an additional cost of +5 points. The ships with torpedo nozzles.
they are armed with regular torpedoes.

46
Battlefleet Gothic - Unofficial Translation

InterventionFleet
Quickofthe

AdeptusAstartes
(translation of the article appeared in WD235, by Gav Thorpe and Andy Chambers)

47
Battlefleet Gothic - Unofficial Translation

Space Marines in the Gothic War

Although there was no Marine chapter stationed in the Gothic Sector at the beginning of the War
Gothic, yes, there was some ship of the Adeptus Astartes in the region. It was, above all, about
ships that had responded to some distress calls, increasingly numerous due to
the growing number of rebellions. On the other hand, as the storms that had isolated the
The sector began to send, towards the end of the War, the first ships of the Consuls.
Whites, Red Claws, and Exorcists. The presence of other chapters fluctuated between those that commanded
a single assault ship (for patrols and long-distance transport) or those who sent several or
even a barge.

The help of the Space Marines was invaluable in those cases where attempts were made to claim.
worlds that had been subjected to the forces of Chaos. It is precisely in this type of counter-
incursion into what the Marines highlight.

How to include the Space Marines in an Imperial Navy fleet

The fleet list presented at the end is designed to allow the Marines to play as a fleet.
of their own right; however, on countless occasions during the Gothic War, the ships of the
Space Marines fought alongside other Imperial ships. There are several ways to include the Marines in
a fleet of the Imperial Navy. Firstly, if you are playing a campaign, you can request assistance.
to the Marines, so you could be assigned (or not) a ship to fight alongside your own fleet.
In this case, you can include the ship as indicated. The rules are detailed on page 157 of the
regulation (obviously refers to the English version).

If you want to combine a fleet for an independent game, we can think of two ways to do it.
One of them consists of merging both fleet lists into one, so that the Barges count.
Like other types of battleships, assault ships are included in the list of cruisers, and the vessels of
fast assaults are counted as escorts. So you usually choose your fleet, applying all the
relevant restrictions on the number of cruisers and battleships. As an alternative method, you can choose
to proportionally divide the total points between both fleet lists (for example, half and half)
And then choose two independent fleets that, however, deploy together on the table.

Although it is clear that, historically at least, the three chapters that intervened in the Sector
Gothic were the White Consuls, the Exorcists, and the Red Claws, there is no reason that should stop you.
paint your fleet as belonging to the chapter of your choice. If, for example, you have an army of
Dark Angels in WH40K, no one is going to stop you from painting your fleet to match!

You can use the Marines in any of the scenarios of the regulation; however, certain
missions are more suitable for them than others. Below we present some ideas for
introduce variations to the standard scenarios that make them more suitable for a Marine fleet.
Obviously, it is not necessary to play with Marines to use these suggestions: they are just ideas to do.
more attractive your games with Marines, easily extrapolated to any other fleet.

• A fleet of the Imperial Navy is ambushed and their distress signals are received.
by a nearby Marine vessel. To play a battle like that you could base it on the scenario.
"The incursions," although both forces start with the same points value. Furthermore,
from these initial fleets, randomly determine what presence the Marines exert in the
region: you could roll, for example, three dice (1-2= 1D6 quick response ships; 3-5=
1 assault cruiser; 6= 1 Barge). Each ship or squadron of Marines is represented with
a contact marker, and arrives as indicated in the scenario "Chance Encounter","
eighth in the English manual.
• An enemy fleet has launched a sudden offensive against an Imperial world, and the
Navy ships are not in position to respond. However, there are available,
several Space Marine ships in the region, which immediately rush to
fight against the intruders. The race is on! It is a variation on the
scenario "Planetary Assault." Both fleets start at the same distance from the disputed world. The
The enemy has transport available, as detailed in the scenario 'Planetary Assault', while
that the Marines have their 'innate talent'. Both sides gain assault points, and the
the winner is the side that has the most assault points when the battle ends, or the first one that
reached a predetermined total. As mentioned in the "Planetary Assault," this battle
One can continue on the surface of the planet, playing a game of Epic40,000 or WH40K.

48
Battlefleet Gothic – Unofficial Translation

• A planet of great strategic importance has rebelled against the dictates of


Emperor, and a small force of Space Marines has been sent on a mission to
punishment. Perhaps a display of the imposing Imperial war machinery is enough to
stop the rebellion while it is still a germ! Again, it is a variation on the
scenario 'Planetary Assault'. The Space Marine player has a small fleet (perhaps a
a pair of assault cruisers and a handful of fast response ships), while the defender
invest an equal amount of points in planetary defenses. Obviously, the Marines shouldn't
it takes a long time to make toothpicks with the orbital stations, but if they lose just one
cruise, they will be the shame of the chapter!
• The Marines recently conquered a planet that had previously been taken over.
the enemy. At the moment they are about to leave, however, an appearance.
enemy fleet with reinforcements. This new fleet is unaware that the planet is no longer theirs, until
a pair of Marine cruisers are abandoning the inner orbit on an attack route! This time they
it deals with a kind of 'Planetary Assault' in which the roles are reversed. The Space Marines
they start the game at the inner orbit table, at assault distance from the planetary edge, and must
prevent enemy troops from landing on the planet.
• A small force of Navy ships patrols the barren space when it stumbles upon
casually with a massive enemy fleet concentrating for an invasion. The
Marines must gather as much information as possible before escaping to
inform about the events. This battle is based on the fourth scenario, 'Surprise Attack'.
in which the Marines take on the role of attackers. The fleet selection of the Marines is
restricted to cruisers and fast response ships. However, instead of destroying so many
enemies by any means possible, the first time a Marine ship approaches 45 cm or less from
an enemy ship or escort squadron, it scans and identifies it (operation that does not affect from
in no way affects the ship's ability to maneuver, fire or adopt special orders, for
requires a minimum crew). Marine ships may leave the table through one of the
extremes of it or getting unlocked, and in neither case does the enemy score points.
victoria (unless, obviously, they are dismasted). The Space Marines earn so many points
from victory as the point value of each enemy ship or squadron they identify, and the
The enemy gains victory points for destroying or dismantling Marine ships as usual.

You can also fight battles to resolve the Marine help generated by the Marine table.
Spacecraft in the Campaigns section of Battlefleet Gothic. For example, you could use the scenario of
previous rebel planet to determine how many planetary defenses are destroyed before the
Imperial Armada assaults the world (result 12), or you could fight a 'Convoy' type scenario to
represent the Marines attacking enemy supply routes (result 11).

Special rules for Space Marine fleets in Battlefleet Gothic

Initial Leadership Values of the Space Marines


The Marines have an unparalleled organization, they are effective and disciplined, which is why
they can overcome the enemy in almost any situation. By randomly generating the Leadership of the
Marines, use the following table:

1D6 Lead
zgo
1-2 8
3-4 9
5-6 10

Approaches and passing attacks


The Space Marines are the ultimate combat force of the Empire, and excel in the
boarding between ships, where their skill is unsurpassed and their numerical scarcity is irrelevant. For
represent this, Marine ships add +2 to their roll when fighting in a boarding action, and +1 when
they carry out a hit-and-run attack.

Enemy passing attacks against a Marine ship must deduct -1 from their dice rolls.
(so they will fail with a result of 1 or 2 before applying any modifier).

49
Battlefleet Gothic – Unofficial Translation

Planetary assaults and Exterminatus


The Space Marines excel in landings on the surface of a planet and in the
targeted attacks against enemy systems. Its entire organization, as well as the weapons and equipment at its
arrangements have been designed with the sole purpose of facilitating their mastery of fallen planets before the
enemy.

In the scenario 'Planetary Assault', the cruisers and Barges of the Marines provide 2 points of
assault for each turn that troops are landed or the planet is bombed, instead of 1 as it is
normal. In the 'Exterminatus' scenario, a Barge can be used as an Eradicator without altering in
nothing about their attribute profile (in fact, the Marine Barges often include viral bombs and heads
electronic explosives as standard equipment, just in case). Not only that, but when a
Barge is in position to start bombing the planet, you need to get 3+ in the
given, instead of the usual 4+

Bombardment cannon
The Marines' Barges incorporate a heavy battery of bombardment cannons as part of
of its main armament. The bombard cannons, also known as bombards, are
huge linear accelerators, mounted on turrets, capable of launching a barrage of bombs
heavy with explosive heads of dense magma. As their name implies, the bombardment cannons
they are mainly used to crush planetary defenses and provide devastating orbital support to the
troops disembarking. However, they are equally devastating in ship-to-ship combat, as they are
capable of filling an enemy ship with holes with few salvos.

Special rules. The bombardment cannons fire in the same way as the weapon batteries,
with two exceptions.
• They always hit with a result of 4+, regardless of the target's armor (even
against Artillery.
• They always cause critics with a result of 4+, instead of just with 6.

Artillery
Instead of the bombers and fighters used by the Imperial Navy, the Adeptus Astartes
They take pride in using the exclusive Thunderhawk Cannon. But it is not the only type of artillery they use.
that the Navy does not usually employ...

Special rules. The Space Marine ships can fire boarding torpedoes in
place of common torpedoes, following the rules indicated in the Battlefleet Gothic regulations.
Remember that all Space Marines receive a +1 modifier to their passing attacks.

There are no special rules for the landing capsules. They have already been taken into account, without
embargo, in the special rules for planetary landings for Space Marines.

The Thunderhawk Gunships combine the abilities of fighters and assault boats, and move
exactly like any other aviation marker, with a speed of 20 cm. A marker of
gunboat that is intercepted by enemy fighters, or that comes into contact with another Marker of
Artillery eliminates it exactly the same way a fighter would. However, when this happens, roll 1D6.
With a result of 4+ do not remove the Marker from the cannon (although each cannon marker only
can remove a maximum of one enemy Artillery Marker per artillery phase, and must stop
move when I stumble upon it). Note that, against the Eldar fighters, who also have this
skill, it may not be necessary to remove any Marker. If this happens, each one is free to
to move away from the place in the next shift, or to stay and continue facing such a tough opponent.

When a gunboat comes into contact with the base of an enemy ship, it must be handled
exactly the same as an assault boat (with the +1 modifier to all its attacks)
(as Space Marines). Once a gunship has completed its pass attack, it retreats from the table.

50
Battlefleet Gothic – Unofficial Translation

SPACE MARINES BARGE……...425 points

Type/Impacts Speed Giros Shields Armor Turrets


Acorazado/12 20 cm. 45º 3 6+ 3
Armament: Range/Speed PF/Strength Firing angle
Port side gun battery 45 cm. 12 Left
Starboard battery of guns 45 cm. 12 Law
Launch platforms Thunderhawk: 20 3 -
bow cm. squadrons
Bow torpedoes Speed: 30 cm. 6 Frontal
Dorsal bombardment cannon 30 cm. 8 Left/front/right
echo

Most Space Marine chapters control two or three Barges. They are
brutal ships, designed with a single purpose: to crush the enemy.
As expected, the battle barge has been designed to reinforce landings.
planetariums and for the transport of numerous bombing towers and torpedo tubes.
A large area of the hull of the barge is occupied by the hangars, which have systems of
defense and landing capsules that allow the ship to deploy up to three
simultaneous companies.
The armor and shields of this ship are very strong and help the barge
can break planetary defenses without suffering significant damage. The battle barge of the
Space Marines prove to be a very dangerous ship in any situation that involves a
boarding action.

FAMOUS SHIPS
Punisher (Exorcists) Redeemer (Exorcists)
Sword of Truth (White Consuls) Emperor's Sword (Red Claws)

51
Battlefleet Gothic - Unofficial Translation

SPACE MARINE ASSAULT CRUISER………145 points

Tipo/Impactos Speed Spins Shields Armor Turrets


Cruise/6 25 cm. 90º 1 6+ 1
Armament: Range/Speed PF/Force Firing angle
Portside Battery of Arms 30 cm. 4 Left
Starboard battery of weapons 30 cm. 4 Law
Launch platforms Thunderhawk: 20 2 -
of the bow cm. squadrons
Bow bombardment cannon 30 cm. 3 Frontal

While one chapter relies on the power of its barges only in rare cases.
At times, the cruisers of the Adeptus Astartes are a spectacle, although they also
surprising, at least not so scarce. Often the arrival of one of these cruises is enough
to silence any rumors of rebellion in a system. The Marines act quickly.
if the enemy does not hurry to surrender.

Famous Ships of the Gothic War


Titus (Imperial Fists) Hermes Unbreakable Faith (White Consuls)
Captain Augusta Eternal Challenge Hunter (Exorcists)
Most Holy Execution Claw of Justice (Red Claws)

52
Battlefleet Gothic – Unofficial Translation

QUICK RESPONSE NAVES OF THE MARINES.........points: several

All the chapters use this type of ships. They are very useful for patrolling the domains of
the Marines provide mobile escort to the Barges and cruisers in battle. They usually
to be crewed by the chapter's servitors, supervised by a cadre of Techmarines and
other specialists.

There are many different types of fast response vessels, and their designs vary from one
chapter to another. For these reasons, we recommend that you use frigates and destroyers of
the Imperial list of the Gothic Sector, with the special rules of the Marines detailed in the
previous pages. As you will see in the fleet list of the Adeptus Astartes, its cost
it has increased by +5 points for this. Of course, these ships will have to
they must be painted in the colors of the chapter; it's not enough to just take those of the Armada and say
What are Marines!

53
Battlefleet Gothic – Unofficial Translation

HUNTER DESTRUCTOR -HUNTER …………………………………40 points

Tipo/Impactos Speed Spins Shields Armor Towers


Listen/1 35 cm. 90º 1 5+ 1
Armament: Range/Speed PF/Force Firing angle
Torpedoes 30 cm. 2 Frontal
Artillery battery 30 cm. 1 Left/Right/Frontal

The imperial destroyer model class Hunter, although it is based on a design


available for almost all chapters of the Space Marines, was used first
by the Dark Angels, whose deep distrust of other factions of the hierarchy
imperial made them acquire ships from warehouses and forge worlds that initially
were much more problematic for the rest of the chapters. The Dark Angels
they chose the Hunter-class destroyer as the most viable counterpart to the Cobra model. By
For this reason, you can find large fleets of these ships in their fleets.

54
Battlefleet Gothic – Unofficial Translation

FRIGATE GLADIUS ………………………………………………………45 points

Tipo/Impactos Speed Swings Shields Armor Turrets


Listen/1 30 cm. 90º 1 5+ 2
Armament: Range/Speed PF/Force Firing angle
Battery of weapons 30 cm. Left/Right/Frontal
4

Constantly, the Imperial Gladius class frigate is the escort ship with the highest number
of units within the fleet of a chapter and the one most widely used. The ship, although
it is larger than standard gunboats, it is relatively small for the
patterns of the Space Marines. These ships sometimes transport more than one squad.
of Space Marines, who are distributed throughout their decks to supervise the centers of
controls managed by the servants of the chapter. The imperial Gladius class frigate lacks the
pushed by other Space Marine ships and is rarely used in assaults
planetariums. However, it has received recognition as a mainline vessel in case
of border patrols for reconnaissance and blockades in deep space.

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NEW FRIGATE ……………………………………………………………50 points

Type/Impacts Speed Swirls Shields Armor Turrets


Listen/1 35 cm. 90º 1 5+ 1
Armament: Range/Speed PF/Strength Firing angle
Spears 30 cm. 1 Left/Right/Front
Battery of weapons 30 cm. 2 Left/Right/Frontal

Of all the ships in service of the Adeptus Astartes, the Nova-class imperial frigate is the
the only one in which the Imperial Fleet has made an exception. It lacks the necessary size to
to be able to execute deployment and assault functions effectively, vital functions in any
space marine ship, but all these shortcomings are compensated for by its weaponry and
speed, which turns it into a menacing gunboat. The fleets of Space Marines
They usually include few ships of this model, and this same trend continues in the Fleet.
Imperial, the Inquisition and other institutions that are concerned with maintaining the balance of
this model within the fleet.

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Battlefleet Gothic - Unofficial Translation

List of fleet of the Adeptus Astartes


Fleet Commander
0.1 Lord of the Fleet
You can include up to a Fleet Lord. If your fleet includes Barges, you must assign it to one.
from them, before a cruise. If the fleet is worth more than 750 points, you must include
a Lord of the Fleet who will direct it is mandatory.

Lord of the Fleet (Ld 10) 50 points

You can acquire additional repetitions for the Lord of the Fleet:
A repetition............................. 25 points
Two repetitions…………………………… 50 points
Three repetitions.......................... 75 points

In addition to this, the Lord of the Fleet can include a boarding party made up of
Exterminators for +50 additional points. These are members of the elite of the First
Company of the chapter, the bearers of the most valuable, rare, and heavy armors that
Humanity knows. They are the best fighters in ship boarding actions that
they can find in the Galaxy. Once per battle, the Exterminators will be able to make a
teleportation attack. All normal rules for this type of attack apply as well.
as indicated in the regulations, except for the fact that this attack can be made
in addition to a normal teleportation attack that same turn. When making your attack, the
Exterminators roll 2 dice for their passing attack and apply both results (and not you
you forget the +1 modifier for being Space Marines!). Once their attack is finished, already
the Exterminators will not be able to be used again for the rest of the game.

Commander ships
0 – 3 Marine Barge
You can include a Marine Landing Craft for every 1,000 points or fraction of fleet.
Space Marine Land Raider .......... 425 points

0 – 10 Assault Cruisers
Assault cruisers of the Marines........ 145 points

Escorts
Fast response ship (Firestorm)......... 45 points
Fast response ship (Sword)………… 40 points
Fast Response Vessel (Cobra)…………. 35 points

Artillery
Any ship equipped with Thunderhawk gunship launch platforms.
ships with nozzles for torpedoes are equipped with standard torpedoes and torpedoes of
approach.

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OtherShipsofthe

EMPIRE

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STELLAR STRONG CLASS RAMILIES…………………………875 points

Tipo/Impactos Speed Turns Shields Armoring Towers


Defense/12 for 0 cm. 0 4 for 5+ 4 for
quadrant quadrant quadrant
e
Armament: Range/Speed PF/Force Firing angle
QUADRANT BATTERIES
Battery of Weapons 60 cm. 12 Quadrant
Spears 60 cm. 5 Quadrant
Launch Hangars Hunting: 30cm. 4 -
Bombers: 20cm squadron
s
Batteries of the Basilica
Weapons Batteries 45 cm. 4 Everyone
Torpedo Silos 30 cm. 9 Everyone

The Ramilies class star fortress is a fundamental axis of the Imperial strategy since the
first days of the Great Crusade. It was designed, according to the legends of the Mechanicus, by the until
now unknown Artisan Mage Lian Ramilies from a PCE (standard construction template)
with materials captured during the purging of the stone world of Ulthanx. The conduction system of the
hyperplasmatic energy used by the Ramilies class is almost incomprehensible to the tech-priests,
although thanks to the PCE it can be reproduced and its existence is guaranteed for more than 3,000
years. The greatest advantage of the Ramilies is that its powerful generators can create a bubble of
disformity over the entire structure that allows it, with the help of seventeen navigators and a fleet of
tugboats, supply ships, warships, and planetary defense patrols, enter into the
disfigurement and being towed to different stellar systems. This operation, always dangerous, has
resulting in the loss of more than two hundred Ramilies-class star fortresses over the course of
of more than ten millennia in the service of the Emperor. However, each journey has reduced years the
Imperial campaigns allowing the Imperial Fleet to transfer repair facilities, of
command and from distance to the front line saving the return trip of their ships to bases of
temporary supply or to repair facilities for the docks far away from the war zone.

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The Ramilies star fortresses are heavily armed as befits their function and
are perfectly capable of facing an attacking fleet if necessary. Sometimes they are
arrange to be located on planets at war as permanent orbital bombardment sites or
act as part of the defenses of a vital system. Cypra Mundi is available at any time of
between six and eight of these gigantic fortresses as part of their orbital ring. Some are used
as research installations of the Adeptus Mechanicus in deep space, as it is about
projects too secret to be located near inhabited worlds. Others have ended up in
hands of the Inquisition, an all-powerful and clandestine organization that uses them as fortresses
hidden. Over the centuries, rebellious star fortresses have undergone transformations that
they could be described as blasphemous and have been sighted alongside renegade Chaos fleets. So great is the
abomination that accompanies these deformed parodies that are relentlessly pursued by the
captains of the Imperial Fleet. The last confirmed destruction was that of Tauran Annulus in M.39. The
Ork incursions have captured partially inoperative Ramilies star fortresses in at least six.
occasions, with the most memorable being the Skaggerak Incident during the fleet review
of the Segmentum Obscurus in 975.M41.

Availability: The Ramilies Class Star Fort is available for Imperial and Chaos fleets.
subject to the rules set forth below.

Deployment and scenarios: a Ramilies Class Star Fortress can be deployed as a defense.
orbital o, in appropriate scenarios such as Planetary Assault, Exterminatus, Surprise Attack, Hunter
The Destructor, as a substitute for a planet. In these scenarios, the orbital defenses can be positioned at
30 cm or less from a Ramilies-class star fortress. The Ramilies is included in the points of the list of
fleet, instead of the defenses, to represent how rare and important they are. The star fortresses
Ramilies class can only be used in competitions by prior agreement (it doesn't seem very logical)
that appears in the middle of a match to set an ambush in a battle between fleets), although
it can be a 'pleasant' surprise for players if it involves playing scenarios where there are no
arbitration.

The Ramilies Fortress in campaign: In a campaign, the star fortress class Ramilies can only
obtain it a commander who has 11 or more renown points and needs a result of
5+ to successfully overcome the roll. Alternatively, the commander can abandon control of a
world forges or from a hive planet and take command of a Ramilies as a replacement for the previous one.
A Ramilies generates repair points equivalent to those of a pirate base and players can
try to attack her in the same way they would attack a pirate base. In addition to generating points of
repair, the Ramilies allows a liner or a squadron of escort ships to retire to
be repaired and rejoin at the start of the next game with a result of 4+ on 1D6.

If a Ramilies is found, it can be moved to prevent future attacks against it. If the player
decide to move its fortress, roll 1D6. If you get a result of 1, the fortress is lost in the warp
and must be removed from the fleet control sheet. If you get a result of 2 or more, the strength is
relocate and the enemy must find her again before they can attack her once more.

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SPECIAL RULES STAR FORTRESS RAMILIES:

Quadrants
The Ramilies class star fortress is so large that its armament, impacts, and defenses are divided into four.
quadrants representing the sides of the Imperial station. When a star fortress takes hits,
determine the quadrant that receives the direct impact by drawing a straight line from the base of the ship that has
shot into the center of the fortress. In this way, the impacts of heavy artillery are resolved against a
particular quadrant.

Templates
The nova cannons and Armageddon weapons can only achieve 1D6 hits on the quadrant.
closer to the center of the hole of the marker.
Damage and critical damage
The damages and critical damages only affect the quadrant where they occurred unless
specify the opposite. The quadrants become inoperative individually when their impacts are
reduce to 6. If the damage caused to a quadrant is reduced to 0, from that moment on all
The subsequent impacts on the drifting wreck will have no effect. From this point on
Now, consider that quadrant of strength as an asteroid field.
Lightning attacks
Lightning strikes are resolved only in the quadrant they are aimed at and not
they affect other quadrants.
Approaches
The Ramilies cannot be boarded by ships, as they would need the boarding to be done
they formed entire regiments. The only ship that could attempt to board a Ramilies class fortress is
a wreck, as it is the only one that can accommodate the necessary number of troops.
Damage control
Damage control is also assumed individually. The four quadrants function as
individual stations situated back to back for all intents and purposes. The fortress is destroyed.
when the four quadrants reduce their impacts to 0. Next, you would have to make a roll
in the Catastrophic Damage Table of the Ramilies Class Star Fortress.
Self-propelled ammunition
The individual quadrants have their own self-propelled ammunition and will deplete the projectiles.
with a double result according to the normal procedure. The basilica weapons have a supply of
unlimited torpedoes, so they never run out.
Shields and explosion markers
Each quadrant is protected by its own shields. When you place the markers of
explosion, put them in contact with the appropriate edge of the fortress base. In the final phase, remove
1D6 explosion markers from the entire Ramilies star fortress (1D6 markers are not removed for)
quadrant).
To dock
The friendly ships in contact with the Ramilies can interrupt their movement just as if
they were in a gravitational well. If they want to turn, they can use the special command Full Backwards
power! without the need to perform an order check. If a ship is in contact with one of the
docking piers that are between the quadrants, can dock completely. While docking of the
all, a ship gains four additional dice when making damage control rolls during the
battle; it can also be resupplied if needed, although for that it must remain in contact with
the dock and use the special command "Reload!" for two consecutive turns (on the third turn it will no longer be
it will have replenished). Even when docked, the ship can be targeted and receive an attack by
separate, although it counts as a combat formation with the strength for turret fire with
the benefits and dangers it entails. For more details, consult page 158.

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Special orders

Unlike most defenses, the command and communications control of the Ramilies is
superior even to that of a war spaceship. To represent it, a Ramilies-class star fortress
you can use the following special commands:
• Recharge!
• Objective achieved!
• Ready for impact!

The Ramilies are operated by veteran personnel and their leadership pull is equivalent to that of a ship.
line. A Ramilies also has a single repeat of order run that it can use when
take out a special order. Fleet commanders can be stationed aboard the Ramilies, in
whose case their Leadership attribute is used for strength and the strength roll repetition is
adds to those of the commander, so it can be used for the entire fleet.

Division of orders

The internal communications of the Ramilies allow the different quadrants to use
different squads subject to different special orders. To distribute the special orders of
In Ramilies, the player can divide the quadrants into squads and then distribute the orders.
special ones that each will follow that turn.

For example, if the player wants to assign the special order Reload! to the northern and eastern squads and
The special order 'Objective achieved!' to the southern and western squads only needs to carry out two checks.
to give the two pairs of special orders. If during the same turn the player wants to give the order
Ready for impact!, I could do it only in one quadrant and leave the rest free to perform a
Order! Recharge! or Objective acquired! in the next turn.

The weapons mounted in the central basilica are considered subject to the special orders of all
quadrants, so they may all be subject to 'Objective acquired!', 'Recharge!' and 'Ready'
for impact! The order 'Ready for impact!' will halve the firepower and the
force of the self-propelled ammunition of the basilica.

Table of Critical Impacts

Some of the largest defensive platforms, such as space stations and the
Ramilies have multiple impacts. When they suffer damage, the defenses with multiple impacts...
they function the same as line ships. And they can suffer critical impacts just like line ships and
become inoperative once they have lost half of the damage points. Remember that impacts
critics against the Ramilies only affect the quadrant they have targeted unless the
The stellar fortress class Ramilies uses the Critical Hit Table
what follows next.

2D6 Additional damage Result


2-3 +0 Damaged spears: the spears of the quadrant are severely damaged by the
impact. The quadrant's spear weapon will not be able to fire until it has been
repaired.
4 +0 Main armament damaged: the severe damage silences some of the batteries of
quadrant weapons. They will shoot at half power until they have been repaired.
5 +0 Impact on self-propelled ammunition hangars: the hangars of this
quadrants suffer tremendous explosions. Shots with ammunition cannot be fired
self-propelled until the hangars are repaired.
6 +1 Damaged reactors: hyperplasmic reactors have been damaged and reduced
therefore the power of the defenses. Until the damage is repaired, the shields and
quadrant turrets are operating at half power.
7 +0 Fire!: The oxygen conduits break, causing fires in
numerous compartments. Take to repair (extinguish) the fire in the final phase. If
it is not extinguished, it causes 1 additional point of damage and continues to burn.
8 +1D3 Breach in the hull: the impact creates a huge hole in the ship's hull and
causing the death of numerous crew members.
9 +0 Impacted control tower: a control tower of the central basilica jumps due to the
Aires. The Leadership attribute of the Ramilies is reduced by 2 points. This damage does not
it can be further repaired.

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Battlefleet Gothic – Unofficial Translation

10 +0 Destroyed shields: the shield generators are overloaded and burn out
leaving the ship practically defenseless. The number of shields is reduced to 0. This
damage cannot be repaired further.
11 +1D3 Penetration in the basilica's armor!: the central basilica has been hit and
destroyed, as the torpedoes it stored have exploded. All the quadrants
suffer 1D3 damage and the weapons of the basilica are destroyed.
12 +1D6 Damaged reactor!: the central plasma reactor located in the center of the Ramilies has
received an impact. As a consequence, all four quadrants suffer 1D6 impacts
additional due to the power of the plasma. Roll again on the critical damage table
immediately and apply the result to the quadrant that received the impacted.

Table of catastrophic damages

When the four quadrants of the Ramilies-class Star Fortress have been reduced to 0 points.
for damage, roll 1D6 to determine what happens to this gigantic piece of space debris.

2D6 Additional damage Result


1-2 +0 Shattered: in some incomprehensible way, the main structure of the station
survives with intact areas and even some pockets of atmosphere. The ducts of
los gases y los escombros bloquean la línea de fuego en la zona que ocupa la fortaleza.
Consider any movement in that area as if it were being carried out through a
asteroid field.
3 +0 Structural collapse: the area is filled with huge chunks of debris while the
fortress falls apart. Place an asteroid field of 15 cm in diameter in the
point where the fortress was located.
4-5 +2D6 Hyperplasmatic reactor fusion: the sophisticated reactor of the Ramilies suffers damage
spectacular critics. Resolves 8 impacts of spears on each ship that is located at
a distance of less than 4D6 cm. All self-propelled ammunition that is within
this distance is eliminated. The rest of ships, defenses, and ammunition markers
self-propelled from the board suffer the effects of a solar eruption centered on the
fortress, as indicated on page 47 of the Battlefleet Gothic regulations. By
lastly, replace the strength with 2D6 explosion markers.
6 +0 Implosion of the deformity generator: the Ramilies is being pulled towards the
disformity due to an instantaneous collapse of the disformity generator.
Resolve four spear shots on each ship and heavy artillery marker that
be at a distance of up to 4D6 cm. Then, replace the Ramilies with a crack in
the disformity, as detailed on page 45 of the Battlefleet regulations
Gothic. All self-propelled ammunition and board ships are attracted 15 cm.
toward the crack in the deformity and, in case of entering it, they will be affected as such
as described in the special rules of celestial bodies.

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BLACK SHIP OF THE INQUISITION ………………………………270 points

Type/Impacts Speed Shield Twists Shielding Towers


s
Cruise/8 25 cm. 45 degrees 2 6+ 2
Armament: Reach/Speed PF/Force Shooting angle
Dorsal Bombardment Cannon 30 cm. 6 Left/Right/Front
Port battery 45 cm. 8 Left
Starboard battery 45 cm. 8 Law
Bow Launch Hangar Thunderhawks 20 2 -
cm.
Assault Boats 30 cm.
Bow Torpedoes 30 cm. 6 Frontal

Notes: The Black Ships automatically pass any check of Full Throttle, due to
to its enormous energy reserves. A Black Ship cannot be integrated into any squadron of
Imperial cruisers or space marine cruisers. No admiral or fleet lord can board
burgundy. For leadership checks, the Space Marines leadership table is used.
Use a Black Ship: Only one Black Ship can be used for every 2,500 points of a fleet.
Imperial or of the space marines. A Black Ship can operate independently from the rest of the.
cruisers with an escort of up to 6 Imperial escort ships of any type.
Bombardment Cannon: The bombardment cannon works the same as weapon batteries, except
in 2 cases:
The bombardment cannon always hits with a +4 or more, regardless of the armor of the
enemy, including attack ships or self-propelled ones.
The bomb cannon always causes a critical hit with a result of +4 or more instead of +6.
normal.
Attack Ships: The Thunderhawks combine the abilities of assault boats and
fighters with a speed of 20 cm. A Thunderhawk marker that reaches or is reached by a.
enemy marker eliminates this enemy marker or the hunters that compose it, but instead of removing
the Thunderhawk marker rolls 1D6, with a +4 the Thunderhawk remains on the board. A
Thunderhawk can only intercept or be intercepted once in each self-propulsion phase and must
stop as soon as it comes into contact with an enemy marker. It should be noted that against
Eldar attack ships, which also have the same rule, it may happen that no marker is
deleted (dogfighting!), in the next phase you can try again or continue your course. When a
Thunderhawk comes into contact with the base of a ship will behave like a Boarding Boat (with a
+1 to Attack and Retreat for being a Space Marine). At the end of the attack, the marker is removed from
game.

Exclusively built by the Adeptus Mechanicus of Mars, the Black Ships of


the Inquisition is one of the most secret warships in service. In the past the
Grand Inquisitors observed that the ships of the Empire and of the Space Marines did not
were suitable for their purposes and that a new ship capable of acting
it was necessary regardless.

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Combining some of the features of the Marines' Assault Cruisers and the
structure of the Cruisers of the Imperial Navy, the Black Ships (so named because of their
(reputation) can deploy planetary intervention armed forces or orbital attacks.
They often form the core of a greater force, supported by other Imperial cruisers,
forms a combat group in which it is usually the flagship, capable of crushing any
rebellion or sign of heresy.
On rare occasions, and when necessary, one of these ships joins a group of
imperial battle already formed, where it is rarely well received by its admiral, although
It is always a highly valued help in action.
Debido a la naturaleza secreta de sus actividades, se sabe poco sobre las acciones en las
that these ships have taken paper, but the destruction of the Ecclesiarch Nevsky and all his group
of escorts, while fighting against the Tyranid invasion on Horatia III was very well known. The
Nevsky and his escorts destroyed three Leviathan-class colmena ships of the invading fleet.
before succumbing to the rest of the fleet.
Their delivery until the end prevented more reinforcements from arriving on the planet and
allowed the Imperial Guard regiments and the Guardian Marines company of the
Death of the Ordo Xenos from the Nevsky could exterminate the alien horde.
There are speculations that several Chapters of Space Marines have requested
similar ships from the shipyards of Mars, but all have been rejected.

Famous Ships of the Gothic War


Archpriest Nevsky

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Battlefleet Gothic - Unofficial Translation

ADEPTUS ARBITES PUNISHER CLASS SHIP……………180 points

Tipo/Impactos Speed Swings Shields Armor Turrets


Cruise/6 25 cm. 90º 1 6+Front. 2
+5 restore
Armament: Reach/Speed PF/Force Shooting angle
Port battery 30 cm. 4 Left
Starboard battery 30 cm. 4 Law
Port Launch Hangar Eagles 30 cm. 1 squad. -
Starboard Launch Hangar Eagles 30 cm. 1 squad. -
Dorsal Bombardment Canyon 30 cm. 4 Left/Right/Front.
Bow Torpedoes 30 cm. 6 Frontal

Bombardment Cannon: The bombardment cannon works the same as weapon batteries, except
in 2 cases:
The bombardment cannon always hits with a +4 or more, regardless of the armor of the
enemy, including attack or self-propelled ships.
The bombardment cannon always causes a critical hit with a result of +4 or more instead of +6.
normal.

Special Rules:
The ships of the Adeptus Arbites are rare compared to their counterparts in the Navy.
They rarely participate in fleet actions. An imperial player can use a Punisher for every 1000.
fleet points. It would also be appropriate to have a scenario or subplot that could explain their appearance.
The Punisher also transports, in addition to the usual torpedoes, barrier bombs and a single one.
fusion torpedo salvo. The rules for these torpedoes are found in the generic modifications
to the ships. Remember that a critical impact on the bow can trigger the detonation of the torpedoes.
fusion causing 1D3 critical hits to the Punisher itself. This ship cannot roll on the table of
special torpedoes.
The Punisher has been designed to eliminate the small threats surrounding a world
imperial, like bands or bases of pirates, for which it has enhanced sensors. When an enemy
under special orders the Punisher receives a +2 bonus to his leadership instead of the
habitual +1
The barrier bombs, the bombardment cannon, and the landing capsules make the Punisher
very effective in planetary assaults. When he assaults a planet, the Punisher gains 1 assault point. The
Punisher receives a +1 in all boarding actions (not in Attack and Escape) due to the Arbites.
they are excellent in close combat and assaulting enemy fortifications.
The Punisher has a limited number of Attack ships for the purpose of self-defense or
deep exploration, for that reason it only transports Eagle fighters and cannot accommodate bombers or
assault boats.
The Punisher throws his leadership in this table:

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Battlefleet Gothic – Unofficial Translation

Punisher Leadership Table


1D6 Value Leadership
1 7
2-3 8
4-5 9
6 10

While the Imperial Navy and the Marines' rapid intervention force
Space Marines fight in the wars of the 41st millennium, the forces of the Adeptus Arbites have
a role no less important. They are the police, the hand of justice in space
imperial. Not only do the Arbites operate on the surface of the planet, but they also possess a force.
very capable naval force with the aim of eliminating pirate gangs and other crimes in space.
The Arbites Punisher class attack cruise is a police ship used to provide
security to the local system, address small rebellions in nearby systems and put an end to
bases and pirate trade. The design of the Punisher is very familiar with the attack cruiser of the
Marines, there are many similarities among them, but with the difference that the Punisher
it has the armored bow characteristic of the Imperial Navy, but for the untrained eye
puede parecerle que es un crucero ligero clase Intrépido. También tiene menos blindaje que
its counterpart Marine.
During the Gothic War, the Unyielding Retribution, under the hand of the Arbitrator Jamahl
Byzantine provided valuable assistance for the evacuation of the imperial world of Belatis.
Byzantine and Korte arbitrators, along with the crew of Lord Admiral Solar Macharius
they went above and beyond the duty with the rescue of Captain Leoten Semper and several loyal citizens
imperial.

FAMOUS SHIPS
Invincible Retribution

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Battlefleet Gothic – Unofficial Translation

IMPERIAL TROOPS TRANSPORTS…………………… special points

Type/Impacts Speed Swings Shields Armor Turrets


Cruise/2 15 cm. 45 degrees 1 5+ 1
Armament: Range/Speed PF/Force Angle of fire
Dorsal Weapons Battery 15cm. 2 Left/Right/Front

IMPERIAL Fuels TRANSPORTS............ special points

Tipo/Impactos Speed Gyros Shields Armor Turrets


Cruise/2 15 cm. 45 degrees 1 5+ 1
Armament: Range/Speed PF/Force Firing angle
Back Weapon Battery 15 cm. 2 Left/Right/Frontal

CLIPPER …………………………………………………………… 30 points

Tipo/Impactos Speed Swirls Shields Armor Turrets


Clipper/1 30 cm. 90º 1 5+ 1
Armament: Range/Speed PF/Strength Firing angle
None

MERCHANT CLASS TARASK …………………………………… 20 points

Type/Impacts Speed Swings Shields Armor Turrets


Escort/1 20 cm. 45 degrees 1 5+ 1
Armament: Reach/Speed PF/Strength Shooting angle
Dorsal Weapons Battery 30 cm. Left/Right 1

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Battlefleet Gothic - Unofficial Translation

SHIP FORGE GOLIATH CLASS ................................. 30 points

Tipo/Impactos Velocidad Swings Shield Shielding Towers


s
Cruise/6 15 cm. 45º 2 5+ 2
Armament: Reach/Speed PF/Force Firing angle
Babor Arms Battery 15 cm. 3 Left/Right
Starboard Weapons Battery 15 cm. 3 Left/Right
Dorsal Weapons Battery 15 cm. 3 Left/Right

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Battlefleet Gothic - Unofficial Translation

SHIP Q …………………………………………………………………… 60 points

Tipo/Impactos Speed Transfers Shields Armor Turrets


Listen/1 15 cm. 45º 1 5+ 2
Armament: Range/Speed PF/Force Firing angle
Battery Launchers 30 cm. 1 Frontal
Battery Weapons 30 cm. 3 Left/Right

Cargo ships are sometimes modified to incorporate hidden weapons and


enhanced shield generators are combined with convoys, thereby becoming Q ships.
These ships remain under cover until the enemy ships approach close.
distance, moment in which they take the opportunity to unleash all their firepower.
Special rules: Q ships are not declared as such when deployed in the
board. The player who controls them must note at the beginning of the game which ships are
cargo that are actually Q ships and may declare them as such at any time.
departure. It will also reveal its identity in case of suffering a double impact from a
enemy ship (as a consequence, 2 explosion markers will be placed). The player who
move the ship Q can hide one of its turrets if the ship Q suffers an attack from another ship
of enemy attack (to avoid revealing their situation), although this tactic may prove
dangerous. The Q ships are not considered cargo ships for victory conditions.

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Battlefleet Gothic – Unofficial Translation

ARMED CARGO SHIP…………………………………………… 20 points

Tipo/Impactos Speed Spins Shield Armor Towers


Listen/1 15 cm. 45º 1 5+ 1
Armament: Range/Speed PF/Strength Firing angle
Weapons Battery 30 cm. 3 Left/Right

Less common but not unknown, the armed cargo ships are responsible for
to carry out military tasks to support a fleet that is outnumbered or isolated
in an area.
Special rules: an armed cargo ship reduces its cargo capacity to
to transport larger weapons and reactors. For this reason, it is considered a cargo medium
in the scenarios in which they participate. Fractions are rounded down;
so, if the only ship you have left at the end of the Scenario: Convoy is a cargo ship
armed, you lose the game.

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Battlefleet Gothic – Unofficial Translation

HEAVY TRANSPORT SHIP ... special points

Tipo/Impactos Speed Spins Shields Armor Towers


Cruise/6 15 cm. 45 degrees 2 5+ 2
Armament: Range/Speed PF/Force Firing angle
Port Side Gun Battery 15 cm. 3 Left
Starboard Weapons Battery 15 cm. 3 Law
Dorsal Weapons Battery 15 cm. 2 Left/Right

Not all merchant ships fall into the category of 'small transport'.
Some of the largest merchant galleons and mineral carracks reach the
size of spaceships, although these are usually accompanied by fleets of merchants
independent explorers of the unknown space or using the major trading routes
from the Solar Segment.
Despite their size, these heavy transport ships have little armament and,
thus, they are more vulnerable than a real spaceship.

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Battlefleet Gothic – Unofficial Translation

TRANSPORT ESCORT SHIP ……………………………… 60 points

Tipo/Impactos Speed Giros Shield Armor Towers


Listen/1 15 cm. 45 degrees 1 5+ 2
Armament: Reach/Speed PF/Force Angle of fire
Port Hangar Hunting: 30cm. 1 squad. -
Bombers: 20cm.
Starboard Hangar Scissors: 30cm. 1 squad. -
Bombers: 20cm.
Dorsal Weapons Battery 15 cm. 2 Left/Right

The hulls of cargo ships often become escort transport vessels.


by installing weapons in their cargo hangars to get rid of the doors
the cargo warehouses. Difficult conditions often result in a multitude of accidents in
burgundy and, in any case, there are few squadrons of ships that can transport.

Special rules: transport escort ships do not count as cargo ships.


effects of victory conditions. They can make Reload! checks subject to a -1 to
Leadership.

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Battlefleet Gothic – Unofficial Translation

INDEPENDENT TRADING CRUISER.......................... 180 points

Type/Impacts Speed Transfers Armor Shields Towers


Cruise/8 20 cm. 45º 2 5+ 2
Armament: Range/Speed PF/Strength Shooting angle
Babor Weapons Battery 30 cm. 4 Law
Starboard Weapons Battery 30 cm. 4 Left
Babor Weapons Battery 45 cm. 4 Law
Starboard Weapons Battery 45 cm. 4 Left
Bow Weapon Battery 30 cm. 4 Frontal

The Imperial cruisers are enormous constructions and most of them are centuries or even millennia old.
antiquity. The few recently constructed models are the result of years of work by the entire population of
a whole planet (in gigantic shipyards that take decades to build one of these cruise ships). These efforts
grandiose are out of reach even for independent traders and few possess a designed vessel or
self-construction (although some particularly brilliant individuals may thrive to the point of
to control an entire world and, therefore, have time to build a vehicle that bears their name). But, what
It is normal for most independent merchants to rely on already built warehouses (which already have a
owner). Many cruises are part of the business's warranty, an undeniably powerful aid.
What the Administratum provides to the independent trader for the help they offer as agents. Other
warehouses are temporarily lent to independent merchants, in the case of the warehouses of the Imperial fleet that are
offered to independent traders for a time because the Imperial commander believes it will succeed
beneficial. Under such circumstances, an independent trader may even lead an expeditionary force with
a whole fleet assistant that can include several dozen ships. In these missions, the independent trader
has total authority, which goes beyond the limits of the Empire where no one would dare to censor their decisions
and in the unknown alien places where crews must obey orders under its mysterious
leadership, if they want to have hopes of surviving.
The ships of independent traders are unique and exotic and often display signs of their
picturesque adventures. Although these ships are based on the hulls of the most common Imperial cruisers, the
independent traders' ships are subject to continuous changes and repairs, many of them of
unknown origin; this is the reason why the ships of independent traders are unique. The businesses
they usually take them everywhere in the galaxy and, although the origin of the ship is usually quite common, it turns out
virtually unknown in the regions they travel to, so even a relatively standard cruise usually
to distance themselves from their Imperial counterparts, as independent traders try to avoid calling attention at all costs
atención.

Xenological Systems:
Check the same section in Xenos Navigate

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Battlefleet Gothic – Unofficial Translation

ARMED CARGO SHIP ………………………………………… 20 points

Tipo/Impactos Speed Turns


Shield Armor Towers
s
Listen/1 25 cm. 45 degrees 1 5+ 1
Armament: Range/Speed PF/Force Shooting angle
Weapons Battery 30 cm. 1 Left/Right/Frontal

Notes: an armed cargo ship reduces its cargo capacity in order to transport weapons and
larger reactors. Therefore, they count as half of a freighter in scenarios that it
they require. At the end of the game, it is rounded down. Therefore, if there is only one armed freighter and
no other ship escapes in the Convoy scenario, you would lose the game.
In scenarios where you need to include transport ships, the armed freighters gain 1 point of
assault for each turn that passes within a distance of up to 30 cm from the edge of the planet. The merchants
independents necessarily use a wide range of freighters and other cargo ships for the
transport of their goods to the Imperial space. Being in constant danger during their journeys through the
immensity of space and even beyond the Imperial borders, the armament of the ships of the
independent merchants are quite limited. Alterations are rarely permanent, already
that independent merchants often remove some of the weapons from their escorts in favor of
more space in their freighters, as they are much more profitable this way. In fact, if a merchant
independiente ha de entrar en combate, los cargueros armados suelen formar parte de su escolta
personal.
As armed freighters, an incredible variety of different ships are usually used, but as space
limited, the support and energy supply systems (regardless of their original design) carry the
same armament system, turrets and shields. In fact, the crew of an armed freighter usually
being composed of the same merchant sailors responsible for its operation when the
the cargo ship is not armed; for this reason, the weapons available to a cargo ship are limited to those that the
crew can use.

How to represent armed freighters


The armed cargo ships represent a variety of transport vessels with engines and weapons.
modified. You can use any cargo ship or clipper and add some additional weapons to it so that
represent a gunboat.

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Battlefleet Gothic – Unofficial Translation

ALIEN SHIP……………………………………………………………… 60 points

Type/Impacts Speed Swings


Shield Shielding Turrets
s
Listen/1 25 cm. 45 degrees 1 5+ 1
Armament: Reach/Speed PF/Strength Angle of fire
Weapon Battery 30 cm. 2 Left/Right/Frontal
Bateria de Lanzas 30 cm. 1 Frontal

Contact with alien races is, without a doubt, the practice for which the
independent merchants gain more notoriety. Their trade missions take them
necessarily to regions of space that escape Imperial control, regions where there exists
the possibility of encountering prosperous alien cultures and even alien empires. The
independent merchants can take advantage of the value and interest of these breeds and, in case
that the situation requires, to employ them as mercenaries.
Many independent traders, away from home, where the fleet's protection
Imperial is just a dream, they have to hire the services of alien ships and their
crews to protect them. These ships provide them with local knowledge.
necessary, the ability to overcome cultural or linguistic barriers and a good dose of
firepower when the situation demands it.
Particularly bold independent traders often return to Imperial space.
dragging their alien employees, to continue having access to the unique weapons that
they have their ships. Independent merchants favor technology ships.
alien since their energy supplies are immense and the maintenance they require
Imperial weapons such as lasers and spears are beyond the reach of merchants.
independent for being isolated for years, far away from the Imperial docks.

Special rules: the ship profile represents a wide variety of alien ships.
that can be part of the personal escort of an independent merchant. Like the
independent merchants tend to choose these ships for a specific purpose,
Many of the xenos ships used as mercenaries are very similar, although never
identical in every way. For this reason, a single ship profile is used, although to represent
better the variety of xenos ships that can be found in the 41st millennium, each xenos ship
it has a randomly chosen xenotechnological system, as specified in the rules
specials for independent merchants. This system is included in the cost of the
ship.

Xenotechnological Systems:
Roll 1D6 and consult the following table:

1. Long-range sensors: double the leadership by performing checks upon contact.


enemy ships (for example, if the enemy is subject to special orders) increase from +1 to +2.
2. Objectives matrix: the ship considers all objectives as a target approaching the use of the
shooting table and
you can repeat an unpassed shot in each turn with the spears.
3. Enhanced shields: the ship increases its number of shields by +1.
4. Defense grid: the ship increases the number of turrets by +1.
5. Advanced reactor technology: the ship adds +5 cm to its speed.
Choose the one you want from the above.

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Battlefleet Gothic – Unofficial Translation

REQUISITIONED CIVIL AIRCRAFT…………………………………………… 30 points

Tipo/Impactos Speed Spins Shield Shielding Towers


s
Listen/1 30 cm. 90º 1 5+ 1
Armament: Range/Speed PF/Force Angle of fire
d
Weapons Battery 30 cm. 2 Left
Bow Torpedoes 30 cm. 2 Frontal

Independent traders are opportunistic individuals and therefore, they do not


it seems strange that they acquire old Imperial ships that have been requisitioned or relegated to
the reserve fleets of a segmentum.
These ships are usually in bad condition, although merchants still...
independents modify their ships (sometimes with systems and technology completely different from
the originals) and recover them to provide their services.
The seized civilian ships are especially useful for traders.
independent as they provide access to the torpedo tubes (a system
armament that is rarely found on other ships used by the
independent merchants). The handling of requisitioned civil vessels requires crew members.
experienced and, for this reason, independent merchants hire mercenaries,
retired crew members or even deserters and mutineers for the requisitioned civilian ships.

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Battlefleet Gothic - Unofficial Translation

Planetary defenses
In addition to relying on the intervention of interstellar ships, a planetary system
you can also protect yourself by installing local defenses. The first among them is the
defenses in the outer orbit, which are capable of attacking enemy ships while they are
they approach the planet. These defensive platforms are armed with batteries more typical of
ships, such as cannon batteries and torpedo nozzles, form a solid ring
around the world. There are even larger facilities, such as the
space stations and orbital ports, whose surface is literally covered with
weapons and aircraft launch platforms. Above all of them, in size and
armament, only the Black Fortresses of the Gothic Sector remain, with weapon batteries such
powerful enough to annihilate flagship ships or vaporize entire squadrons
of escorts.

In addition to stationary defenses, many systems also use ships for


defense systems, known as system ships. Unlike the vessels
larger ones, these ships lack warp engines, so they are confined to their
own system. They are slow compared to the agile frigates and destroyers of the Navy
Imperial, but their weapons are powerful enough to damage the largest ships.
enemies.

Finally, a planet can also include a certain number of silos hiding batteries.
laser, missiles or airports from which any vessel daring to enter is threatened
internal orbit, whether to bombard the planet or to land enemy troops like
bridgehead for a mass planetary assault.

Inclusion of planetary defenses in your games

Planetary defenses can be used in various ways in Battlefleet Gothic:

The scenario indicates: Some scenarios specify that the defender may spend
a certain number of points in planetary defenses. In this case, the player with defenses
planetary choose from the list of planetary defenses until reaching the value in points
indicated on the stage.

Some of the largest planetary defenses, such as space stations or the


Fortress Blackstone will only be used in very large battles or in designed scenarios.
specifically for them. For example, you might want to emulate one of the attacks of
Abaddon against one of the Dark Fortresses. In these types of situations, it could be allowed to
defender to invest some of the points of their fleet in planetary defenses instead of ships,
replacing the mobility of their fleet with the heavier and clumsier planetary defenses.

During normal matches around a planet: In addition to the cases


previous ones, you can use the following method to play battles using the defenses
planetary. If a planet is obtained by generating celestial phenomena, it can be
grant planetary defenses, if desired. A small planet will have 1D6-2 defenses
orbitals, a medium planet will have 1D6-1, and a large planet 1D6. If the scenario requires
an attacker and a defender, it is assumed that the defender controls the planet (although
It can be changed if defensive battles are desired in a system controlled by the
enemy). If there is no attacker and defender, both players roll a die to decide who
control the planet. Each planetary defense can have a value of up to 1D6x5 points –
Separate them for each one of them. You can combine the points of several defenses.
planetary systems to acquire a single more expensive system. For example, if you have a defense
for a value of 40 points, another of 15 and another of 35, you can combine them to acquire a port
orbital (90 points).

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Battlefleet Gothic – Unofficial translation

Alternatively, you can decide in advance that the fight will take place near a
planet, in which case the defender can acquire planetary defenses at their usual cost in
points: a small planet cannot have more than 4 planetary defenses, a medium one cannot
It can have more than 5, nor one large more than 6. It is also a good idea to limit the amount.
of points that can be invested (for example, in a standard battle points cannot be invested
in defenses more than 10% of the value in points of the fleet.

Don't forget that it is more likely for an intermediate planet to be inhabited than
a large one or a small one, and the vast majority of planets in the Gothic Sector are
uninhabited. You could include planetary defenses in your regular games in favor of the
variety, but you shouldn't feel obligated to it every time you place a planet on the
table!

In a campaign: If you are playing a campaign and you know what type of system you are in.
playing (for example, hive world, agrarian, etc.), you can use the following table to
decide the level of the planetary defenses present. However, remember that not all of them
battles in a system will occur around the main world; there could be others
inhabited worlds of different types, or both fleets may encounter each other near a world
uninhabited.

You can also use the table to generate a random type of planet during a
independent game that is not part of any campaign. Roll 2D6 and find out.
around which planet the struggle takes place. In this case, the number of planetary defenses
it is determined by the type of planet, not by its size.

2D6 Type of planet Number of defenses


2 World forge 1D6+1
3 Beehive world 1D6
4-5 Civilized world 1D6-1
6-7 Uninhabited 1D3-1
8-9 Agrarian world 1D6-2
10-11 Mining colony 1D6-2
12 penal colony 1D6

Leadership of planetary defenses


As explained in the Planetary Defenses section of the Advanced Rules
(yes, guys, in the first part of this translation!), planetary defenses only
they can try to adopt the special order to Reload Artillery, for which they have a
Nominal leadership of 7.

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Battlefleet Gothic - Unofficial Translation

Defenses in outer orbit


The defenses in the outer orbit can be around a planet or one of its moons. They must
to deploy within the gravitational well of the planet or moon (10 cm or less from a planet
small, 15 of a medium one, etc...)

ORBITAL PLATFORMS WITH DEFENSIVE LASERS………30 points

Tipo/Impactos Velocidad Spins Shields Shielding Towers


Defense/1 0 0 1 6+ 2
Armament: Range/Speed PF/Force Shooting angle
Spears 30 cm. Everything around
2

Defensive lasers are massive weapons that project jets of highly concentrated energy,
mode similar to the lances of the ships. Built around a powerful plasma reactor, a
the platform with defensive lasers is equipped with several of these cannons, so it can aim
their shots in any direction. Platforms with defensive lasers are particularly effective.
in the destruction of advanced escorts ahead of the bulk of the fleet. They contributed greatly to the
disruption of the Chaos attacks against Orar and Elysium, during the early stages of the Gothic War.

ORBITAL TORPEDO…………………………………………………30 points

Tipo/Impactos Speed Swings Shields Shielding Towers


Defense/1 0 0 1 6+ 2
Armament: Range/Speed PF/Force Angle of fire
Torpedoes Speed: 30 cm. Everything around
6

Orbital torpedoes and missile batteries are one of the best defenses for a world.
assaulted. They can attack from a distance to disrupt the enemy attack and deal a deadly blow to
the ships that get too close to the planet. A Terror class orca ship, named
Barbaric was destroyed with a combined barrage of fire from three orbital torpedo boats during the
attack against the mining colony of Platea in the Cyclops cluster, and this type of batteries has been shown
time and again valuable in contributing to repel several chaotic invading forces.

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Battlefleet Gothic - Unofficial Translation

ORBITAL WEAPON PLATFORM……………………30 points

Type/Impact Speed Swings Shields Shielding Towers


s
Defense/1 0 0 1 6+ 2
Armament: Reach/Speed PF/Force Firing angle
Battery of weapons 60 cm. Everything around
6

An orbital weapon platform typically incorporates several laser batteries.


capable of impacting the enemy from a great distance, before it reaches the planet. Many
orbital batteries are manned by personnel of the Imperial Navy, although there are others that
are built by the very Commander Planetario of the Imperial Guard. The platforms
more sophisticated orbitals, like those that can be found protecting Port Maw and the
worlds forged by the Adeptus Mechanicus do not have any type of crew, but rather employ
complex logical sensors to detect and fire against ships that do not radiate the codes
correct identification.

ORBITAL MINES............5 points

Special rules: The orbital mine moves 10 cm towards the enemy ship.
close in every phase of artillery. If it makes contact with the base of an enemy ship
detonates, and eight dice must be thrown against the armor of the target ship. The target ship
it can, however, shoot with its turrets as is normal. If the mine is hit, it throws
four dice to impact, instead of eight. An orbital mine must be treated like any
another Artillery Marker, for movement purposes, Explosion and shot markers. Except
due to the fighters, the mines are not affected, nor do they affect other Artillery Markers with the
if the mine comes into contact with fighters, both markers are removed
of the game as is normal.

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Battlefleet Gothic – Unofficial Translation

An orbital mine is a heavy defensive element, deployed with the intention of


protect a location, such as a planet, a moon, or a space station. It has its
own, tiny mechanism with which to track the signal of each ship and act against those that
They are not recognized. At a very short distance, the powerful explosive head detonates, which can
to bring down the largest of the ships.

MINEFIELDS……………40 points

Special rules: A minefield covers an area of 1D3x5 cm. by 1D3x5 cm., and
It must be placed in such a way that at least one of its edges is 15 cm or less from a
celestial material phenomenon (such as a planet, a moon, an asteroid field...). One
Minefield blocks the line of sight. In each artillery phase, roll a die for each
enemy ship 30 cm or less from the edge of the minefield. With a result of 5 or 6, the
A ship has been detected. Apply a +1 modifier to the roll if the ship is under the order.
"Full speed ahead!" and a modifier of -1 if under orders to "Burn retros." For each
ship detected the player can place up to 1D3 orbital mines anywhere in
contact with the edge of the minefield. Once in play, the orbital mines follow all
the rules explained before.

It is possible to shoot against a minefield, using weapon batteries and the


spears to create a whirlwind of gas and debris that blind the hunting sensors of
field. It can be fired at a minefield as if it were an Artillery Marker.
will try, and it has a armor of 6 for all effects. Each successful hit will give you
allows placing an explosion marker in contact with the minefield. If there is
Explosion markers in contact with a minefield, a modifier must be applied.
From -1 to the rolls for detecting ships. In each final phase, each minefield will lose 1D6.
Explosion markers, which do not have the 1D6 that normally needs to be removed. It is
they are independent and additional.

In addition to solitary mines, some systems are protected by minefields.


that cover surfaces of several thousand kilometers. If an enemy gets too close, the
hunting sensors are prepared to detect the intruder and activate several mines that
they need to locate it, reach it… and detonate.

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Battlefleet Gothic – Unofficial Translation

BRULOTE…………………………………………………………………10 points

Type/Impact Speed Giros Shields Shielding Towers


s
Listen/1 15 cm. 45 degrees 1 5+ 1

Special rules: The player controlling it can detonate a firecracker at any time.
moment of its movement phase, causing 1D3 critical Fire hits on each ship
a 3D6 cm. As always when a guard suffers a critical hit, the guards trapped inside
the area of the ship's explosion will be automatically destroyed, as well as any
Artillery Marker. Remove the detonated ship and place an Explosion Marker in its place.

Brulote is the name given to a certain variety of obsolete warships,


confiscated merchants, unusable transports for any reason or any other type of
a ship that is not very useful. The holds of these ships are filled with unstable plasma and explosives
incendiaries. They are directed towards the enemy fleet by a minimal crew that prepares
to the ship to explode and then is evacuated in capsules. Although during the War
Gothic, there were certainly incidents in which the crew remained with the ship.
until the end to ensure that the ship exploded where it would cause the most damage. The
monstrous explosion produced by one of these detonations penetrates the shields of
any ship and can cause horrendous damage to the structure of any trapped ship
within its area of action. Commodore Kurtz, during the defense of Delos, was the first to
use brulotes in the Gothic War. On this occasion, The Unforgivable, a Chaos cruiser class
Devastation was uprooted by the simultaneous detonation of two of these ships, while it
approaching Delos IV.

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Battlefleet Gothic – Unofficial Translation

INTRA-SYSTEM DEFENSE SHIPS……………………………20 points

Tipo/Impacto Speed turns Shields Shielding Towers


s
Defense/1 15 cm. 45° 1 5+ 1
Armament: Range/Speed PF/Force Firing angle
Battery of arms 30 cm. 3 Left/Front/Right
echo

The intra-system defense ships, better known as 'system ships', are a


mix of short-range combat ships and other types of ships, unable to carry out
viajes interestelares. A menudo tienen tripulaciones civiles y carecen de los sofisticados
targeting systems, powerful engines or additional boosters of the authentic ships of
combat, but when used in large quantities they can, despite everything, pose a
threat. During the Eldar attack on Misere in 153.M41, the personal fleet of
Imperial Governor, composed of luxury cruise ships, was quickly
reconfigured: cannons and laser batteries were added to the bridges, and they set out for battle.
Although they were eventually destroyed, they managed to destroy two eldar escorts before being
annihilated.

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Battlefleet Gothic – Unofficial Translation

DEFENSE MONITORS............60 points

Tipo/Impacto Speed Spins Shields Shielding Turrets


s
Listen/1 10 cm. 45 degrees 2 6+ 2
Armament: Reach/Speed PF/Force Shooting angle
Battery of weapons 30 cm. 8 Left/Front/Right
echo
Spears 30 cm. 1 Frontal

The defense monitors are ships oriented towards a primarily


defensive, crewed by personnel of the Imperial Navy, designed to crush the enemy
short range. Most power generators are connected to systems
of armament, instead of engines, which means that they have an offensive capability
unimaginable in ships of their size, but at the cost of sacrificing a large part of their
maneuverability. When fighting against an enemy forced to assault a world, without
Despite the embargo, this lack does not represent a major problem.

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Battlefleet Gothic – Unofficial Translation

ORBITAL PORT……………90 points

Tipo/Impacto Speed Swings Shields Armor Turrets


s
Defense/6 0 0 2 5+ 3
Armament: Reach/Speed PF/Force Shooting angle
Battery of weapons 30 cm. 4 Everything around
Launch platforms Hunting: 30 cm. 4 -
Bombers: 20 cm. squadron
s

In times of peace, orbital ports are centers for loading and unloading for the
large interstellar transport ships and cargo barges. From them, the management is controlled.
descent of goods and passengers to the planet's surface and distributing the material that
debe ser cargado en las naves que van a zarpar. Si el sistema es atacado, las extensas
Port facilities can be used as a base by military aviation that seeks to
repel the intruder. The orbital ports also have construction facilities.
repair of small boats, but it lacks the specialized workshops that are necessary
to build and supply the combat ships.

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Battlefleet Gothic – Unofficial Translation

SPACE STATION……………150 points

Tipo/Impacto Speed Spinning Shields Armoring Towers


s
Defense/1 0 0 1 6+ 2
Armament: Range/Speed PF/Force Shooting angle
Battery of weapons 60 cm. 12 Everything around
Lances 30 cm. 3 Everything around
Launch platforms Hunting rifles: 30 cm. 4 -
Bombers: 20 cm. squadron
s

The term 'space station' refers to all types of large facilities


size in orbit, whose roles include military or commercial shipyards, facilities of
Adeptus Mechanicus research, naval command bases, or simply
buildings constructed as living space. The largest are capable of accommodating several
military commander ships at the same time, although most get saturated with a single cruiser or a
squadron of escorts. Most of the shipyards are controlled by the Navy
Imperial or the Adeptus Mechanicus, although in the Gothic Sector there are a handful of worlds, each
less often, in those that operate space stations under contract with Port Maw, such as the
cases of Luxor and Verstap. The space stations, in one way or another, are large and well
defended, and they are usually capable of repelling small invading fleets or bearing the weight of
the struggle in a system. During the Gothic War, the control of the space stations
capable of repairing or supplying combat ships was of utmost importance,
becoming the focal point of many battles. They fought eighteen times between 150 and
in 153.M41 by the Chrysalis Shipyards in Arimaspia, including a battle that took place in
the interior of its corridors and factories among the traitorous marines and the Navy personnel, and
that lasted for more than three weeks.

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Battlefleet Gothic – Unofficial translation

FORTALEZA BLACKSTONE............400 points

Tipo/Impacto Speed Turns Shields Armoring Towers


s
Defense/16 0 0 6 5+ 6
Armament: Range/Speed PF/Force Angle of fire
Battery of weapons 60 cm. 20 Everything around
Spears 60 cm. 4 Everything around
Launch platforms Hunting knives: 30 cm. 8 -
Bombers: 20 cm. squadron
s

The powerful Azabache Fortresses were the main beam in presence and strategy.
of the Imperial Navy in the Gothic Sector. With the exception of Port Maw, each was delimited
subsector taking into account the presence of one of these mastodons, which played the role
main naval base in the subsector. Although almost completely dormant, the Fortresses.
Azabache were somewhat subjected to the exploitation of their resources by the Navy and the
Adeptus Mechanicus. It was they who united numerous weapon systems to their
main energy source, they opened wide chambers that were to be used as
launch platforms and installed defensive turrets covering almost their entire surface.
Although the Navy took pride in presenting them as the ultimate defensive element,
impregnable and immovable. Abaddon seized three of them, no less, resorting to
a previously unknown method to nullify their shields and block the supply of
energy, thus disabling both the weapons and the defensive turrets. Once deactivated,
the Fortresses were defenseless against ranged attacks and in practice, also
against a decisive and well-planned approach. At the end of the Gothic War, the Fortresses that
they still remained under Imperial control self-destructed; it is unknown whether those subjected by
Abaddon suffered a similar fate.

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Battlefleet Gothic – Unofficial Translation

Defenses in internal orbit


The defenses in the inner orbit can only be deployed on the separate table that is
used to represent the inner orbit. All of them are planetary: that is, they are constructed
on the surface of the planet, so they must be deployed touching the edge of the table
what the planetary surface represents. The laser and missile silos have an angle of
front shot towards the exterior of the planetary surface, perpendicular to it. The defenses
From the inner orbit, they will never be able to attack ships that are not on the inner orbit table.
It is especially important to note that artillery launched from the planetary surface does not
can access the outer orbit: the fuel they consume to reach the speed of
the escape is such that, when they arrive there, they are useless.

DEFENSE LASER SILO……………15 points

Tipo/Impactos Speed Swings Shields Shielding Towers


d
Planetary surface/1 0 0 0 6+ 0
Armament: Range/Speed PF/Strength Firing angle
Lances 60 cm. Frontal 3

These massive facilities house several laser batteries with a range of several thousand.
kilometers from the surface of the planet. The lasers built on the surface
Planetaria require even more energy than the ship's spears, to compensate for the
inevitable refraction of the energy beam when crossing the atmosphere. The core of the silo is usually
underground, so that the protection of several hundred meters of solid rock is added to
own shielding of the silo.

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Battlefleet Gothic - Unofficial Translation

MISSILE SILO……………5 points

Tipo/Impactos Velocity Turns Shields Shielding Towers


d
Planetary surface/1 0 0 0 6+ 0
Armament: Range/Speed PF/Force Firing angle
Torpedoes Speed: 30 cm. Frontal 6

There is a wide variety of planet-based defensive systems that employ


missiles. Some are crude single-shot nozzles buried in the Earth's crust,
who trust in the missile's mechanical brain to move towards the ships in
orbit. Others are mobile launchers, which can move across the planetary surface in order
to constantly protect the armies fighting on each continent.

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Battlefleet Gothic – Unofficial Translation

AIR BASE……………20 points

Tipo/Impactos Velocity Turns Shields Shielding Towers


d
Planetary surface/1 0 0 0 6+ 2
Armament: Range/Speed PF/Force Angle of
disparo
Launch platforms Fishes: 30 cm. 4 squadrons -
Bombers: 20 cm.

Most fighters and bombers are usually designed to operate in the


interior of a planetary atmosphere, and not in the stellar depths. From air bases
on the surface, underground corridors, or even occupying civilian airports, these
planes can take off from the planet to attack the ships that penetrate into orbit
either internally or intercept enemy bombers or torpedoes directed against targets over the
surface of the planet.

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Battlefleet Gothic – Unofficial Translation

List of the most planetary defenses


currents in the Gothic Sector
Orbital defenses

Orbital platforms with defensive lasers............ 30 points


Orbital torpedoes………………………………………….. 30 points
Orbital weapon platform........................ 30 points
Orbital mines 5 points
0 – 2 minefields………………………………………..40 points
0 - 6 decoy ships .................................................. 10 points

System defense ship ... 20 points


Defensive monitors………………………………………… 60 points
Orbital ports 90 points
Space stations………………………………………… 150 points
Fortaleza Blackstone…………………………………………. 400 points

Defenses in internal orbit

0 - 8 defense laser silos 15 points


0 - 8 missile silos .................................................. 5 points
0 – 4 air bases............................................................. 20 points

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Battlefleet Gothic – Unofficial translation

IncursionFleetofthe
CHAOS

andothershipsof
War Traitors

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Battlefleet Gothic - Unofficial Translation

BATTLESHIP CHAOS PLUNDERER-SPOILER CLASS………400 pts

Tipo/Impactos Speed Swings Shielding Shields Towers


Battleship/12 20 cm. 45 degrees 4 5+ 4
Armament: Range/Speed PF/Force Angle of fire
Platforms of Swift deaths: 30 cm. 4 -
port launch Doomfires: 20 cm. squadrons
Dreadclaws: 30 cm.
Platforms of Swift deaths: 30 cm. 4 -
starboard launch Doomfires: 20 cm. squadrons
Dreadclaws: 30 cm.
Portside battery 60 cm. 6 Left
Starboard battery 60 cm. 6 Law
Back battery of spears 60 cm. 3 Left/Right/Frontal
Bow Spear 30 cm. 4 Frontal
Notes: You cannot use the special orders of New Path. The Cursed Fury must replace its spears.
by torpedo attack from Force 8 at a cost of +10 points.

The Despoiler class battleships were developed as part of the Garox Prerogative in the mid
from the 36th millennium. The widespread belief in the value of attack aviation as the ultimate weapon in
war in space had taken over the Tempestus Fleet and plans had been made for the
construction of fifteen Despoiler-class battleships. However, history ended up proving the right to
armored classic, against attack aviation, which ended up reduced to the category of fashion. It came to an end
to the program after the construction of only three ships. The Despoilers participated in very few
battles, initially intended to patrol distant but little contested systems. Hardly
two hundred and fifty years (approximately) after entering into service, the Merciless Death
disappeared while conducting routine maneuvers in the Amerikon Sector. Thirty years later
reappeared during the Banardi Conflict, surprising and destroying a convoy of sixteen transports
Imperial ships without protection heading to Banardi Prime. The ship became progressively involved.
in numerous confrontations, each one closer to the Eye of Terror than the last, until
disappear again in the 39th millennium. Shortly after its second disappearance, it was confirmed that the
disappearance of the other two Despoilers in service, after opening fire on friendly ships and evading
subsequently in the disformed space. With the advent of the Gothic War, they resurfaced with
renewed vigor the rumors about sightings of the Merciless Death and the feats of its
twin sisters.

Famous ships of the Gothic War


Merciless Death Cursed Fury Fortress of Pain

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Battlefleet Gothic – Unofficial Translation

TERMINUS EST, BATTLEBARGE OF THE DEATHGUARD………430 points

Type/Impacts Speed Turns Armor Shields Towers


Battleship/13 20 cm. 45 degrees 4 5+ 4 (miasma
pestilence
Armament: Range/Speed PF/Force Angle of fire
Platforms of Swift deaths: 30 cm. 3 -
launch of Proa Doomfires: 20 cm. squadrons
Dreadclaws: 30 cm.
Platforms of Swift deaths: 30 cm. 3 -
port launch Doomfires: 20 cm. squadrons
Dreadclaws: 30 cm.
Platforms of Swift deaths: 30 cm. 3 -
starboard launch Doomfires: 20 cm. squadrons
Dreadclaws: 30 cm.
Colmensa Nurgle Babor 30 cm. 6 Left
Nurgle Hive Strider 30 cm. 6 Right
Bow Spears 30 cm. 4 Left/Right/Frontal
Dorsal Lances 45 cm. 4 Left/Right/Frontal

The Terminus Est was one of the first battleships that the Emperor assigned to the Guard of the
Death. It had a unique design prior to the Great Crusade that was copied in M.36 as part of
the Gareox Prerogative to create the Pillager class although, as was to be expected, the original ship
it is considerably more powerful than the later copies.
There is no reliable data on the configuration of the Terminus Est prior to the Heresy. There are certain
sources that seem to suggest the fact that it was primarily used as a planetary assault ship, what
which is not surprising, as it fits the mission assigned at that time to the ships of the
legions of the Space Marines. However, most of the ships that were used in the Great
Crusaders suffered system failures that the Empire did not know how to repair. Thus, most of
the systems ended up being replaced by less effective ones, but easier to maintain.

What is known more about is the role that Terminus Est played during the
Heresy. In Istvann, the Terminus Est fought and destroyed the Emperor's Shadow, the flagship of the
Raven Guard. This confrontation may have been the first recorded encounter between
two cruisers specialized in the transportation of attack vessels. The combat was swift and, in the massacre
subsequently, deprived the loyal forces of all air support.

When the Terminus Est was spotted again as part of the fleet accompanying Horus to
Earth, this had changed. Now it bore the mark of Nurgle and was escorted by all the ships of the
Death Guard. When Mortarion led the assault against the spaceport of Lion's Gate,

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Battlefleet Gothic - Unofficial Translation

Typhus took command of the Plague Fleet and it is possible that it was he who initiated the bombardment.
against the Emperor's Palace.

After the death of Horus and the arrival of reinforcements from the loyal troops, the Terminus Est sacrificed
your formidable reserves of attack ships to cover the retreat while the Death Guard
they embarked again on their ships. The Death Guard fled along with the rest of the Traitor Legions.
to the Eye of Terror and disappeared from the universe for centuries.

It is suspected that inside the Eye the Traitor Legions fought among themselves. The Guard of the
Death takes pride in the fact that Prince Mortarion, a primarch who transformed into
demon, will forge a great empire within the Eye and will alter its domains to his liking. Typhus and the
Terminus Est was one of the first members of the Death Guard to be sighted again at
extend the plague through the Agripina A system in the M.35. The success achieved by the Terminus Est in the
the defeat of the battle contingents that were sent to destroy it had a strong impact on the
manner of acting of the Imperial Fleet. In M.36, an expeditionary force of the Adeptus Mechanicus
he found some plans of his design in the realm declared Perdita of Barabus and began to build the
Class Raider. The Empire little imagined that the structure and central design of the shields
deformed of that kind hid a fundamental flaw. Only when, in the course of the
In the following centuries, ships of this kind ended up lost in the distortion or turned against the
The emperor realized what had happened.

In M.41, the Terminus Est is one of the oldest ships known in the Empire, a
a ship whose hull is held together by the power of Nurgle and through whose damp corridors flow
the most virulent plagues. The Terminus Est is part of the Nurgle universe that has been licensed.
to navigate through the galaxy and thus spread death by order of his cursed captain. The Imperial Fleet
will not rest until it destroys it and purifies it forever.

Special Rules:

Miasma of pestilence: Terminus Est is surrounded by enormous clouds of flies.


deformed beings that flutter and howl within it and turned Typhus into the Harbinger of the
Destructive Swarm. This miasma arises from within the ship through the thousands of pustules,
boils and cracks in the helmet or through exhaust pipes and useless weapon batteries and
corroded. The miasma replaces the ship's turrets and works exactly like the turrets
against attack ships, although it is useless against torpedoes.

The miasma is so dense that it obscures and distorts the shape of the ship, which makes the ships that are
they find themselves 15 cm away do not benefit from the usual shift of column to the left when
shoot at the Terminus Est.

The swarms of Nurgle: the Terminus Est is covered on both sides by rows and more.
rows of pustules, nests of larvae, boils and sores that arise from the ship's ulcerous skin. These
tumors cover the rusty remnants of what were once the main side batteries and
they form a sick parody of these weapons similar to coral on marine rock. The tumors
they secrete fluids and every so often they burst violently and release a mixture of debris
corroded, ammunition, and dirt into space. The swarms of Nurgle work just like batteries of
weapons. In addition, the Nurgle player can place an explosion template at any point of the
route of the Terminus Est after each of its movements to represent the constant
swarm segregation.

The mark of Nurgle (additional shot already included in the profile): the Terminus Est cannot be
to address.

Slow: cannot execute the special order to change course.

Flagship: the Terminus Est must always be the flagship of the fleet it is part of.
and must have the warlord of the fleet on board. However, if the fleet includes the Planet Buster.
(may the Emperor not wish it), this rule must be ignored.

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Battlefleet Gothic - Unofficial Translation

PLANET KILLER – PLANET KILLER ……………………………505 points

Type/Impacts Speed Turns Armor Shields Turrets


Battleship/14 20 cm. 45 degrees 4 5+ 5
Armament: Range/Speed PF/Force Firing angle
Bow Battery 60 cm. 12 Left/Right/Front
Port battery 60 cm. 6 Left
Starboard battery 60 cm. 6 Law
Dorsal Launchers 60 cm. 6 Left/Right/Front
Bow torpedoes Speed 30 cm. 9 Left/Right/Front
Cañon Armageddon 90 cm. See rules Frontal

Notes: You cannot use the special order from NuevoRumbo.

The origins of this impressive ship known as Planet Buster are a mystery to the
authorities of the Imperial fleet. It bears no resemblance to any Imperial ship design and it is believed that
it was built by the forces of Abaddon in the Eye of Terror before the Gothic War. In fact,
Various Adeptus Mechanicus speculate about the impossibility of physically constructing it outside of space.
deformed.

As far as is known, only one Planet Buster has been built to serve as the flagship of
Abbadon the Plunderer during the Gothic War. The ship was built around a gigantic cannon.
of energy of an incomprehensible magnitude. The Planet Buster is also equipped with numerous
batteries of weapons, of spears and torpedo launchers and, in addition, it is armored and protected by a plethora of
shield generators. The only weak point is its speed.

It was due to its low speed that the ship ultimately ended up being destroyed. Soon after the destruction of
Charles II was hit from a long distance by a salvo of torpedoes fired from cruisers.
Lunar of the Omega battle group.

Note: if you include this combat ship, you must apply all the special rules of the Planet Buster.
from Abaddon the Pillaged.

The Armageddon Canyon:

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Battlefleet Gothic - Unofficial Translation

The Armageddon cannon cannot be fired if the ship is inoperative or subject to any of these.
special orders: retros at maximum power, Full speed ahead! or Ready for impact! The cannon
Armageddon can only fire in a straight line in front of the ship.
To fire with the Armageddon cannon, position the Nova cannon template so that it is in
contact with the bow of the Planet Buster. Next, move it directly forward 90 cm. If the
the hole in the center of the template matches the base of the ship (friend or foe), it suffers 1D6
automatic impacts. If any other part of the Nova cannon template comes into contact with the
As the ship's base moves, it suffers an automatic impact. The impacts bring down the shields of the
habitual mode. The torpedoes that come into contact with the template are destroyed. Once the cannon
Armageddon has fired, it needs a recharge and you must use the order reload before
can shoot again. If you roll double sixes while trying to exceed a reload check, the cannon
Nova has not worked well and has caused a critical impact on the Planet Buster that leaves the cannon
Armageddon unusable for the rest of the match. With any other double result, the Nova cannon will be able to
shoot once more, but you must disconnect to avoid an overload.

Example: the nova cannon template is located 90 cm directly in front of the


Planet return. The line between both points goes directly over the base.
of the Arrogant and brushes the edge of the Iron Duke. Unfortunately for him
Chaos player also affects the Monstrous. The Arrogant suffers 1D6 hits,
while the Iron Duke and the Monster suffer 1 hit each.

Remember that the planet buster also has torpedoes, so you might need to use the order
to recharge at the same time you use it for the Nova cannon. In this case, you only need to perform a check
of orders and apply the result to the two weapon systems (if you roll two 6s, the Planet Buster suffers a
critical impact and will also be out of torpedoes for the rest of the game.

The Planet Buster in an Exterminatus:


The Planet Buster is a ship as unsubtle as its name, as it has been designed to attack.
worlds. This feature makes it particularly suitable for the Exterminatus scenario. If the fleet of
Chaos is attacking, it may include the Planet Buster instead of the modified Exterminators or instead of
a Black Fortress. The World Breaker does not lose any of its weapons for being an Exterminator, but if the
Armageddon cannon cannot be used for some reason, then the ship will not be able to continue functioning as a
Exterminator and the Chaos player will automatically lose the battle. Although the Planet Buster must
enter low orbit to shoot just like other ships, it is not necessary to be 45 cm or less from the edge
from the board to activate the Armageddon cannon nor does it require a result of 4+ to destroy the planet.

How to include the Planet Destroyer in other battles:


The Planet Buster is not particularly suitable for general fleet battles, but it is
much more appropriate for special scenarios or in certain types of games. In fact, the Planet Destroyer is
highly appropriate to consider it the reason for a battle. For example, you could play Scenario 3: Incursion,
in which the Chaos fleet would defend the Planetbuster. Instead of using the usual conditions of
Victoria, the attacking player must disable the Planet Buster or destroy it.
A variant of the 'destroy the Planet Buster' scenario consists of using Surprise Attack,
but, instead of orbiting a planet, the Chaos defensive fleet would be stationed around the
Planetbreaker (it may be under repair or something like that). The defender does not have to pay points.
additional ones for the Planet Breaker, but it starts the battle in reserve just like the rest of the ships
defenders. For this reason, it cannot move or shoot until it is active, although the turrets and
shields function normally. Attackers must incapacitate the Worldbreaker to win
the stage.

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Battlefleet Gothic – Traducción no oficial

Similarly, you can play a Convoy scenario where the Planet Buster counts as eight.
transport. The enormous size of the Planet-Buster hinders its maneuverability among the density of
celestial bodies, but it compensates for it with its offensive capacity. If the Planet-Breaker exits at the edge
opposite of the board without suffering damage, the Chaos player wins the scenario. If it becomes inoperative before
to escape, the attacker gains a marginal victory and, if destroyed, the attacker claims a
heroic victory.

Abaddon the Plunderer


Abaddon can be included as a fleet commander in any game where the Chaos fleet
be 1,000 points or more. You cannot include a Chaos Lord on the same ship as Abaddon (no
it would be very smart to invest points in a Chaos Lord to place him next to a bloodthirsty maniac
blood!). Abaddon benefits from the following characteristics:

Leadership 10.
Abaddon is an exceptional commander in every way. His crew and his fleet live
held back by the fear of unleashing their commander's wrath, as they would be dispatched with extreme
efficiency. In addition, Abaddon has the help provided by the prophecies of the sorcerer Zaraphiston.

Repetition of rolls: 1 per turn.


Abaddon's fleet can reroll an order or leadership check once per turn.
Abaddon's terrible reputation and iron determination ensure the absence of failures in the
chain of command. If there are any, the consequences are usually fatal.

Special rules:

Approaches: Abaddon brings aboard the ship under his command his company of traitor Marines.
from the Black Legion. Thanks to this (and to their own skills), the ship doubles the value of its boardings and
gains a +1 modifier to the approach.

Lightning attacks: Abaddon has sealed his ship to protect himself from lightning attacks (it's
an old fox in these matters!). In the lightning attacks carried out against his ship, the enemy has to
apply a -1 modifier when attacking. If Abaddon's ship makes a lightning attack of
teleportation, adds +1 to the attack roll, as this is carried out by the exterminators of
elite of the Black Legion. The boarding torpedoes and assault ships of Abaddon's ship are
controlled by more mundane servers and this modifier does not apply to them.

"It has failed me for the last time!": Abaddon the Plunderer does not tolerate mistakes, circumstance
discovered by many of its followers and that has cost them dearly. If it is necessary to use repetition
of the ability that Abaddon has to overcome the orders or leadership check of another ship or
squadron and for the second time the check is not passed, the wrath of Abaddon will explode! During the phase of
Chaos shot, Abaddon will use at least half of his firepower and ship's lances that
order to open fire on the wretches who have failed him (assuming that the scum is in their
range and angle of shot). Resolves attacks normally, as if Abaddon's ship
will face an enemy.
The victims of their wrath (assuming they survive) will be conveniently punished and will obtain
a +1 to Leadership for the rest of the game. The modifier to Leadership will only take effect once.
(After what has happened, the crew will work to the best of their abilities!). If the object of the
Abaddon's victim is not within his range and/or firing angle, he will abandon you to your
luck. Abaddon can no longer roll to see if he reaches them. This means that the
Commander cannot repeat their rolls on the ship or squadron unless they transport their own.
Lord of Chaos with the Mark of Tzeentch. If this terrible failure were to occur on the ship of the owner himself
Abaddon will lose 1 point of damage while the Black Legion is busy massacring those who failed him.
No improvement is obtained in the Leadership attribute.

99
Battlefleet Gothic – Unofficial Translation

CHAOS BATTLESHIP DESECRATOR CLASS……………………350 pts

Type/Impacts Speed Swings Shields Armor Turrets


Battleship/12 25 cm. 45 degrees 4 5+ 4
Armament: Range/Speed PF/Force Angle of attack
Back Weapons Battery 60 cm. 6 Left/Right/Front
Port side spears 60 cm. 2 Left
Starboard lances 60 cm. 2 Law
Port Hangars Swift deaths: 30 cm. 2 -
Doomfires: 20 cm.
Dreadclaws: 30 cm.
Starboard Hangars Swift deaths: 30 cm. 2 -
Doomfires: 20 cm.
Dreadclaws: 30 cm.
Bow torpedoes Speed 30 cm. 9 Frontal

Notes: You cannot use the special order of NuevoRumbo.

The Battleship Desecrator, seen for the first time during the Gothic War, was the first Battleship.
of the Chaos registrars by the Empire in a millennium. It serves as the flagship for the War Master
Heinrich Bale, this ship was a modified Desolator class, where the spear batteries were canceled.
fronts and replaced by launch hangars and dorsal weapon batteries were added.
Known for being part of the discipline of the Young School, it is believed that Mr. Bale combined the
punching power of the Harpoon system of a Desolator with the versatility of attack ships.
It is unknown when or how these major changes took place, but the Bale fleet in
general and his flagship in particular have proven to be a formidable enemy. He successfully managed,
maintain the block of Acre for more than 3 years and attacked many Imperial ships in the Port sector
Maw. He was also one of the last to retreat defeated in the final stages of the Gothic War,
he did it only after a series of titanic battles to escape, in which he lost many of them
ships under his command.
Occasionally reports of a Desecrator Cruiser entering the Segmentum Obscurus,
they have repeated throughout the centuries following the Gothic War. One of those intrusions was against base
naval Imperial in Board IV with the result of the boarding and capture of 3 Imperial escort ships
when they were still docked at port. If the cause of the attack was the Treacherous or another battleship
Desolator has not been able to be confirmed.

Famous ships of the Gothic War


The Treacherous

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Battlefleet Gothic - Unofficial Translation

DREADNOUGHT OF CHAOS CLASS DESTROYER……300 pts

Tipo/Impactos Speed Spins Shields Armor Turrets


Battleship/12 25 cm. 45º 4 5+ 4
Armament: Range/Speed PF/Force Firing angle
Port side spears 60 cm. 4 Left
Starboard spears 60 cm. 4 Right
Dorsal Weapons Battery 60 cm. 6 Left/Front/Right
echo
Bow torpedoes Speed 30 cm. 9 Frontal

Notes: You cannot use the special order of NuevoRumbo.

The Desolator class battleship dates back to the founding of the Empire and uses
technology that the Adeptus Mechanicus lost a long time ago. Nowadays, there are none left in
service with the Empire, but it is known of at least five Desolators who chose to hide and
to flee from the light of the Emperor between the millennia 31 and 34. Of them, the Eternity of Pain,
famous due to his treacherous captain, he is perhaps the most hated. It is known that at least
seven Imperial battleships have succumbed beneath their immensely powerful lances and their
long-range armament since it reneged in 453.M33. Countless more ships.
the small ones have ceased to exist due to this stellar leviathan. The Torment, even older
that the Eternity of Pain was captured by renegade pirates during the Wars
Spartans, after their engines were severely damaged. The Imperial fleet, in
in those moments, he could do nothing but watch helplessly as it drifted,
ungovernable, towards a mined asteroid field. Seventy-eight years after its
capture, theStorm would become the instrument that would sweep away the orbital defenses of
Ghori VI, before the same planet was invaded by Eldar pirates. The Storm has been
sighted in places as distant as Segmentum Ultima, and even went on to participate in a
attack against an Imperial convoy in the Jobe Sector on the northern border.

Famous ships of the Gothic War


Torment Eternity of Pain

101
Battlefleet Gothic – Unofficial Translation

GRAND CRUISER CHAOS REPULSION-REPULSIVE……230 points

Type/Impacts Speed Giros Armor Shields Towers


Grand Cruise/10 20 cm. 45 degrees 2 5+ 3
Armament: Range/Speed PF/Force Firing angle
Portside Gun Battery 45 cm. 14 Left
Battery of Arms of 45 cm. 14 Law
starboard
Dorsal fins 30 cm. 3 Left/Front/Right
echo
Bow torpedoes Speed 30 cm. 6 Frontal

Notes: The Harbinger of Despair was equipped with ancient detection systems.
whites that increase the range of their dorsal spears to 45 cm. for an additional cost of
+10 cm.

The great cruisers were precursors to the battle cruisers that now have
tax on most Imperial fleets. Almost comparable to battleships in their
the ability to withstand damage and their firepower, the large cruisers fell into
misfortune when the means to build engines with sufficient power were lost
(the most recent engines were unable to reach a useful combat speed).
You can still find great vintage cruises available for booking, belonging to some
fleets of the Segmentum Obscurus and the Segmentum Pacificus, but are despised as
obsolete models. Of the twenty-five major cruise ships that are believed to have deserted the ranks
Imperial since its construction ceased in the 34th millennium, barely anything remains to be destroyed or
capture a dozen again. Of them, the most active, by far, is the Reaper of
Enemies. They have been spotted in more than a dozen confrontations between fleets in the
twenty-three centuries have passed since succumbing to the corruption of the Dark Powers.
The most infamous action of the Enemy Reaper was the destruction of the installation of the
Adeptus Mechanicus in AFR-74, killing fifty thousand Adepts in the time it lasts.
heartbeat, when a barrage of specially modified torpedoes brought down the
ecological shield that protected the inhabitants from the nitric methane atmosphere of the satellite.

Famous ships of the Gothic War


Bleeding Sword Reaper of Enemies Bearer of Despair

102
Battlefleet Gothic – Unofficial Translation

GRAND CRUISER OF CHAOS CLASS RETALIATOR………275 points

Type/Impacts Speed Turns Shields Armor Turrets


Great Cruise/10 20 cm. 45 degrees 3 5+ 3
Armament: Range/Speed PF/Force Firing angle
Port side battery of guns 30 cm. 6 Left
Battery of Weapons of 30 cm. 6 Law
starboard
Port Side Launches 45 cm. 2 Left
Starboard Lances 45 cm. 2 Law
Port Hangars SwiftDeaths: 30cm. 2 -
DoomFires: 20cm. squadrons
DreadClaws: 30cm.
Starboard Hangars SwiftDeaths: 30cm. 2 -
DoomFires: 20cm. squadrons
DreadClaws: 30cm.

Note: the armored cruiser Enemy's Blow has advanced drives. Moves +5D6
under the order 'At full speed!' with no additional cost of points.

The class model Represalia was part of the garrison of the Galan V fleet that
rebeló contra el poder imperial en M35. Después de una batalla campal alrededor de las tres
moons of the planet, four of the traitorous ships and three imperial cruisers had resulted
destroyed. The rest of the Chaos ships fled out of the system and made the jump to the
disformity led by the ship in command of the squadron: the Scourge of Enemies. From the
betrayal of Galan V, the squadron (which now bears the name of its flagship), has been
identified as part of the incursion fleets of three renegade warlords.
In addition, he has been involved in fleet actions in the Segmentum Obscurus. The Scourge of
Enemies and their squadron of ships were last seen during the incursion made in
Magdellan Prime a hundred years ago. As a result of that incursion, the
50% of the planet's orbital defenses.

Famous ships of the Gothic War


FoeBane

103
Battlefleet Gothic - Unofficial Translation

GREAT CRUISER OF CHAOS CLASS EXECUTOR ...............210 points

Type/Impacts Speed Turns Shields Armor Turrets


Great Cruise/10 20 cm. 45º 3 5+ 3
Armament: Range/Speed PF/Force Angle of fire
Port side spears 30 cm. 4 Left
Starboard spears 30 cm. 4 Derecho
Port Side Launchers 45 cm. 2 Left
Starboard Lances 45 cm. 2 Law

Currently, in the Empire, the Executor class armored cruiser is out of


service. Few models of this ship were built, most of them in the shipyards of
Hydraphur and in its worlds forge the next.
The strong point of the Executor model was its lance batteries and many
fleet commanders preferred it over other cruisers with heavier weapons.

Over time, the number of Executor-class ships was reduced, as they were phased out.
losing in successive battles. One of the last squadrons, under the command of the Royal Blood,
He was deployed as part of the defending fleet of the Gate of Cadia. During a
action of the fleet against the Chaos ships that had appeared from the Eye of Terror,
executor class cruiser Blood Royal and its ships set out in pursuit of the Chaos ships.
After resisting the incursion and forcing the retreat of the Chaos ships, the Royal Blood and a
A dozen ships set out in pursuit of them, and they were never heard from again. Most of the
experts stated that they had set a trap for them and had been destroyed. Five centuries
later, three of the lost ships reappeared, including the Blood Royal, identified as
parte de la flota de renegados del Señor de la Guerra Arca Vilespawn. Al parecer, son los
the only models left of the Executor class.

Famous ships of the Gothic War


Blood Royale

104
Battlefleet Gothic - Unofficial Translation

HEAVY CRUISER OF CHAOS CLASS STYX (STYX)………290 pts.

Type/Impacts Speed Giros Shield Armor Towers


Cruise/8 25 cm. 45 degrees 2 5+ 3
Armament: Range/Speed PF/Force Angle of fire
Platforms of Swift deaths: 30 cm. 3 -
port side launch Doomfires: 20 cm. squadrons
Dreadclaws: 30 cm.
Platforms of Swift deaths: 30 cm. 3 -
starboard launch Doomfires: 20 cm. squadrons
Dreadclaws: 30 cm.
Dorsal fins 60 cm. 2 Left/front/right
echo
Bow Armament Battery 60 cm. 6 Left/front/right
echo

The heavy cruiser class Styx (officially named Styx, although the translation Estigio has
finished imposing), it was used throughout the Segmentum Obscurus and in many fleets of the Segmentum
Last during millennia 32 and 33. In most fleets, it ended up being retired from service.
incorporating the new battleships built on Mars at the expense of the Stygian. Capable of deploying
a considerable long-range armament to complement its more than imposing bays of
Aviation launch, the Stygian is an even more impressive rival than its considerable tonnage.
it could wait. At least seven incursions of Stygian against Imperials have been recorded in the
Obscuras Segment before the start of the Gothic War. During this conflict, this figure increased to
39 important battles in which Stygian were involved, demonstrating the trust that the
followers of the Arcane Powers have in their possibilities. Although it is estimated that there were about
a minimum of five ships of this class lined up against the Empire during the War, only two survived
identifiable: elHorrísonoy and elDestructor Impío. Both had been built in the shipyards of
Cypra Mundi at the beginning of the 33rd millennium, and they used to engage in battle together. In 299.M35, the
Impious Destructor, the older of the two, withdrew in the midst of a battle against intruders.
traitors, abandoning their companion, who was soon reduced to a floating wreck and was captured.
Until they reappeared during the Gothic War, nothing more was known about either of the two ships.
Certain incidents that occurred when both ships fought together suggested that there was still
a certain degree of enmity between both ships, and in the battle for Duran, the Horríson stopped the
previous betrayal. He abandoned the Chaos fleet during the final assault, and as a result, the Destructor
Impíofue was destroyed. The remains of the cruiser were finally eliminated when it crashed, between
flashes and explosions, against the nearby planetary defenses of Duran itself.

Famous ships of the Gothic War


Horrendous Impious Destroyer

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Battlefleet Gothic - Unofficial Translation

HEAVY CRUISER OF CHAOS CLASS HORROR..............230 points

Type/Impacts Speed Swirls Shields Armor Turrets


Heavy Cruiser/8 25 cm. 45º 2 5+ 2
Armament: Range/Speed PF/Force Shooting angle
Port side spears 45 cm. 2 Left
Starboard spears 45 cm. 2 Law
Port battery 45 cm. 8 Left
Starboard battery 45 cm. 8 Law
Dorsal fins 60 cm. 2 Left/Front/Right
echo
Bow Armament Battery 60 cm. 6 Left/Front/Right
echo

During the Gothic War, the Imperial fleet was heavily pressured by line ships and lack of
emergency supplies due to the constant storms of disformity in the sector. Lord Admiral
Ravensburg ordered all line ships that could be put into service. This includes some
ancient ships, in the dry dock and ships captured from the enemy. When the Death Skull, a cruiser
class Slaughter was affected in an attack in Quinrox Sound, it was dismasted by torpedoes from
squadron of six destroyers cobra. After eight days an boarding action and the performance of
four battalions of the Imperial Guard, the ship was captured.
The ship was taken to be repaired at Port Maw, where the engineers of the Adeptus Mechanicus
Repairs began. Several problems were encountered by the engineers, as spare parts were missing.
for the ancient ship of chaos. The decision was to create an upgrade of the ship to Heavy Cruiser and
add dorsal armament. When the ship was finally repaired, it was renamed BattleCry and
put into service with the identification BF-88-hc cruise variant.
In a cruel twist of fate, it was only a year before it changed hands again.
BattleCry was captured in port, during the disaster of Fortress Black IV. The ship docked at the
station, I was refueling and depended entirely on the station for the power supply.
When Abaddon took control of the fortress and shut down the main power, the Battle Cry was left without
help. Over time, the crew tried to regain power from the main engines, but it was
too late.
The Battle Cry was renamed Horror, and for the following years it caused considerable
adversities to the Imperial forces, all while traitorous technopriests completed the
repairs. It seems that more ships of this type could have been seen in the fleets of Chaos in the years
following.

Famous ships of the Gothic War


Battle Cry Horror

106
Battlefleet Gothic – Unofficial translation

HEAVY CRUISER OF CHAOS CLASS HECATE………………240 points

Tipo/Impactos Speed Turns Shields Armor Turrets


Heavy Cruiser/8 25 cm. 45 degrees 2 5+ 3
Armament: Range/Speed PF/Strength Firing angle
Port Hangar Swift deaths: 30 cm. 2 squads. -
Doomfires: 20 cm.
Dreadclaws: 30 cm.
Starboard spears Swift deaths: 30 cm. 2 squads. -
Doomfires: 20 cm.
Dreadclaws: 30 cm.
Port battery 45 cm. 6 Left
Starboard battery 45 cm. 6 Law
Dorsal fins 60 cm. 2 Izquierdo/frontal/der
echo
Bow spears 60 cm. 2 Left/front/right
echo

While the Stygian class still remains in fleets at the front, where the use of
Battle cruisers are impracticable, the Hecate class has been seen more and more
frequently in the invading fleets of Chaos. This has been viewed with concern by the
Imperial strategists, who have seen how many warlords use these ships.
for its incursions, as it is capable of defending itself against many of the
Imperial cruisers in service, without the need for escort or other support ships.
In this role, the Hecate is a dangerous rival for any navy patrol.
Imperial and on many occasions, it has been seen only in minor missions.
Although it has fewer attack ship capabilities than the Stygian class, its armament
intimidating has earned him the respect of many Imperial cruise captains, who
He has seen how all his escort has disappeared in a short time due to the actions of Hecate.

107
Battlefleet Gothic – Unofficial Translation

HEAVY CHAOS CRUISER CLASS HADES…………………200 points

Tipo/Impactos Speed Giros Shields Armor Turrets


Cruise/8 25 cm. 45º 2 5+ 2
Armament: Range/Speed PF/Force Shooting angle
Port side battery of weapons 45 cm. 10 Left
Battery of Weapons of 45 cm. 10 Law
starboard
Dorsal fins 60 cm. 2 Left/front/right
echo
Bow spears 60 cm. 2 Frontal

The Warrior was one of the most praised ships of the Gothic Fleet, but now it is said
among his most hated enemies. Before the Gothic War, the Warrior served as a vessel of
training, having been removed from active service after thirteen centuries in which he received
all kinds of praises and blessings as the flagship of the 4th Cruiser Fleet
Heavy. Can anyone even speculate about how long it had been since the foul-smelling
had the Breath of Chaos invaded the ship? Can anyone try to imagine how many young people and
official promoters of the Navy had been corrupted, receiving teachings that they did not
they instilled more than false ideals and that they were taught by respected and praised veterans,
to then be sent to all corners of the fleet, where they advocated for their
despreciables creencias entre los tripulantes? Tan ruin traición sólo fue descubierta gracias al
beginning of the Gothic War, when the Warrior opened fire on the Jarnu Orbital Station,
after abandoning its dock without permission. The glowing remnants of the Station
Orbital crashed against Jarnu Capital, killing nearly a million citizens.
Imperials in the final explosion. The Warrior easily distanced itself from the few ships.
prepared to go out in pursuit of him, and the next time he was seen he was accompanied by
a fleet of traitors that had blocked the Slavonis System. To date, the Warrior
he has evaded capture or destruction, despite having been declared destroyed on two occasions.
In both cases, he managed to eventually escape, taking advantage of the cover.
provided by their escorts.

Famous ships of the Gothic War


Malicious Maximus Injustice Warrior

108
Battlefleet Gothic – Unofficial Translation

HEAVY CRUISER OF CHAOS CLASS ACHERON………………190 points

Type/Impacts Speed Swings Shields Armor Turrets


Cruise/8 25 cm. 45º 2 5+ 3
Armament: Range/Speed PF/Force Firing angle
Portside spears 60 cm. 2 Left
Starboard spears 60 cm. 2 Law
Dorsal fins 45 cm. 2 Left/front/right
echo
Bow battery 45 cm. 6 Left/front/right
echo

The Eternal Chaos is extraordinary in many aspects. As far as the records go.
they reached, only one ship of the Acheron class was built, as a field of
testing of new weapon systems designed after thoroughly analyzing certain
ancient ships, possibly of alien origin, discovered in Sector 51 (where it
finds, casually, the ill-fated Portis Cthulhus). If the desertion of the ship during the
The Gothic War had some relation to this fact, which is the subject of constant speculation.
among the scholars of the Navy. Incidentally, the Eternal Chaos had no name, in
Initially at least, being designated BF/67-A. It was Admiral Grove who named it Chaos.
Eternus when the ship managed to escape for the fourth time from its fleet, during the Conflict of
Scharnhorst.

Famous ships of the Gothic War


Eternal Chaos

109
Battlefleet Gothic - Unofficial Translation

HEAVY CRUISER OF CHAOS CLASS HELLFIRE....................285 points

Type/Impacts Speed Spins Shield Armor Turrets


Cruise/8 20 cm. 45 degrees 1 5+ 2
Armament: Range/Speed PF/Force Aiming angle
Port side gun battery 45 cm. 8 Left
Starboard battery of weapons 45 cm. 8 Law
Starboard Battery Launchers 45 cm. 2 Left
Starboard Battery Guns 45 cm. 2 Law
Dorsal lance 60 cm. 1 Left/front/right
Bow armament battery 30 cm. 6 Left/front/right

Notes: The orders 'At full throttle' and 'Retro at full power' prevent the use of weapons.
HellFire launchers, because the ship needs to redirect power from the weapons to the propulsion system.

The Hellfire class was an initial attempt by the Adeptus Mechanicus to mount large batteries.
of various weapons on the fuselage of a cruiser. Initially, the ship would have a wide variety of armament.
of spears and batteries, but it was relatively weak, however over time and a
careful observation of the prototypes resulted in an improvement in the energy system with the
result of some spears and batteries with greater range. The ship became a formidable adversary
and was mainly used in planetary sieges and system blockades.
The formidable arsenal of the Hellfire class was greatly utilized by the admirals.
but against him was the fact that his speed did not allow him to keep pace with other ships
similar, to be a desired target for any enemy fleet and its low shield power, caused
due to the increase in energy allocated to the greater power of the spears, it made them extremely weak
at short distances. Another additional problem was that the increase in storage space for
the batteries and backup systems for its heavy armament reduced the ship's capacity to
to accommodate the crew and transport the necessary logistics for the maintenance of the crew and the
own ship, which required frequent refueling stops in systems or to be used accompanied by
various transports or supply convoys.
The morale on these ships frequently varied from one extreme to another, being at times
of conflict and combat when the crew forgot the harsh conditions of the ship and united their
efforts to defeat the enemy. But during the long periods of time in which the ship is
interned in deep space or on missions in dark places, the lack of space and intimacy and the
rationing due to the lack of food caused profound discomfort among the entire crew that
sometimes they ended in riot or rebellion, ultimately turning their backs on the Empire and embracing the Powers
Dark
The few active Hellfire class ships that remain are integrated into fleets of
Lords of the Chaos War, where they are still successfully used in their main role: the siege and
planetary blockage.

110
Battlefleet Gothic – Unofficial Translation

CHAOS CRUISER DEVASTATOR CLASS - DEVASTATION……190 points

Tipo/Impactos Speed Swings Shields Armor Turrets


Cruise/8 25 cm. 45 degrees 2 5+ 3
Armament: Range/Speed PF/Force Firing angle
Platforms of Doomwing: 30cm. 2 -
port launch Firelords: 20 cm. squadrons
Dreadclaws: 30 cm.
Platforms of Doomwing: 30cm. 2 -
starboard launch Firelords: 20 cm. squadrons
Dreadclaws: 30 cm.
Port side spears 60 cm. 2 Left
Starboard spears 60 cm. 2 Law
Bow Gun Battery 30 cm. 6 Left/front/right
echo

The Unforgivable earned this title during the 37th millennium, in a confrontation that would lead to
known as the Mordia Incident. Formally named the Digna Furia, the vessel accompanied
fourteen transports of the Navy, in whose compartments thirty-two thousand were waiting for their destination
Imperial guards, one thousand five hundred cars and more than ten thousand civilians including auxiliary and personnel.
maintenance. With them was traveling the Iustus Dominus, an Oberon-class battleship, and six escorts of
different types. ElDigna Furia communicated the discovery of a signal in its long-range detectors.
scope, and launched a series of fighters and bombers in interception routine. However, such signal did not
There existed. It was an insidious plan by Digna Furía to activate all her bombers.
surpassing the Just Lord, aviation suddenly altered its trajectory, making a
devastating bombing against the battleship. Stripped of its masts after the surprise attack, the Iustus Dominus no
could support the escorts when Digna Furia aimed her main weapon at the minors
they, destroying four and forcing the two survivors to retreat. The transports were left
defenseless against the treacherous cruiser, and after thirteen hours of constant bombardments and attacks, the aviation
Digna Fury had destroyed each and every one of them. Barely thirteen thousand men managed to escape in.
rescue capsules and sub-aquatic sailboats; the loss of the army caused the fall of Gestenbal to
hands of invading orcs. Nicknamed since then The Unforgivable, the cruiser began a series of
unpredictable attacks, unleashed for three millennia, until Captain Grenfeld, in command of the
Hammer of Justice, during the Blockade of Port Maw (Gothic War), put an end to their raids, destroying
the ship and removing the corrupt wreck.

Famous ships of the Gothic War


Deathbane The Unforgivable

111
Battlefleet Gothic – Unofficial Translation

CHAOS CRUISER CLASS DEATH-MURDER……………170 points

Type/Impacts Speed Giros Shields Armor Turrets


Cruise/8 25 cm. 45 degrees 2 5+ 2
Armament: Range/Speed PF/Force Firing angle
Port Battery of Guns 45 cm. 10 Left
Battery of Weapons of 45 cm. 10 Law
starboard
Bow spikes 60 cm. 2 Frontal

Notes: The Plagueclaw and the Despicable Ecstasy can replace the armament of their
covered by Fire Power 4 and Force Spear 2 with a range of 45 cm. without additional charge
in points.

For a long time, the Murder-class cruisers were the backbone of the Obscurus Fleet.
Eventually they became obsolete and had to be replaced by the Lunar class. Among the
millennia 33rd and 37th nearly five hundred of these ships were built, but the optimism of
that time turned into astonishment when a large number renounced the Empire,
joining the ranks of Chaos. With several covers literally packed with the best
plasma cannon batteries that have never been produced by the Adeptus Mechanicus, the ships
of this class are formidable opponents in long-distance battles, and their engines
they have enough power to keep out of the reach of ships
enemies oriented towards close combat. A squadron of these ships can
dismantle the largest battleships, as shown by the Doombringer, the Steel Fang,
and the Aberration, by annihilating the Imperial battleship Unrelenting Pursuit (arrival from the Sector
Ardekka during the final throes of the Gothic War.

Famous ships of the Gothic War


Doombringer Thread of Death Steel Fang
Aberration Impious Domain Plagueclaw Despicable Ecstasy

112
Battlefleet Gothic - Unofficial Translation

CHAOS CRUISER CLASS MASSACRE-CARNAGE……180 points

Tipo/Impactos Speed Turns Shield Armor Turrets


Cruise/8 25 cm. 45 degrees 2 5+ 2
Armament: Range/Speed PF/Force Firing angle
Port Side Gun Battery 45 cm. 6 Left
Battery of Arms of 45 cm. 6 Law
starboard
Portside Battery of Guns 60 cm. 4 Left
Battery of Weapons of 60 cm. 4 Law
starboard
Bow Battery 60 cm. 6 Left/front/right
echo

The Carnage class cruisers were designed as support ships, capable of using their
long-range armament to keep a distance and provide covering fire for others
ships. It was destined to be an unfortunate design, faced with equal difficulties.
techniques and bad omens. These technical difficulties, such as the supply of the enormous
the amounts of energy required for battles at such great distances hindered from the beginning.
the development of the project and sparked all kinds of discussions within the Dark Fleet. The first
Carnage-class cruiser (the Unstoppable) participated for the first time in real combat action after
abandon the shipyards, at the Landing in Skalathrax, supporting six transports that were trying to
create a beachhead in the contested world. However, as soon as the enemy ships
They approached the convoy, the Unstoppable opened fire on the transports, destroying three of them.
the others fled to the surface of the planet, but after landing they discovered that the ports had
been taken by the renegades, and soon they were taken by assault. Known as the Novice of
From then on, this ship was able to survive three millennia of blockades and assaults.
constances to convoys until eventually destroyed by Imperial agents when it docked in the
rebel fortress of Darkstation, in the Sector Priam. Since then, more have occurred.
surveys among the remaining Carnage-class cruisers, including that of the
self-named Anarchic Vendetta, which lost contact with the Empire after a mass riot of the
crew. The mutineers abandoned the bloodied bodies of their officers at the Station
26/A, and then they left the dock where they were moored, causing considerable damage.
before being forced to unstick due to the intervention of the Apocalypse-class battleship
Helbrecht.

Famous ships of the Gothic War


Novice of Skalathrax Wanton Desecration Excessive
Anarchist Vendetta

113
Battlefleet Gothic - Unofficial Translation

CHAOS CRUISER ANNIHILATION-SLAUGHTER CLASS…165 points

Type/Impacts Speed Spins Shield Armor Towers


Cruise/8 30 cm. 45 degrees 2 5+ 2
Armament: Range/Speed PF/Force Firing angle
Portside spears 30 cm. 2 Left
Starboard spears 30 cm. 2 Law
Port Side Gun Battery 30 cm. 8 Left
Battery of Weapons of 30 cm. 8 Law
starboard
Forecastle Battery 30 cm. 6 Left / front / right
echo

Notes: Enhanced boosters. When you receive the special order of Full speed ahead!
move +5D6 cm. instead of +4D6 cm.

The Slaughter class cruiser uses Scartix class coil engines, capable of providing a
much greater thrust than that of any other ship. When the Servicial, a Slaughter-class cruiser
fled in the 126.M34, renounced the Emperor and bombarded the forges of the Sethelan factory world, the
Scartix coil designs were lost forever among the flames, ashes, and ruins.
There are those who argue that the only objective of the attack was to prevent the construction of more.
ships according to this pattern. It was Admiral Dorez who changed the name of the Servicial, naming it the
Heartless, as a consequence of this terrible act, and for the next seven millennia was
relentlessly pursued throughout Imperial space. His destruction was finally achieved during the
Incursion of Orar, when the Imperious, a Mars-class battleship, struck the conduits of
plasma. ElMuerte and Destruction carved out a fearsome reputation shortly thereafter. The name? Nickname?
However, it owes it to its peculiar emissions. Every time it has entered into action, the
ship has radiated a single message in all the frequencies and ethereal waves:
DEATHANDDESTRUCTIONDEATHANDDESTRUCTIONDEATHANDDESTRUCTIONDEATHAND… The captain of the ship,
It is believed that he remains Abraham Thurst, showing an incredible disdain for the safety of his ship.
and has continued fighting until the last moment in more than one battle despite the injuries received,
fighting with more than half of the unused systems and the ship almost completely
deforested.

Famous ships of the Gothic War:


Skull of Death Death and destruction Ruthless Heavenly Promise

114
Battlefleet Gothic - Unofficial Translation

CHAOS CRUISER CLASS EMASCULATOR........................185 points

Type/Impacts Speed Giros Shields Armor Towers


Cruise/8 25 cm. 45 degrees 2 5+ 2
Armament: Range/Speed PF/Force Angle of fire
Port side spears 45 cm. 2 Left
Starboard Lanthorns 45 cm. 2 Law
Port side battery of guns 45 cm. 6 Left
Starboard battery of guns 45 cm. 6 Law
Forecastle battery 30 cm. 6 Left/front/right
echo

The Emasculator-class cruiser is seen by many Imperial strategists as a failed attempt to


to emulate or surpass the Lunar class Imperial cruiser, since the torpedo launcher and the armored bow
considera superior. Sin embargo es en el campo de batalla donde el clase Emasculator sorprende gracias
its short and medium-range batteries and spears that can easily surprise any captain of
Lunar class.
For reasons yet to be discovered, the Emasculator class has been sighted in large numbers in fleets.
from the Slanesh brand and it is believed that its use has begun to be slowly deployed also in the
fleets of the chaos of other powers.

115
Battlefleet Gothic - Unofficial Translation

INCURSOR OF CHAOS APOSTATE CLASS………………………50 points

Type/Impacts Speed Spins Shields Armor Turrets


Listen/1 25 cm. 90º 1 5+ 1
Armament: Range/Speed PF/Force Shooting angle
Battery of weapons 30 cm. 2 Left/front/right
Spears 45 cm. 1 Frontal
Bow Torpedoes 45 cm. 2 Frontal

The infiltrator of the Apostate class is a mystery to the Imperial captains. As a heavy Escort
it is an anathema to the doctrine of Imperial combat, but it has been used with great success by the fleets of
chaos. Like any other escort, it is vulnerable to intense fire, but employed on the flanks or far from the
The main fight, the Apostate is a fierce opponent.
Based on the structure of the Infidel class, the energy requirements for the weapon system
improved takes away a bit of speed from the Apostate. But it has proven its worth in encounters with
Imperial convoys or other escorts. The Apostate class has a wide range of resources for a ship.
of its class and in the hands of an experienced captain is terribly lethal.

116
Battlefleet Gothic – Unofficial Translation

INCURSOR OF CHAOS IDOLATRA-IDOLATOR…………45 points

Type/Impacts Speed Swings Shields Armor Turrets


Listen/1 30 cm. 90º 1 5+ 2
Armament: Range/Speed PF/Force Firing angle
Battery of weapons 45 cm. 2 Left/Front/Right
echo
Spears 30 cm. 1 Frontal

Notes: It does not suffer the displacement of a column in the Trigger Table for firing at
more than 30 cm.

The incursor of the Idolator class is a true enigma. The location of the shipyards is unknown.
in what they are built, although the most widespread rumors talk about the isolated forge world and
excommunicated from Xana II, near the Eye of Terror. The Idolators incorporate a multitude of systems and
devices of obviously non-human origin, possibly bought or stolen from some other race
capable of navigating space, like the Kroot mercenaries or the Fra'al incursions. They showcase a
impeccable marksmanship at great distances, leading to abundant speculation about the
target acquisition systems so perfected that they possess, systems that the Adeptus
Mechanics have not yet been able to replicate. The Idolators' squads represent a constant.
threat to navigation in the vicinity of the Eye of Terror, and it is not uncommon for three or four of
these ships cross the blockade of the Portal of Cadia and always the panic among the helpless convoys
of the Imperial rear guard, before plunging back into the depths of the abyssal void.

Famous squadrons of the Gothic War


Avengers Purgers Inglorious Basterds Disciples of Khorne

117
Battlefleet Gothic - Unofficial Translation

INCURSOR OF CHAOS UNFAITHFUL CLASS-UNFAITHFUL............40 points

Type/Impacts Speed Turns Shields Armor Turrets


Listen/1 30 cm. 90º 1 5+ 1
Armament: Range/Speed PF/Force Firing angle
Battery of weapons 30 cm. 2 Left/front/right
Torpedoes 30 cm. 2 Frontal

The plans for a scout slightly larger than the Cobra destroyer.
They disappeared from the orbital shipyards of Monsk at the end of the 40th millennium. Several years
then the incursions led by ships with a configuration began.
notably similar. The first attacks were suffered by the Damacles Sector, at just 780
light years from Monsk. However, during the following two centuries, the area increased in
that incursions of this nature occurred. The belief has become widespread that they are
squadrons of Infidels responsible for many attacks against the garrisons of
the periphery of the Segmentum Obscuras, and they have been sighted in places as distant as Alphon
in the Segmentum Solar and Xanthus on the Northern border. These ships were used in
abundance during the Gothic War, with enormous success in some attacks launched by
surprise against ships in orbit, while they were refueling and being inspected. A squadron in
In particular, the Eradicators, only 4 ships, participated in the Orar Incursion during the
Gothic War, and they would still appear on at least thirteen more occasions.

Famous squadrons of the Gothic War


Fellclaws Cursed Eradicators

118
Battlefleet Gothic - Unofficial translation

DESTRUCTOR CHAOS ICONOCLAST-ICONOCLAST....30 pts

Type/Impacts Speed Turns Shields Armor Towers


Listen/1 30 cm. 90º 1 4+ 1
Armament: Range/Speed PF/Force Firing angle
Battery of weapons 30 cm. 3 Left/front/right
echo

Raider Iconoclast squadrons have always posed a serious threat to


navigation. Primarily used by pirates and rebel factions, the Iconoclast presents
a design similar to a certain type of light escorts outdated in practically all
shipyards. Although appearing compact and small, they are armed with a power of
fearsome fire for their size, and when they act in groups they can pose a threat
even for a flagship. When they act as part of a fleet, they become engaged
mainly with enemy escorts and they usually open fire against attack aviation or the
torpedoes. The squadron of The Scavengers, a gang of renegades that operated from the
luna de Duran, acquired their infamous reputation by attacking convoys, stinging the
transport while they rushed with unusual daring among the enemy battleships.
The Lost Souls also gained some notoriety after their involvement in the Assault on
Faustus. His vicious attacks almost destroyed half of the orbital defenses.
Faustus, allowing the Excessive and the Plague claw to bombard the world.

Famous squadrons of the Gothic War


Fearmongers Lost Souls The Scavengers Accusers of Harok

119
Battlefleet Gothic - Unofficial Translation

TRANSPORTS...........points: special

Notes: You can find the profile of the transports in the Empire section.

Although there is no record of Chaos troops building transports or


merchant ships during the Gothic War, it is obvious that they did not hesitate to plunder the ships.
Captured Imperials. Often, these ships showed signs of having been repaired.
hurriedly, after the damage suffered during its capture. Towards the end of the War, the
ships that had remained trapped by the chaotic servers for a longer time
they began to show the deformed influence of the Dark Gods. These ships, manned
mostly by pirates, cultists, or renegades, they were often poorly manned.
Isn't it inevitable to assume that the followers of Chaos are showing themselves, at the very least,
reluctant to participate in activities as unexciting as the transport of weapons,
slaves and provisions to the larger fleets?

CHAOS STRIKE AVIATION............points: special

AVIATION OF SPEED
ATTACK
Interceptors 30 cm.
Swiftdeath
Bombers 20 cm.
Doomfire
Assault boats 30 cm.
Dreadclaw

["Swiftdeath Interceptors","Doomfire Bombers","Assault Boats","Dreadclaw"]

During the Gothic War, the forces of Chaos employed a wide variety of planes.
The most common were the Swiftdeath fighters (Death Instant, it could be translated). They resulted from
enormous usefulness for disabling the torpedoes, so commonly used by the Imperial Navy.
The mortal Doomfire bombers were targeting the Imperial escorts, and eventually
even in the commander ships. In the Battle of Gethsemane, a wave of Doomfire gave the
deathblow to the heavy cruiser Cypra Probatii. The Dreadclaw ships, justly feared,
they use old field generators capable of making their way through the hull
more armored in minutes, allowing the assault groups to be deployed before they
he organized the defense.

120
Battlefleet Gothic – Unofficial Translation

FORTALEZA BLACKSTONE (ACTIVE)……………750 points

Tipo/Impactos Speed Giros Shielding Shields Towers


Defense/16 10 cm. Special 6 6 0
Armament: Scope Strength Firing angle
Disformity cannons 90 cm. 8 Total (360º)

Special rules: A Jet Black Fortress cannot use special orders, but in
change will automatically override any other Leadership Check that must be carried out. The Strength
Jet can move up to 10 cm in any direction during the movement phase: it does not rotate like
a normal ship. It has no crew, so it does not add 1D6 to its score during a
approach. The disfigurement cannons of a Black Fortress fire 1D6 for each point of Strength and
they impact with a result of 4+, like the lances. However, the shots from warp cannons
ignore the shields: all impacts directly affect the ship.

Designer note: For now, we have decided to leave the ray 'super mega ultra powerful that
"you crap" of the Azabache Fortresses outside of these rules, but perhaps we will decide to introduce it,
together with the rules for combining several Blackstones, in some future issue of White Dwarf, just like that
fixed date, no security, nothing at all. But if you come up with any idea in the meantime, we would like
Hello!

How did the forces of Chaos find a way to control and activate the Dark Fortresses?
it remains a mystery, although there are serious indications pointing towards the theft of the
alien artifacts known as the Eye of the Night and the Hand of Darkness. A
Dark Fortress operational and at full capacity was the most powerful ship in the entire galaxy
in those days. Their many weapons showcased a knowledge of the technology of the
disfigurement that even surpassed that of the Eldar. Whatever the exact process was,
apparently the main weapons of the Fortress would open a hole in the barrier that
separate the real space from the disfigurement, where it escaped with devastating fury.
immaterium in its pure state. The fluctuating energies contained in the lightning could, even worse,
to somehow dodge the shields of a ship and tear apart the hulls of the ships. This
technology could be used to detach the real space factory and unleash an unstoppable force
shock wave, of a disfigured nature, capable of sweeping away everything that stood in the way
their path. Not only that, but several Fortresses could eventually destroy any
anything that got in his way. During the Gothic War, Abaddon resorted to the power of
three combined Blackstones to destroy the star Tarantis, and who can imagine
What terrible power would I have possessed if I had managed to capture the six Fortresses?

121
Battlefleet Gothic – Unofficial translation

LIST OF THE CHAOS FLEET


DURING THE GOTHIC WAR
Fleet Commander
Mr. Chaos Warrior
You must include a Lord Commander in the fleet, even if it is worth 750 points or less. It must be there.
assigned to the largest ship (that is, the one with the highest point value), and will increase its Leadership
to the value detailed below:

Lord of the Chaos War............... Ld 8…………… 50 points


. ……………….Ld 9…………… 100 points
The Lords of War have a Dice Repetition. Additionally, they can be granted
up to four Marks of Chaos as shown below. However, no Mark
can be chosen more than once.
The Mark of Slaanesh +25 points
The Lord of Chaos is accompanied by the discordant howl of the Demons of Pleasure,
as if it were a siren. The enemy ships at 15 cm or less from its own.
the Lord of Chaos ship suffers a -2 modifier to its Leadership value.
The Mark of Khorne +20 points
The Lord of Chaos and his followers chant their praises to Khorne while
They await the occasion to shed blood in glorious hand-to-hand combat. The ship
the Lord of Chaos doubles its value in the approaches and adds +1 to the rolls to cause damage
critical damage in the approaches.
The Mark of Tzeentch +30 points
The Lord of Chaos benefits from the condescension of the Puppeteer. His demonic
presence allows you to control the threads of Destiny. The Lord of Chaos obtains a
Additional dice roll.
The Mark of Nurgle +35 points
The walls of the ship of Lord Chaos Guerrero throb with putrid morbidness,
alive yet agonizing. Swollen and reddened veins and arteries twist from the
navel, surrounded by horrible pustules that secrete pus and uric acid at the same time.
The smell of ammonia and rot spreads throughout the ship, while
repugnant cartilaginous spines pierce the skin, decomposed as if it were
affected by leprosy, in the most desolate areas. The ship of the Lord of Chaos
It resists 1 point of damage more than usual and cannot be boarded.

0-3 Tales of the Chaos War


You can include up to three Lords in your fleet. Each leader must be assigned to a ship, and
increase your Leadership to the value shown below:

Lord of Chaos………………………….….. Ld 8…………… 50 points

A Lord of Chaos can have one of the following Marks of Chaos:


The Maraca of Slaanesh +25 points
Enemy ships within 15 cm or less of the Lord's ship suffer a -2 modifier.
to its leadership value.
The Mark of Khorne +20 points
The Lord's ship doubles its results in boarding.
The Mark of Tzeentch +30 points
The Lord has a die replay.
The Mark of Nurgle +35 points
The Lord's ship gains +1 damage point and cannot be boarded.

122
Battlefleet Gothic – Unofficial Translation

Commander ships

Battleships
You can include up to 1 battleship in the fleet for every 3 cruisers.
Chaos Battleship class Despoiler 400 points
Chaos Battleship class Desolator 300 points

Large cruises
You can include up to 1 large cruiser in the fleet for every 3 cruisers or heavy cruisers.
Great Chaos Cruiser class Repulsive... 230 points

Heavy cruisers
You can include a maximum of one heavy cruiser in the fleet for every two cruisers.
Heavy Chaos Cruiser class Styx (Stygian)……………… 290 points
Heavy cruiser of the Chaos class Hades.......................... 200 points
Heavy Cruiser of the Chaos class Acheron... 190 points

0-12 cruises
Chaos Cruiser class Devastation 190 points
Murder class Chaos Cruiser 170 points
Chaos Cruiser class Carnage 180 points
Chaos Cruiser Class Slaughter 165 points

Escorts
You can include any number of escorts in the fleet.
Chaos Incursor class Idolator……………………………… 45 points
Chaos Incursor class Infidel (Unfaithful) 40 points
Destructor of Chaos class Iconoclast 30 points

Artillery
The ships with launch platforms can have any combination of
Swiftdeath fighters, Doomfire bombers or Dreadclaw assault boats. The ships with nozzles
For submarines, they are equipped with normal and boarding torpedoes.

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ELDARS

Eldar Corsairs

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Battlefleet Gothic – Unofficial Translation

The Eldar race is very ancient, and their ships are among the most sophisticated in the galaxy. In addition,
tanto los almirantes como los tripulantes de las naves son indiscutiblemente los mejor preparados y
endowed with all the traveling races. The Eldar ships move by capturing stellar energy in their
candles and applying it in motors for the production of movement (Translator's note; energy conversion)
potential and/or heat in kinetics). The amount of energy they can capture, and therefore the
distance they can move depends on their orientation towards the nearest star. Their ships are
graceful and extremely maneuverable, allowing them to approach the enemy, open fire at
surprise and then withdraw, without giving their clumsy enemies even the slightest chance to
response. The Eldar ships are protected by holographic fields that distort the sensors of
aim and significantly decrease the ability to hit them. However, it is also true that
The attacks that manage to hit usually cause considerable damage to their sophisticated but fragile ships.
As a race, the Eldar are excellent infiltrators. They execute swift hit-and-run attacks to eliminate the
more isolated or dispersed enemy strongholds, using their maneuverability to strike there
where they are weaker. If the enemy is able to group their forces and concentrate enough power
of fire, the eldar ships are unable to withstand a large-scale bombardment. For all this, the
numerical superiority and the organization of a solid and compact defense have always been key points
to face the Eldar attackers.

Leadership of the Eldar

All Eldar ships must add +1 to the score obtained on the table on page 9 (N. Of T.: )
page 9 in this translation, page 10 in the original Battlefleet Gothic manual), so their Leadership
it will oscillate between the values of 7 and 10.

Due to their unique way of movement, the Eldar will not be able to use the following special orders:!
All machines!, Burn Retros, New Direction.

Movement of the Eldar ships

The movement rules they follow replace the normal movement rules and are applicable.
only to the Eldar ships, which must always apply them in any circumstance,
regardless of any other factor. It must be assumed that any original rule that is not
modified below will typically apply to the Eldar. Eldar ships move in their phase of
movement and in the artillery of their own turn. However, they observe that they cannot move in the
enemy's artillery phase.

Before an Eldar ship moves, it can rotate and face any direction it wishes. Always.
turn before moving, and it must remain facing in the chosen direction until the beginning of its
next move.

To know how fast the Eldar ship can move, you must observe the direction in which it has
stayed facing. Its speed will depend on the angle it forms with the solar edge. In the table of all
Eldar ships appear at three different speeds (for example, 10/20/30). The first is used if the
The solar edge is at the front shooting angle of the ship, the second is used if the solar edge is
in the rear angle of the ship and the third is used if the solar edge is at the right angle or
left of the ship. If the solar edge is right on the line between two shooting angles, the
Eldar player can choose which one they wish to use.

Eldar ships have no minimum movement distance. They can move from zero up to the distance.
maximum calculated as explained in the previous paragraph. After their initial turn, they must proceed in a straight line.
straight, and they will not be able to make additional turns while moving.

As explained before, the Eldar move twice in each of their turns. The second
movement takes place in the artillery phase, after moving any artillery marker, but
except for this, all the rules described in the above paragraphs must be applied absolutely
normality.

Explosion markers and gravity wells


The explosion markers affect eldar ships in exactly the same way as any other.
ship without shields. That is, they cause 1 point of damage with a roll of 6 on 1D6 and reduce their
movement by 5 cm. that turn. Gravity wells allow the Eldar to alter their normally
linear trajectory when moving around the planet, so the ship will be able to make an additional turn

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Battlefleet Gothic – Unofficial Translation

towards the planet at the end of its movement (since at the beginning they can rotate in any direction, not
they receive no special benefits at the beginning of their movement.

Holographic fields
Against attacks that use the Firing Table, holographic fields cause a
shift of a column to the right, in addition to any other applicable modifier by
scope or interposition of explosion Markers. Against any other form of attack (spears,
torpedoes, etc...) fires to impact the eldar ship as usual, but then the player
eldar can make a saving throw with their holographic fields:

D6 Result
1 Impact! The attack achieves an impact against the
eldar ship.
2-6 Failure! Put an explosion marker in contact.
with the ship.

Note that holographic fields are not effective against the impacts caused by moving through
an explosion marker. They work, however, against impacts caused by torpedoes and
bombers.

Critical damage to the Eldar


Any damage caused to an Eldar ship results in a critical hit on a roll of 4+ on 1D6.
instead of the usual 6+. Instead of using the usual Critical Damage table, use the following table of
Critical Damage for Eldar:

Critical damage table for the Eldar


Damage
2D6 additional RESULT
2 +0 Eternal circuit damaged. The eternal circuit of the ship, which helps with control and the
internal communications, is damaged by the impact. The leadership of the ship is reduced
in –1 until this damage is repaired.
3 +0 The keel equipment is damaged. The keel equipment has been damaged.
due to the impact and will not be able to fire until it is repaired.
4 +0 Bow armament damaged. The ship's bow is torn. The armament
Installed in this location, it will not be able to fire until the damage is repaired.
5 +0 Broken masts. The systems that allow the ship to alter the angle of the
sails and quickly changing course break as a result of the impact. Until
que se repara, la nave sólo podrá girar 90º antes de mover.
6 +0 Unfurled sail. The main solar sail of the vessel suffers surface damage, which
reducen la cantidad de energía que es capaz de almacenar. Debe reducirse en 5 cm.
each of the three speeds of the ship until the damage is repaired.
7 +1 Damage to the central structure. The impact causes a small surface gap in
the hull. An excess of tension in the structure of the ship could cause damage still
older. Until the damage is repaired, roll 1D6 each time the ship turns more than
At 45º. With a result of 1, the ship will suffer 1 additional point of damage.
8 +0 Main sail entangled. The solar cells of the main sail are coming apart and are
disperse. The ship will not be able to move in the artillery phase until this is repaired.
damage.
9 +1 Crushed the eternal circuit. The fine crystal matrix of the circuit has broken.
in thousands of pieces after the impact. The ship suffers –3 to its Leadership; this damage does not
it can be repaired.
10 +0 Holocube generators destroyed. The holocube generators are
disintegrated by the impact. The ship loses its field. This damage cannot be
repair.
11 +D3 Breach in the hull. A huge hole in the hull causes a terrible slaughter.
among the crew.
12 +D6 Collapse of the partitions. The internal beams twist and collapse,
entire compartments collapse amid the groan of tortured metal. Pray
because I left something of the ship intact!

Eldar weaponry

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Battlefleet Gothic – Unofficial Translation

Eldar ships incorporate three different weapon systems, the nature of which is detailed
next:

Pulsars (pulsar launches)


Pulsars shoot several laser beams with a core of especially high energy content.
(kinetic, potential, caloric...). They count as spear shots, which hit with a result of 4+
regardless of the opponent's shield value. However, if a pulsar shot hits,
Then you can shoot again with that pulsar. As long as it keeps hitting, you can keep shooting.
until you fail or the spear has caused 3 impacts.

Batteries of weapons
The weapon batteries of the Eldar are short-range weapons, although capable of unleashing a true
fire whirlwind. They make use of sophisticated targeting systems that provide efficiency
enormous even at very forced attack angles. To represent its aim, the weapon batteries
The Eldar count all targets as 'approaching' on the Shooting Table, regardless of which one.
It is the authentic position of the ship. Aside from this, the rest of the rules apply normally.

Torpedoes
Eldar torpedoes use sophisticated revolution systems to blind enemy gunners, with which
which become virtually invisible until they hit their target. To represent this, the
Defensive turrets only hit Eldar torpedoes on a roll of 6 on the die, instead of 4.
5 or 6 on average. In addition, the specially designed sensors of the eldar torpedoes allow you to repeat
the launches to hit the torpedoes that miss on their first attempt.

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Battlefleet Gothic - Unofficial Translation

Eldar Privateer Ships


ELDAR BATTLESHIP VOID STALKER ………………380 points

Type/Impacts Speed Turns Shields Shielding Towers


Battleship/10 10/20/25 Special Holographic 4+ 0
cm.
Armament: Range/Velocity PF/Force Shooting angle
ad
Keel hangar Darkstar: 30 cm. 4 -
Eagle: 20 cm. squadron
Keel battery 45 cm. 8 Left/front/right.
Bow pulsars 45 cm. 2 Frontal/left
Fore pulsars 45 cm. 2 Front/right

Notes: Several Void Stalkers, such as the Forge of Vaul, are armed with Strength 4 torpedoes.
the keel, instead of the launch pads. This does not cost additional points.

During almost the entire Gothic War, the Eldar fleets were mainly composed of escorts,
accompanied by a handful of cruisers. However, after the battle of Gethsemane and the alliance of many of the
Eldar pirate fleets with Lord Ravensburg, a new terror was to seize the heart of the traitors.
star invaders. The Void Stalker is the pinnacle of eldar stellar technology, as it combines a huge
armament with great speed and maneuverability; capable of facing any ship from the Gothic Sector without
to hesitate.
Only one ship of the Void Stalker class was named in the history of the War, and it was the
Shining Star, which over time turned out to be the flagship of the Executors, the famous band of privateers. It was
sighted for the first time when leaving the region adjacent to the Graildark Nebula, or the Dark Chalice, but soon
was seen again, supported by a certain number of cruisers and escorts, annihilating an incursion fleet in the subsector
Lysades. The Shining Star was also instrumental in the attack against the Lethe blockade, where its contribution
To lift the blockade was especially important, destroying the great cruiser Ira Incontenible and several escorts.
in addition to dismantling two other chaotic cruisers. The Eldar advocate that, whether before, during, or after the War, the
Star Rutilant has never been defeated in battle.
There are also references to another Void Stalker, frequently sighted chasing some species.
of personal vendetta against the Orks of the Cyclops Cluster. This mysterious ship appeared several times in the midst of
a series of Imperial bombings against Orc ground positions, using their sophisticated weaponry to wipe out
the Orkos settlements. Rumors suggest that the ship was eventually destroyed while attempting to
face alone an enormous orca wreck [a wreck that would later receive the name Lament of Platea].

Famous ships of the Gothic War


Forge of Vaul Shining Star

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Battlefleet Gothic - Unofficial Translation

LIGHT ELDAR CRUISER AURORA CLASS……………140 points

Tipo/Impactos Speed Giros Shields Shielding Towers


Cruise/4 15/20/30 Special Holographic 4+ 0
cm.
Armament: Range/Speed PF/Force Angle of fire
ad
Keel torpedoes Speed: 30 cm. 4 Frontal
Bow Pulsar 30 cm. 2 Frontal

Like the rest of the Eldar ships classified by the Imperial Navy, very little is known about the light cruiser class.
Aurora. The ship mimics the design of larger cruise ships, as it has the same wing configuration and the
hull design. As a light cruiser, logic dictates that the Aurora serves the same function as the class cruiser
Intrepid in the Imperial Fleet. Although eldar cruisers are fast, the Aurora model has the advantage
added speed and maneuverability of an escort ship, but has the same firepower as a
cruise.

The most notable example of the display of the Auroras occurred in the final stages of the Gothic War. After the
Battle of Gethsemane, a troubling alliance was formed between the Empire and the Eldar corsair fleets of the sector.
This alliance prompted the emergence of many Eldar ships that had never been seen before, such as the powerful starship.
Eldar Guardian class and Aurora class light cruisers. The first major battle the cruiser participated in
light Aurora recorded in the imperial annals took place in a confrontation between a treacherous fleet and a great
Eldar combat group in the Black Grail Nebula.

As the imperial fleet and the fleet of traitors slowly approached each other, the eldar fleet...
separated and surpassed the Chaos fleet. Admiral Vortigue, who was in command of the imperial fleet, was
convinced that they had found a fast runner. Shortly after the first spears opened
Fire, the Eldars reappeared. Most of the Eldar fleet was located in the rear of the ships.
traitors and, in the meantime, a third of their fleet (which included quite a few escort ships, but primarily
Aurora-class cruisers attacked the Chaos fleet from one flank.

The flanking force launched itself directly against the Chaos barges, carrying out suicide attacks against the
chaos cruiser hulls. The Chaos fleet was plunged into confusion and the ships began to break.
formation when their corrupt captains initiated evasive actions. A second Eldar squadron appeared from the
rear guard and opened fire. The Chaos fleet was trapped before the approaching imperial fleet and with no possibility
to counterattack. In addition to the firepower on the flank, a third eldar squadron was kept in the rear
without entering into combat, but maintaining the perimeter, to ensure that the Chaos ships could not maneuver
to escape. Vortigue followed the example of the Eldar and presented his flanks to the now disorganized Chaos fleet and
crossed the 'T' causing deadly effects.

The traitorous fleet found itself trapped between two fleets and, thanks to the consequent rapid firepower and a great
maneuverability, the Chaos ships had no escape possibility and within hours the traitors were
destroyed in their entirety.

Famous ships
Wind Runner Storm Chaser

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Battlefleet Gothic – Unofficial Translation

LIGHT CRUISER ELDAR SOLARIS CLASS ……………130 points

Type/Impacts Speed Swings Shields Shielding Towers


Cruise/4 15/20/30 Special Holographic 4+ 0
cm.
Armament: Range/Speed PF/Force Firing Angle
ad
Bow Gun Battery 30 cm. 8 Frontal

The Solaris class light cruisers were identified by the Imperial Fleet during operations.
privateers in the Nebula of Yurol. The offensive aimed to expel the privateer fleet from the
soul reapers of Prince Ilmarth of the nebula and lead them to the place where the second awaited.
fleet. The operation faced issues from the beginning.

Several Solaris-class cruisers were involved in skirmishes with the escort ships.
imperials as they ventured into the dense asteroid belts of the Arikar system. The
squadrons of imperial escort ships were greatly outmatched by the great power of
fire at close range of the enemy ships. Three imperial ships were lost and three others were damaged.
severely damaged before they were ordered to leave the Arikar belt to return to the
security of the main fleet. The huge asteroid field provided the Eldar pirates many
places to hide and much greater mobility. The imperial admiral was not willing to
to risk the largest ships needed to match the firepower of the Solaris in a few
such uncertain conditions.

After changing plans, a blockade was carried out against the Arikar system, but the speed of the
Pirate ships allowed them to cross the cordon easily, surpassing the patrol of imperial ships.
After a year of unproductivity, the operation had failed and was canceled. Until today,
Ilmarth and his soul reapers are still loose in the Yurol Nebula.

A subsequent analysis of the failed operation identified a squadron of three Solaris ships, led by
by the Serpent of the Void ship and supported by six smaller ships in the Arikar system.

The Solaris-class light cruiser has many elements in common with the Aurora model and
Often inexperienced captains confuse them. Being faster than cruise ships.
larger size, the Solaris are used in combination with Eldar escort ships to carry out
high-speed incursions; they are also used to add weight or firepower to the first wave
of an Eldar attack.

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Battlefleet Gothic - Unofficial Translation

ELDAR CRUISER CLASS SHADOW……………210 points

Tipo/Impactos Speed Giros Shields Shielding Towers


Cruise/6 10/20/25 Special Holographic 4+ 0
cm.
Armament: Alcance/Velocid PF/Fuerza Ángulo de disparo
ad
Keel torpedoes Speed: 30 cm. 4 Frontal
Bow Armament Battery 30 cm. 12 Frontal

The Shadow class cruiser is typical of the Eldar fleets. Its multiple solar sails give it
they provide tremendous speed and maneuverability, enabling you to surpass even
the escorts of other races. The most infamous Shadow class cruiser among those who fought in the
Gothic War was the Black Star. Under the command of the self-proclaimed Prince Conanmaol.
the Executors, the Black Star managed to destroy several Imperial commander ships, and caused
the loss of a considerable tonnage of Imperial merchant ships. The Star Negraeludió
the destruction throughout the Gothic War, and it continues to direct its attacks from the
depths of the Nebula of the Dark Chalice, Graildark, as of today. ElFianna Rethol, for
on its part, it was the first Eldar ship to fall into Imperial hands relatively
intact. However, when the ship was being studied at the Argante Station, a
an Eldar escort flotilla attacked. After making its way through the few defensive ships of the
system, the Eldar launched several salvos of torpedoes against the docked ship,
completely annihilating it, before disengaging at enormous speed.

Famous ships of the Gothic War


Black Star Son of Khaine Celestial King
Mathurir Carriage Fianna Rethol Gleaming Claw

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Battlefleet Gothic – Unofficial Translation

ELDAR ECLIPSE CLASS CRUISER……………250 points

Type/Impacts Speed Turns Shields Shielding Towers


Cruise/6 10/20/25 Special Holographic 4+ 0
cm.
Armament: Range/Velocity PF/Force Angle of fire
ad
Launch platforms of Darkstar: 30 cm. 4 -
the keel Eagle: 20 cm. squadron
s
Leading pulsars 30 cm. 2 Frontal

The Eclipse is probably one of the most effective aircraft carriers that have ever existed.
acted in the Gothic Sector. While most of the aircraft carriers
They must maintain a considerable distance from the enemy, thereby increasing the duration.
in terms of time that hunters and bombers need to reach their enemy, the Eclipse can
deploy their Darkstar fighters and Eagle bombers at short range, and then
resort to their great speed to move away from the front line. Adding to this the
the extraordinary effectiveness of Eldar attack aviation makes it easy to understand why the Eclipses
they became the nightmare of any Imperial convoy commander during the War
Gothic. ElStardeath, in particular, was responsible for the destruction of more than fourteen
convoys and twenty-eight ships among civilians and military, by itself. TheStardeathwas
eventually cornered and destroyed by frigates of the Skargul patrol after their
holographic fields were fortuitously disconnected as a result of the impact of a
a barrage of torpedoes; to reach him, however, they had to chase him for three
Days, playing cat and mouse among the stars of the Graildark Nebula. The Warrior
Silenciosoganó gained great notoriety in the Port Maw region after the Walpurgis Attack.
during which his crew boarded and captured the Vigilante, which was waiting docked at
various transports laden with troops of the Penal Legion, which were to escort to the world
from Lethe where the Imperial Guard fought. The Eldar corsairs forced the commander
Imperial is transmitting the security signal and, as the defenseless transports
they were abandoning the atmosphere of the planet heading to the meeting, they were destroyed by the
merciless bombers from the launch platforms of the Silent Warrior.

Famous Ships of the Gothic War


Silent Warrior Chosen of Asuryan Stardeath The Gift of Eliarenath

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Battlefleet Gothic - Unofficial Translation

FRIGATE ELDAR JAGUAR-HELLEBORE CLASS……………75 points

Tipo/Impactos Speed Turns Shields Shielding Towers


Listen/1 10/20/30 Special Holographic 4+ 0
cm.
Armament: Range/Speed PF/Force Firing Angle
ad
Bow pulser 30 cm. 1 Frontal
Keel torpedoes Speed: 30 cm. 2 Frontal
Bow Gun Battery 30 cm. 1 Frontal

Perhaps, the most armed bodyguard in the entire Gothic Sector. The Hellebore is the embodiment
of the Eldar ideals and their technological supremacy. Although unable to withstand much damage,
it carries enough armor to match an Imperial light cruiser or cause
tremendous damage to much larger ships. When deployed in squadrons, the Hellebore
they combine in a lethal way speed, flexibility, and offensive capability, having both the
long-range combat capability provided by the torpedo tubes such as the
solid firepower at shorter range of the weapon systems and the installed pulsar
at the bow. The Hellebores stand out in ambushes, as they are capable of disorganizing the
enemy formations with their successive waves of torpedoes and then take advantage of the
gaps left to attack with force. This tactic was employed with enormous success in several
ocasiones durante los ataques Imperiales contra la Nébula Graildark. De hecho, fue un
squadron of three frigates Hellebore that reduced the Fortitude to a derelict wreck
dismantled the squadron Sword of Orion during the failed Picus Offensive, in the years
end of the Gothic War.

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Battlefleet Gothic - Unofficial Translation

FRIGATE ELDAR PUMA-ACONITE CLASS……………65 points

Tipo/Impactos Speed Spins Shields Shielding Towers


Listen/1 10/20/30 Special Holographic 4+ 0
cm.
Armament: Range/Velocity PF/Force Firing Angle
advertisement
Fore battery of weapons 30 cm. 5 Frontal

The Aconite class frigate uses the best of Eldar laser technology, having a
offensive capability that far exceeds what one would expect for a ship of its size.
They usually operate in squads of three or four ships, so that they are capable of
to unleash a barrage of fire capable of matching the side batteries of a battleship -
with the advantage that they can then withdraw before the enemy can
respond at least. The Aconites often take advantage of their maneuverability to position themselves to
pair (in line) of the great enemy cruisers, where they are unable to respond
with their own weaponry. If the escorts change course and head to intercept the
Aconites, these are capable of reacting quickly and withdrawing from the threatened position.
This tactic was regularly employed during the Gothic War, and it became deserving of the
loss of at least three Imperial commander ships and several Chaos vessels, including
The Unholy Dominion.

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Battlefleet Gothic – Unofficial Translation

ELDAR DESTRUCTOR CLASS ASPID-NIGHTSADE……………40 points

Type/Impacts Speed Turns Shields Shielding Towers


Listen/1 15/20/30 Special Holographic 4+ zero
cm.
Armament: Range/Speed PF/Force Angle of shot
ad
Keel torpedoes Speed: 30 cm. 2 Frontal
Bow armament battery 30 cm. 1 Frontal

The greatest advantage of the Nightsade-class destroyer is its ability to deploy artillery.
short range and then quickly evade the enemy response. The eldar torpedoes
they have highly sensitive target acquisition systems, and are often
equipped with vortex heads or volatile neutrons. According to theoretical calculations of the
Adeptus Mechanicus, this makes them almost twice as damaging to enemy ships than the
classic plasma head of the Imperial torpedoes themselves. When it is so considerable
Installed on a ship as astonishingly fast as the Nightsade, there is a weapon available.
able to strike at will and with unusual force any available target. All of this was
more than proven during the Eldar attack on Naxos, when the Chaos battleship
Cursed Fury was completely dismasted after three successive salvos of torpedoes.
of a squadron composed in turn by three Nightsade destroyers, despite the fact that it
found protected by other armored ships and chaotic escorts.

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Battlefleet Gothic - Unofficial translation

ELDAR DESTRUCTOR WRAITH-HEMLOCK……………40 points

Type/Impacts Speed Turns Shields Armor Turrets


Listen/1 15/20/30 Special Holographic 4+ 0
cm.
Armament: Range/Speed PF/Force Angle of fire
ad
Bow pulsar 30 cm. 1 Frontal

Notes: A Hemlock class destroyer cannot conduct boardings. The ship that boards ...
a Hemlock gets a +1 modifier, regardless of any other modifiers
in play.

The Hemlock is famous for the simplicity of its design. It consists of a powerful pulsar,
effective drivers, and not much more. In the words of Admiral Grove, it is '...more of a mobile cannon
than a starship.” With the energy needed for the thrusters and the pulsar, even despite
the advanced Eldar technology, the Hemlock probably will not be able to generate an environment
stable interior for no one but the handful of pilots and gunners. For this reason, it is especially
vulnerable to the approaches made from enemy escorts - if they manage to get close them
sufficient, clear.

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Battlefleet Gothic – Unofficial translation

ELDAR STRIKE AVIATION……….points: special

DARKSTAR HUNT EAGLE BOMBER

AVIATION OF SPEED
ATTACK
Darkstar Hunters 30 cm.
Eagle Bomber 20 cm.

Special rules: When an Eldar fighter eliminates another artillery marker (moving
About the marker), roll a die. With a result of 4, 5, or 6, do not remove the marker from
Eldar fighters, which are still in play. Note that a fighter can only remove one marker.
enemy each artillery phase.

The defensive turrets need a 6 to hit the Eldar bombers, instead


of 4, 5 or 6 usual. When determining the number of attacks made by an eldar bomber
You can roll the dice again. Remember that if you choose to do so, it is the second roll that counts.
It's worth it, even if it's worse than the first one.

Just like with their starships, the Eldar's attack aviation benefits
extensively on the enormous domain of the ancient technology of their race, as well as of the
skills of their crew. The Eldar Darkstar fighters are possibly among the most
perfect fighters that exist. They not only demonstrate extreme agility and speed
(using some type of field capable of neutralizing inertia, which allows them to rotate
literally about themselves), but their crystalline systems of energy generators them
they allow operations for longer periods than other fighters. Therefore, in a face-to-face
with his enemies, even though he is not always a Darkstar capable of bringing them down.
enemies, their adversaries will often have to abandon the fight earlier due to the lack of
of fuel or ammunition. The Eagle bomber, in turn, benefits from a version
improved holographic field generators that can be found in larger ships,
designed to distort the image of the plane in enemy proximity sensors. The
Eagle bombers often incorporate highly destructive sonic loads, which not only
are launched with remarkable accuracy, but are capable of piercing the thickest of the
armors. Altogether, this means that the Eldar attack aviation is composed of
highly efficient bombers, supported and protected by the most effective interceptors
from the Gothic Quarter. There are no records of any situation in which the Eldar corsairs
they made use of assault boats.

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Battlefleet Gothic – Unofficial translation

LIST OF FLEET OF THE ELDAR PRIVATEERS


IN THE GOTHIC SECTOR
Fleet Commander
0.1 Pirate Prince
You can include up to 1 Pirate Prince in your fleet, which must be assigned to a ship and adds
+2 to its Leadership attribute, to a maximum of 10. If the fleet is worth more than 750 points, the
Election of Pirate Prince is mandatory (you must include it in the fleet).

Pirate Prince (Ld+2) 100 points

You can acquire Die Repeats for your Pirate Prince by paying the indicated cost to
continuation:
A Repetition....................................... 25 points
Two Repetitions... 50 points
Three Repetitions........................... 100 points

Commander ships
0-12 cruises

Eldar cruiser class Eclipse 250 points


Eldar Shadow class cruiser 210 points

Escorts
Your fleet can include any number of escorts.

Eldar frigate class Hellebore 75 puntos


Eldar Frigate Class Aconite 65 points
Eldar Hemlock class Destructor 40 points
Eldar class Nightshade Destroyer... 40 points

Artillery
Any ship with launch platforms can choose to launch any combination.
Darkstar fighters and Eagle bombers. The ships with torpedo nozzles are armed.
with Eldar torpedoes.

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Battlefleet Gothic – Unofficial Translation

Eldars

DefenseFleet
ofthe
Worlds-Spaceship

139
Battlefleet Gothic – Unofficial Translation

The Astronave Worlds and the exiled.


The Eldars are an incredibly ancient race that in the past ruled a vast
empire through the stars. Then came the sinister age of the Fall, in which the race
eldar found itself consumed by its own decadence and lost its supremacy. The few who
they survived and dispersed among the stars in their immense starship worlds, ships so
large like planets where the last survivors of this are now concentrated.
race.
Es imposible afirmar con rotundidad el número de mundos astronave que existen en la
current events, since they were built thousands of years ago with great speed and at times of
unimaginable danger. The disorder and confusion that preceded the destruction of the
Eldar worlds were enormous. The existing governments until then ceased to function.
and it was only thanks to the heroic actions of a few individuals that the worlds were built
spaceship.

The Path of the Eldars


Aware that the power of their own whims and desires had led them to their
decadence, the survivors, the Eldars of the Astronave Worlds, developed a way
to control their nature. Each Eldar chooses a discipline that they try to perfect over
his entire life. This task takes him years, perhaps even longer than a lifetime would take.
human. Each discipline is called a path and each path requires choices and
specializations. For example, the Warrior's Path has many Aspects and, although all
they share the mastery of the skill in combat, each specialist warrior learns their
own techniques and special skills. Another path is that of the spectral singers, who
they are the psychic technicians of a starship world. They are the ones who manipulate the bone
spectral and other psychoplastic materials to shape the artifacts of the Eldars. The
there are countless paths, and each one offers its followers a complete lifestyle.

The Renegades and the Path


Sometimes, the rigid restrictions of an Eldar path become unbearable for some.
Eldars; these individuals abandon their spaceship world and become renegades.
Many Eldar spend years or even decades as renegades before returning to the path.
eldar. The renegades must bear the terrible weight of the eldar conscience without the protection of
the path. Left free in the universe, the Eldars are very vulnerable. Only the Eldars of
great character can survive as renegades. After spending years of adventures and travels, or
sailing the seas of space aboard corsair fleets, most of them return to the
sanctuary of the Eldar path.

The Eldar corsairs are renegades, Eldar who abandoned the Path and left behind their
space world. These Eldar corsairs lead a life completely detached from order and the
discipline of the starship worlds and, instead, embark on a different career forming
bands of pirates, privateers, and raiders. Just like with other renegades, some
they return to the Path or maintain some ties with their spaceship world. However, the
numerous and premeditated actions of the renegades are far from the temperament and from
the actions of the Eldar starship worlds, which is why most seers are hesitant
to these individuals, even if they are of their own race, and do not want to mix with the rebels and
dangerous renegades.

How to combine Eldar starships and corsair ships


An open alliance between fleets under the command of the seer of a starship world and the
much more fickle Eldar corsairs is very rare, but some cases are known. Without
embargo, this situation only occurs when a respectable and influential leader takes charge
of the fleet, since only he is capable of satisfying the carefully measured desires of the
seers and, at the same time, test their power against the most aggressive pirates. Such leaders,

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like the legendary Yriel, they are very rare and the fleets they command are invariably
powerful.

Normally, the fleets of eldars starships cannot use the special rule
reservations to choose the ships of a corsair fleet (nor vice versa). To organize a fleet
mixed of a spaceship world and a fleet of pirates, you must first choose ONLY one list
of fleet. Instead of the fleet commander option, you must include the eldar hero option.
The presence of an eldar hero in your fleet will help you include
ships from the "other" list of eldar fleet (for example, reserve corsair ships if your fleet is a)
fleet of an eldar spaceship world, and reserve ships of a spaceship world for a fleet
of privateers).

See at the end in the Yriel Fleet List, the point cost for the Eldar Hero.

Harbinger of the Eldar of the Starcraft Worlds.

The weaponry of the Eldar of the Star Craft Worlds is the same as that of the Corsairs.
Eldar, but the following entries are added:

Ghost spear. Although larger line ships use the powerful spear
pulsar, the energy devices required for the deployment of its firepower are
too large to fit over the quick and agile Shadowhunters. For this
reason, the smaller ships are equipped with ghost spears, a less powerful version and
that uses the same type of eldar laser technology. The ghost lances account for all
effects like a normal spear (in other words, they do not have multiple shots).

Specialist warrior crews. Like the Eldar corsairs, who trust in


the pirate crews of their ships to practice raids and boardings, the
ships of the worlds eldar spaceship transport hosts of warriors of the path that
they make up their combat crews. Many of the warrior temples of the path
they stand out for their ability for quick raids, which are ideal for teleportation and the
lightning attacks, and they have specialized in attacking enemy ships in this way. Certain
ships of an Eldar fleet can transport warriors of the chosen path from the list of
fleet. The ships with crews composed of warriors of the path add +2 to the roll
of approach or +1 to the lightning attack roll (usually it is done in attacks
with teleportation, since the Eldars do not have access to boarding torpedoes or ships
assault).

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Battlefleet Gothic - Unofficial Translation

Eldar ships
“FLAME OF ASURYAN” …………………………………………320 points

Type/Impacts Speed Turns Shields Shielding Towers


Cruise/8 10/20/25 Special Holographic 5+ 0
cm.
Armament: Alcance/Velocid PF/Fuerza Ángulo de disparo
ad
Bow Battery 30 cm. 16 Frontal
Stern hangar NightWing: 30 cm. 4 -
Fenix: 20 cm. squadron
Port pulsars 45 cm. 1 Frontal
Starboard pulsars 45 cm. 1 Frontal

The Night Wings function just like the Quasar fighters and the Phoenix bombers just like the Eagle bombers.
Note: the Flame of Asuryan transports the most terrible members of the band, that they
they consider a crew of specialist warriors.

In the heart of Iyanden lies the Temple of Asuryan. It is here that the leaders gather.
more powerful and wise of the world starship to talk about the war. It is here where the armies of
Iyanden is concentrated when the time comes. It is the most sacred and best-kept place in the world.
spaceship. In the center of the great temple, a great eternal flame shines, the Flame of Asuryan (the symbol of
the hope for the Eldars of the spaceship world). It is said that the flame of Asuryan is the fire with which
that the Eldars claim their victory against anyone who tries to attack their spacecraft world, although the
The legend also says that if the flame goes out, the light of Iyanden does too. When Yriel
he led the fleet of the starship world, he was considered the favored of Asuryan and among the many
the titles he held had the honorific "Bearer of the Flame." For this reason, he renamed his ship
insignia with the name of the Flame of Asuryan. The Flame of Asuryan is a magnificent ship, even for
the average of the Dragon ships. It has three large sails: one runs along its elegant framework and the other two
they are mounted on a kind of large beams on each flank of the ship, where they carry
coupled the deadly pulsar lances. The Flame of Asuryan provided many victories to Yriel to the
head of the Iyanden fleet, so he didn't think twice about taking the ship when he lost his
range and its importance in the spaceship world. On the contrary, he left the spaceship world aboard
from his ship and alongside his most loyal followers. And that is how the Flame of Asuryan left the world.
Iyanden's spaceship. When the Kraken swarm fleet descended upon Iyanden, Yriel did not go to
to lend his help to what was once his home; but, when the Tyranids invaded Iyanden and
they threatened the Temple of Asuryan, Yriel could not ignore the call. He returned at the head of a powerful
force of incursions that he had gathered during his years of exile and, with it, defeated the Tyranid fleet.

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Battlefleet Gothic – Unofficial translation

ELDAR CRUISER DRAGON CLASS ... 260 points

Tipo/Impactos Speed Swings Shields Shielding Towers


Cruise/6 10/20/25 Special Holographic 5+ 0
cm.
Armament: Alcance/Velocid PF/Fuerza Ángulo de disparo
ad
Bow Battery 30 cm. 16 Frontal
ó
Pulsar Bow Launchers 30 cm. 3 Frontal
Keel hangar NightWing: 30 cm. 4 -
ó Fenix: 20 cm. squadron
Keel torpedoes 30 cm. 6 Frontal

The Wings of the Night operate just like the Quasar fighters and the Phoenix bombers.
that the Eagle bombers.
Note: for +10 points, a Dragon ship equipped with hangars can be equipped with
Vampire incursion squadrons, equivalent to assault ships with a speed of 25
centimeters.

The Dragon class is the collective name given to the larger Eldar ships.
the term 'Dragon ship' does not refer to any type of armament or configuration
particular, but to a variety of ships that share the same basic principles. This
group encompasses individual configurations or combinations of weapons that provide to the
individual classes an appropriate name (they are always variants of the word 'Dragon', since
they represent different aspects of the creature of the same name that appears in the myth
eldar). For example, the Dragon ships that are piloted mostly or exclusively by
spirit jewels are called Ghost ships and the larger ships designed
to operate over great distances from your spaceship and for long periods of time
they are called Void Dragons. The different styles of Dragon ships vary greatly,
Well, they differ in the number of sails, the armament, and even the size.

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Battlefleet Gothic – Unofficial Translation

ELDAR CRUISER SPECTRAL CLASS …………………………160 points

Type/Impacts Speed Swings Shields Shielding Towers


Cruise/6 10/20/25 Special Holographic 5+ 0
cm.
Armament: Range/Speed PF/Force Firing Angle
ad
Bow Battery 30 cm. 8 Frontal
ó
Pulsar Proa Lances 30 cm. 2 Frontal
Keel hangar NightWing: 30 cm. 2 -
ó Fenix: 20 cm. squadron
Keel torpedoes 30 cm. 4 Frontal

The Wings of the Night function the same as the Quasar fighters and the Phoenix bombers just like the bombers
Eagle.
Eldar spacecraft are made from spectral bone, a material as pure as energy itself.
shapeless and has taken form thanks to psychic artisans known as 'bone aedas.' The spectral bone forms
the living skeleton of the spaceship around which the rest of the structures are arranged. The spectral bone
it also provides channels of psychic energy. This facilitates internal communication and the transmission of energy.
allows the ship to act as an integrated organic whole. The spectral bone core of a ship is surrounded by
a structure that is shaped by the bone aedas. These Eldars use their psychomorphic talent to shape the
moldings, walls, floors, and ducts in a framework that completely covers the core of spectral bone and
shapes the hull and the main internal divisions of the ship. Most of the ship's operating systems
eldars are directly connected to the core of spectral bone. The thousands of systems that make up a ship
they extract energy from the spectral bone and are controlled and monitored through it. Due to the uniqueness of
the Eldar psychic engineering, the Eldar starships resonate with receptive psychic energy. The bone core
spectral provides a psychic channel through which the Eldars can control mechanical functions. From this
In this way, the Eldar are in tune with the very essence of their ship, and thanks to this, they make countless adjustments.
every minute to steer the large solar sails and extract every fraction of energy from the solar winds. In this
the key to the known elegance of the Eldar and the agility of the Eldar Spectral class starships also resides in,
comparable to that of birds. Their pilots literally feel the solar wind on the sails of their ships and notice the
flexibility of the ship's structure and the tension of the movement of its spectral bone skeleton. Just like a
hawk soaring over a thermal current or diving on its prey, an Eldar class spacecraft
Spectral can turn against the wind flying in circles and diving to hunt its
Objective: enemy ships.

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Battlefleet Gothic - Unofficial Translation

ELDAR GHOST CLASS CRUISER .......... variable points

The slow agony of centuries that the eldar race has suffered has led to the abandonment of these ships, which
Little by little they have been losing their crews. Inside the Ghost ships, the seers of
Iyanden incorporates spirit jewels (sacred relics that contain the souls of the Eldar dead in
their battle for survival). Sometimes, these ships do not even include a living crew, which
perhaps it is imbued with the spirit jewels of its ancient pilots, gunners, and navigators, who continue
guiding their race through the stars beyond death itself. Other times, the Phantom ships
they transport jewels of the ancient Eldars spirit that still retain memories of the Fall and whose peace has
was abruptly denied due to the time of hardships that their race still faces. For the
living crews of the Ghost ships, the presence of these ineffable ancestral souls creates a
a level of expectation as discouraging as it is exhilarating.
These spirit jewels bring perceptiveness to the spectral bone, alive but irrational, with which they are.
all the Eldar ships are built. Therefore, it is a curious amalgamation of the living, the inanimate
and the dead. The spirit jewels help in the operation of ships that have a crew.
reduced to a minimum and, furthermore, when combined with the living spectral bone of their ships, turn into the
ghost class ships in particularly sturdy ships. Their formless thoughts
are more aimed at simple destruction than at the fragile bodies of living pilots, which
they simply flutter from one transient vein to another. Moreover, they have complete freedom inside
of their spectral bone skeletons and divert the dependence and functioning to any
localization of the ship if that system is damaged. But the trust that the Eldars of Iyanden
Depositing in their ships Ghost is not without difficulties; the spirit jewels are ancestral and
they possess the temperament of souls that should be at rest, seemingly charming and
absent, distant and irresponsible if they simply allow themselves to wander far from the infinite circuits of the
will of the living Eldar seers who are closely linked and who guide them in the non
life.

In order for a Ghost ship to function properly, it must always be steered by a


spirit seer (a powerful Eldar psychic who has chosen to dedicate their powers to communion with the
dead). Spirit seers are the most lonely and sinister members of an astronaval world, already
which are usually required to spend long periods of time alone on board a ship
ghost and they have as their only company the reluctant souls of the dead.

Use of Ghost Ships

Ghost ships do not represent a particular type of ship, but simply serve to
to design ships controlled by spirit jewels and consisting of little or no living crew.
the Eldars do not like to use these ships too much, as it disturbs the spirits of

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Battlefleet Gothic – Unofficial Translation

the dead and force them to return once more to the battle to help the living warriors of their
race. For this reason, they are called Phantom class ships, as they represent a powerful entity.
undeniable that it forms a link between life and death and equally represent a force that
Eldars should not disturb unless it is a matter of truly desperate circumstances. The invasion
tiránida y el consiguiente diezmo de la población eldar hizo que los Eldars de Iyanden tuviesen la
urgent necessity to resort to the Ghost ships. In any case, the Ghost ships are more
common in the fleets of starships of what the Eldars themselves would wish.

Any ship from a fleet of Iyanden can become a Ghost Ship. The ships
Fantasma están sujetas a las siguientes reglas especiales:

Liderazgo:las naves fantasma disponen del Liderazgo normal de las naves eldars.

Special orders: the Ghost ships may be subject to special orders from the same
so that the rest of the Eldar ships, although there is always the danger that the spectral form and
sepulchral in which these ships interact with the real universe may distract them and divert their attention from
the battle. If a Ghost ship fails an order check of a special order, it not only does not
it will be subject to the special order, and it will not be able to do anything during that turn either. If the check
not surpassed is that of the special order Let's get ready for impact! at another point in the same turn, the
Ghost ship will not be able to do anything on its next turn. When a ghost ship does not succeed in a
order checks, the rest of the Ghost ships in the fleet will not be able to carry out order checks
during the same turn. However, you can continue giving special orders to the rest of the ships
the fleet (until you pass an order check).

You can't kill what is already dead!: the Ghost ships require none of the
delicate systems that keep a crew alive and the ease with which buried spirits
move through the spectral bone arteries of the ship makes these ships, even when
they are very damaged, continue to work with the same effectiveness. For normal standards of
the fragility of the Eldars, the Ghost Ships represent a solid proposal. The Ghost Ships, at
difference from other Eldar ships, they only suffer a critical hit on a result of 6 (and not on 4, 5, or 6,
what is usual for the rest of Eldar ships.

No crew: as the Ghost Ships are piloted by the spirits of Eldar warriors.
dead, their crews are scarce or nonexistent. For this reason:

• Ghost ships cannot include crews of path warriors.


• Ghost ships cannot be equipped with hangars.
• Ghost ships cannot carry out boardings or lightning attacks.
• An enemy ship attempting to board a ghost ship gains +1 to the boarding.
in addition to other modifiers.
• An enemy ship that carries out a lightning attack against a Ghost ship obtains a
+1 to the roll.

Ghost ships only roll half of the normal dice when they suffer damage control in the phase.
end of the turn (before dividing the number for the explosion markers in half again if
there are.

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Battlefleet Gothic - Unofficial Translation

ELDAR SCOUT CLASS SHADOW HUNTERS…………40 points

Type/Impacts Speed Spins Shields Armor Towers


Listen/1 15/20/30 Special Holographic 4+ 0
cm.
Armament: Range/Speed PF/Force Angle of fire
ad
Bow Battery 30 cm. 3 Frontal
ó
Ghost Launches Bow 30 cm. 1 Frontal

Special rules: the Shadowhunters are so agile that they can even chase ships.
They attack and harass smaller ships with an agility unimaginable for other escort ships.
When the Shadowhunters shoot directly at self-propelling ammunition, they always hit.
with a result of 4+ (instead of the usual 6+). The number of dice that must be rolled is calculated
normally (for example, spears roll a die for each point of Strength and the weapon batteries use the
shooting table.

The Shadow Hunter class escort ships are the smallest vessels used by the fleet of
They act in large groups that shine and zigzag across the surface of the starship world.
as if they were traveling through space. The groups of Shadowhunters function like a patrol
constantly protecting the ships approaching an orbital dock or spinning and swaying
around the world spaceship at a surprising speed to repel possible attackers in a
conditions in which larger vessels would hardly maneuver effectively.

Due to their defensive function, the Shadowhunters have a very limited range, as
They have been designed to repel attacking ships that get too close to the spaceship world.
For this reason, the weapons and energy systems of the Shadow Hunters are extremely
compact, which makes these small ships the most agile in the Eldar fleet. In fact, the
Shadow hunters are so small that they chase their enemy very closely and the ships of
attacks only manage to evade them.

During the Tyranid invasion of Iyanden, these ships formed the last line of defense.
next to the spaceship while the larger ones were dedicated to destroying the successive ones
Tyranid waves in deep space. The few ships that managed to cross the cruiser belt.
eldars y aproximarse al mundo astronave eran presa fácil para los ágiles Cazadores de sombras. El
the number of Tyranid ships descending towards the space hulk was increasing, so the
the Eldar fleet was forced to disperse the Shadow Hunters and combine them with other ship forces to
they will launch desperate counterattacks in the depths of space.

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Battlefleet Gothic – Unofficial Translation

LIST OF FLEET OF THE ASTRONAVES


IYANDEN

Fleet commander
0-1 Admiral
You can include up to 1 Admiral in your fleet, who must be assigned to a ship and this one takes on their
leadership. If the fleet is worth more than 750 points, choosing an Admiral is mandatory (you must include him in the
fleet).

Admiral (Ld 9)……………………………….... 75 points


Supreme Admiral (Ld 10)....………. 100 points

You can acquire Dice Repetitions for your Pirate Prince by paying the cost indicated below:
A Repetition.......................................... 25 points

0-3 Seers
You can include Seers in your fleet, each of whom must be assigned to a ship and provides
a roll repeat that can be used on your own ship, on another ship of the same squadron or in a
squadron of escort ships that is at a distance of up to 15 cm.
Seer 30 points

Line Ships

Dragon Ship 260 points


For every two Spectral Ships, you can include a Dragon Ship in your fleet. If the fleet is led by
An Admiral, you can include a Dragon Ship as their flagship and this will not count towards this limit.

Spectral Ship........................... 160 points


You can include as many Spectral Ships as you want in your fleet.

Escorts
Your fleet can include any number of escorts.

Shadow Hunters 40 points

Yriel Fleet List


FLEET COMMANDER
Eldar hero

Your fleet can be led by an Eldar hero instead of the usual fleet commander.
Eldar Hero (Ld 10) 150 pts.

An additional pull: 50 points.


Two additional draws: 75 pts.
Three additional rolls: 100 pts.

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Battlefleet Gothic – Unofficial Translation

Dark Eldars

Incursions of the
Terror
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Battlefleet Gothic – Unofficial translation

The race of the Dark Eldar operates as raiders, pirates, and slave traders and does not
It worries the practical or aesthetic aspect of the design of the ship that so obsesses the Eldar race.
The Dark Eldar build their ships solely to make them more horrible and diabolical than any.
another and, therefore, much more destructive. The Dark Eldar, in their desire to torture, murder and
to desecrate, they have designed all kinds of ships, each more wicked and obscene than the last. These ships have been constructed
with the sole purpose of helping them to perpetrate their insane thirst for brutality. The interior of the ships
it is filled with corridors that lead to torture chambers where the echo of screams can be heard
terrified of the captives, vast arboreta exposed to the stars where there are rows of slaves
impaled by the hungry dark void of space that has deprived them of life. In these ships
immense demonic ones like caverns, the slaves are only surrounded by emptiness, which is why most of
They drive mad the prisoners of the horrors suffered in the fleets of dark eldar invaders.
The fleets of the Dark Eldar, while having a more or less unified appearance, include a
extensive collection of modified stealth ships that have been carefully altered with the fetishes
particulars of each captain. Classifying these ships is a difficult task. Many arcane treaties have
I have thoroughly attempted to classify the configurations of these ships, but each new contact with
the Eldar Incursors invalidate many of the previous theories. However, while this pedantry
satisfy the brainless drones of the Administratum, practical needs have led to the
Imperial captains familiarized with the nightmare posed by the incursions of these pirates to
to refer to these ships with two broad meanings: the Torture class cruiser and the escort ship
Corsair.

Leadership of the dark eldar


All dark eldar ships add +1 to the Leadership value generated by the Table of
Leadership on page 10 of the regulations, which gives them a Leadership value understood between 7 and 10.

Movimiento de las naves eldar oscuros


The ships of the Dark Eldar are incredibly agile, as they possess complex
rudder systems and very sophisticated maneuvering systems, all of which allow them to turn with a
a feared ease by all Imperial crews, which in comparison is like dragging
lead. Because of this, the Dark Eldar ships do not have to make any order checks.
to use the special command "Change of course", as it is considered that they automatically exceed it.
In addition, Dark Eldar cruisers must not move a minimum distance before turning, although for
However, they cannot use the special order 'Retros at maximum power'.

Shadow Screen
The Dark Eldar ships do not have the gigantic energy shields that surround the
ships of other races, but they use screens that alter their silhouette. These screens create a halo
of shadows around the ship through which it is difficult to obtain any accurate information. To point at
the exact location or to determine the speed of a dark eldar ship behind a shadow screen
it's very difficult. Against attackers who use the Attack Table, the shadow screens move a
column to the right, as well as other column changes due to the scope or templates of
explosion. Against any other type of attack (spears, torpedoes, etc.), roll a die to hit.
dark eldar ship in the usual way, but the eldar player can make a saving throw for the
shadow screen.

1D6 Resultado
1 Impact! The ship takes a hit.
Failure! Place an explosion marker in contact
2-6
with the ship.

Note: Shadow screens do not negate the impacts from crossing explosion markers.
explosion of ships and celestial phenomena. However, they do work against ammunition impacts.
self-propelled, boardings, lightning attacks, teleportations, charges and nova cannons.

Mimetic motor
A dark Eldar ship equipped with a mimetic engine is able to adopt the dimensions
apparent of an enemy ship allowing the dark eldar ship to stalk its prey undetected.
The Dark Eldar are capable of mimicking Imperial ships, Eldar, Orks, Tau, and Chaos, but
they cannot do it with Tyranid or Necron ships, since the mimetic engine has no effect on

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Battlefleet Gothic – Unofficial Translation

ships of these fleets. A dark eldar ship equipped with a mimetic engine can approach
much to his enemy before he detects him; that's why he can make a normal move
immediately after the deployment, but before the participants take any turn.
Furthermore, if a ship equipped with a mimetic engine is found at a distance greater than 30 cm from the
enemy at the beginning of the game (after having made its additional move), CANNOT be the
objective of enemy ships during the first turn of the game until the ship with mimetic engine
attack on an enemy ship. In the second turn and subsequent ones, it is assumed that the exchange of
information between the enemy fleet's ships has allowed to uncover the impostors, so
they will be able to shoot at the dark eldar ship normally.

Taking of slaves
The Dark Eldar gain a +1 when making lightning attacks (which means that
they will generally succeed automatically), but they can choose to forgo rolling on the Impact Table
Critics in exchange for +10 victory points. This reflects the Dark Eldars' desire to achieve
prisoners, although militarily it may be an imprudent maneuver. This +1 modifier in
the lightning attacks are applicable only to the Slaver assault ships, not to the
Impalers.

Explosion markers and gravity wells


The explosion markers affect the eldar ships in exactly the same way as to
any other ship without shields. That is to say, they cause 1 point of damage with a result of 6 on 1D6 and
they reduce their movement by 5 cm. that turn. The gravity wells allow the Eldar to alter their
normally a rectilinear trajectory when moving around the planet, so the ship will be able to make a turn
additional towards the planet at the end of its movement (since at the beginning they can rotate in any
address, they do not receive any special benefit at the beginning of their movement).

Critical damage to the Eldar


Any impact caused to an Eldar ship results in a critical hit on a 4+.
1D6, instead of the usual 6+. Instead of using the usual Critical Damage table, use the following table.
of Critical Damage for Eldar:

Critical damage table for the Eldar


Damage
2D6 additional RESULT
2 +0 Weapon system damaged. None of the ship's weapons can fire until the
armament sea repaired.
3 +0 Bow armament damaged. The main bow armament (not its batteries) has been damaged and not
It can be fired until it is repaired.
4 +0 Steering system damaged. The systems that allow the ship to make quick turns are
they have seen damaged by the impact. Until the damages are repaired, the ship must perform a check.
by command to execute the order 'Change of Course'.
5 +0 Damaged batteries. The ship's integral batteries have been damaged and cannot fire until
they are being repaired.

6 +0 Damaged ailerons. The maneuverability of the ship has been compromised due to the damage.
suffered. Until the damages are repaired, the vessel will only be able to make turns of up to 45º.
7 +1 Damaged engines. The ship's speed is reduced to 10 cm until the damage is repaired.

8 +0 Damaged superstructure. Roll a die each time the ship attempts to carry out a special order. If
you get a 1, the ship suffers an additional point of damage.
9 +1 Dead commanders. Several of the ship's commanders have been killed due to the
explosion, reducing the ship's Leadership at a point. This effect cannot be repaired.
10 + 0 Generators of the shadow screens destroyed. The generators of the shadow screens
they have been completely destroyed by the impact, so the ship will no longer be able to generate screens
From this moment on, shadows. This malfunction cannot be repaired.
11 +D3 Gap in the hull. A huge gap opens in the hull of the ship, causing additional damage.

12 +D6 Massive internal damage. The internal pillars of the ship are twisting and giving way: entire compartments
The ship comes down with a tortured creaking of metal. Pray that some part of the ship...
stay united.

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Battlefleet Gothic - Unofficial Translation

Eldar weaponry

Pike Assault Module


The Impaler is a specialized type of assault ship mounted at the bow, but just enough
big enough to carry enough dark eldar troops to the enemy ship to take it. The Impaler
it "fires" like any assault ship and moves in the same way during the phase of
self-propulsion. Enemy fighters can attack you, but they do not automatically remove you from the game, but
they must roll 1D6. With a result of 4+, the Impaler continues advancing towards the enemy ship. The
The impaler can only use this saving throw once per ammunition phase.
self-propelled but, if it is used in response to an attack from a fighter in contact with a ship and, subsequently,
survive the fire from the turrets, it will be able to attack the target ship normally. The turrets can
attack the Impaler as if it were self-propelled ammunition, but they must achieve a result of
6 to impact.

When the Impaler manages to make contact with an enemy ship, it carries out an 'attack.
"lightning". Roll 1D6 as usual. With a result of 1, the troops transported in the Impaler
They are defeated and the module cannot be used again for the rest of the game. With a result
from 2-6 the Impaler causes a critical impact. However, unlike assault ships, it rolls 2D6.
in the Critical Impact Table. If the Impaler is eliminated (by turret fire, attack ships
enemies, etc.), the dark eldar ship must reload ammunition in the usual way to be able to return to
shoot the module (it is assumed that the damaged module returns to its mother ship, where it will have to wait until
to be repaired or to which a new crew will be transferred.

The Impaler is only completely destroyed if a 'lightning attack' fails. Without


embargo, the Impalers are much larger than most attack ships and, therefore,
they require a large amount of fuel, which partially reduces their range compared to ships
from normal attacks. At the beginning of each turn of the Dark Eldar player, all must be withdrawn
Spikers who remain on the table (it is assumed that they have been forced to return to their
mother ship due to lack of fuel). Evidently, the ship must reload guided ammunition
to be able to shoot the Impalers again (this represents placing the Impaler in position,
recargar combustible y suplir cualquier baja en la tripulación). No pueden lanzarse nuevos Empaladores
if there are already as many Impalers on the table as ships equipped with them the fleet has.
Impalers are not deployed in any case from the hangars of the ships, so the number of
Hangers in the fleet do not affect the number of Impalers that can be launched or be in play.
simultaneously.

Batteries
The dark eldar batteries are short-range weapons that unleash a storm of fire.
They use sophisticated targeting systems that make them very reliable, even when attacking from
almost impossible angles. To represent this effectiveness, it is considered that all the objectives of the
Dark Eldar batteries are 'approaching' on the artillery table, no matter what the aspect is.
real that shows the objective. Apart from this, all the normal rules apply.

Attack ships
The attack ships of the dark eldar fleet with self-propelled ammunition include the fighters.
Dude, the Reaper bombers and the Slaver assault ships.

The Raptor fighters have a movement of 30 cm and need a result of 4+ to stay in play.
after removing the self-propelled ammunition, just like with the Eldar fighters.

The Scythe bombers move 20 cm and only suffer impacts from the turrets with a result of 6.
1D6.

The Slaver Assault Ships move 30 cm and only suffer the impacts from the turrets with a result
from 6 in 1D6.

Phantom Lance
The dark eldar equivalent of the eldar pulse lance works thanks to powerful lasers.
of dark matter. To resolve its effects, roll a die for each point of strength of the weapon; if you get
a result of 5 or 6 causes 2 impacts and, if you achieve a result of 4, you get 1 impact. The
critical impacts are normally resolved.

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Battlefleet Gothic – Unofficial Translation

DARK ELDAR CRUISER TORTURE CLASS ……………210 points

Type/Impacts Speed Turns Shields Armor Towers


Cruise/6 35 cm. 90 degrees Screen 5+ 0
Shadows
Armament: Range/Speed PF/Force Shooting Angle
Bow Battery 30 cm. 12 Frontal
Choose one of the following armaments for the cost in points indicated in the fleet list:

Lanzatorpedos Proa 30 cm. 4 Frontal


Phantom Spear 30 cm. 2 Frontal
Hangars Boy: 30 cm 4 -
Sickle: 20 cm squadron
Enslaver: 30cm
Impaler Attack Ships: special
30cm.

The Torture class cruiser is the largest of the two types of ships that typically make up the fleets of
Dark Eldar. Like all Eldar ships, the Torture class is often confused with other ships and,
According to the information gathered in other sectors since the war, ships of this class could be the
responsible for up to thirty attacks previously attributed to other Eldar ships. From the information gathered with
sensors, this type of ship has many similarities with the Eldar privateer ships called "Shadow" and
"Eclipse", which has led experts from the Institute of Alien Studies to consider it as mere variants.
of the same model. However, other data seems to indicate that these ships are actually an amalgamation of the
other classes, while other encounters reveal characteristic details that make them differ so much in
configuration like in weaponry from one encounter to another, making it increasingly difficult to classify them
correctly. The handful of reports on Eldar ships with very slight variations in their configurations of
attacks add more confusion to the issue, which may suggest the existence of several conflicting Eldar factions.
yes.
The attack on the Adecca surveillance station, where three hundred technicians were captured to later be
launched from the ships during fast passes in low orbit over the planet Bladen, it seems like an invitation to the
reprisal. Some believe that, by committing such acts, the Eldars may have the intention of provoking others
factions to do the same.

Famous ships of the Gothic War


Death Blow Poisoned Dart Ruthless Sister of Pain
Persistent Death Prison of the Void

DARK ELDAR ESCORT CORSAIR CLASS...........50 points

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Battlefleet Gothic – Unofficial Translation

Type/Impacts Speed Turns Shields Shielding Towers


Listen/1 40 cm. 90º Screen 4+ 0
Shadows
Armament: Range/Speed PF/Force Firing Angle
Bow Battery 30 cm. 2 Frontal
Choose one of the following weapons:

Proa Battery 30 cm. 3 Frontal


Bow Torpedo Launcher 30 cm. 2 Frontal
Ghost Launcher Bow 30 cm. 1 Front
Impaler Attack Ships: special
30cm.

The smaller ships used by the Dark Eldar exhibit the same diversity as the larger ships.
big. It is difficult to determine whether they represent different classes or simply different variants of the same.
designation of vessel. These ships, the size of escort vessels, have never been positively identified.
beyond the generic denomination of 'Privateers', which can refer both to the activity of its crew members and to the
class of the ship or even to the name of a specific vessel.
Like cruiser-sized ships, the escort ships of the Dark Eldar use camouflage systems.
denominados motores miméticos, aunque parece ser que su uso no es totalmente generalizado. En las devastadoras
operations around the planet Naxmi and the mining extractions of its moons, the Naxmi Pirates seem to not
they used no type of camouflage device and yet, they always managed to avoid the increasingly
numerous patrols sent against them. The aliens themselves were unaware that this impunity was due to the fact that
they operated within the psychic void caused by the Leviathan Swarm Fleet (an event that soon proved fatal
both for the Naxmi and for the pirates).

These escort ships also stand out, despite their compact size, for having the ability to launch a
assault ship form called Impaler (a kind of assault ship but much larger in size). The
The use of systems similar to the Empalador is completely unknown in other breeds.

Famous ships of the Gothic War


Distributors of Pain Soul Rippers Smiling Swords
Torturers Circus of Barasab

LIST OF ELDAR INCURSOR FLEET


DARKS FOR THE GOTHIC SECTOR.

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Battlefleet Gothic - Unofficial Translation

Fleet Commander
0-1 Archon of Terror

You can include 1 Archon of Terror on a ship of your fleet, which will add +2 to Leadership (up to a
maximum of 10). If the point value of the fleet is greater than 750 points, a Terror Archon MUST
to be included in the fleet mandatorily in order to lead it.

Archon (Ld +2) 100 points

You can acquire Dice Repetitions for your Archon by paying the cost indicated below:
A Repetition.......................... 25 points
Two Repeat................................... 50 points
Three Repetition............................. 100 points

Line Ships

0-12 Cruises

Cruiser Class Torture............… 210 points

Cruiser Class Torture Expansions:


Bow Torpedoes +20 points
Ghostly Laziness +20 points
Impaler...............……………...........… +20 points
Hangars................……………............… +40 points
Mimetic Engines... +40 points

Escorts
The Dark Eldar fleets must include a squad composed of a minimum of three escort ships.
for each liner ship.

Listen to Class Corsair... 50 points

Self-Propelled Munitions

The attack ships of the dark eldar fleet with self-propelled ammunition include the fighters.
Dude, the Reaper bombers and the Slaver assault ships.

The Raptor fighters have a movement of 30 cm and need a result of 4+ to


stay in the game after removing the self-propelled ammunition, just like happens with the
Eldar hunters.

The Scythe bombers move 20 cm and only suffer the impacts from the turrets with a
result of 6 in 1D6.

The Slaver Assault Ships move 30 cm and only suffer hits from the turrets.
with a result of 6 on 1D6. The Dark Eldar gain a +1 when making attacks
lightning, but they can opt to forgo rolling on the Critical Hit Table in exchange for +10
victory points. This reflects the desire of the Dark Eldar to capture prisoners,
although it may be a reckless maneuver militarily.

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Battlefleet Gothic – Unofficial Translation

PirateFleets

Orcus

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Battlefleet Gothic - Unofficial Translation

Certainly, the Orks are not the most traveling race in the galaxy. Their ships tend to be
piles of scrap barely held together by nails and screws (nailed or
atornillados, por supuesto, a alguna plancha vieja y oxidada). Son vertederos de metal
floats, which if they keep all their pieces together is thanks to the constant action of the
suffering handymen and mechanics of the band, as well as their gretchin slaves. They often do
use of the wrecks they manage to recover, and their larger vessels are often a
a conglomerate of wrecks entangled with each other as Gorko makes clear to them. The
attacks by the orkos pirates are brutally direct: their ships charge directly
toward the objective, with the weapons firing wildly as they arrive. Unfortunately, the
orcs have the unpleasant tendency to fill every corner of the ship with weapons, so that
this tactic makes them tougher enemies to defeat than it might seem.
first sight.

Special rules of the orks

Leadership
Although it must be conceded that orks throw themselves into space combat with the same
unrestrained joy with which they engage in any other form of violence, nature
The technique of fighting often, let's say in a way, walks unevenly with its
skills. In terms of gameplay, the rather… peculiar way of understanding combat is reflected
a reduction of -1 to the leadership of all orc ships.

Special order 'At full speed!'


If there is something that orcs do not need encouragement for, it is to run (in one direction or another, that
It doesn't matter). Their ships usually include a plethora of thrusters, reactors, turbines and
motors of all kinds, often too many and too large, and all connected by cables
sloppily spliced to a large, explicit red button on the command bridge.

Because of this, the orks do not have to pass a Leadership Check to do


use of the special order 'At full speed!' However, size, contrary to what
it may seem, it is not everything, and the orkoyds are much less effective than those of
other races, and to make matters worse, they tend to be low on fuel, so they can only move 2D6
additional cm. when using this order, instead of the usual +4D6 cm.

Approaches
Orcs are fierce opponents in close combat (and they have a blast!)
but they are exceptionally effective in approaches where brute force and endurance
they are the most useful. To represent their renowned savagery, they gain a +1 modifier in
all approaches.

Orc weaponry

The weaponry that is often found on orca ships is among the most original: enormous
muskets that replace classic cannons, primitive rocket launchers instead of
missile launchers, and even catapults, cannons literally ripped from other ships and
unknown functioning launchers. Many of these weapons are only from some
short-range utility, due to its poor accuracy more than anything else. The effectiveness of
Orc weaponry varies greatly from one moment to another in the battle, as the
different mechanisms are overheating, breaking down, or simply stopping to function,
although constant repairs are carried out on the go.

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Battlefleet Gothic - Unofficial Translation

Cannonman
Orcs refer to standard weapon batteries as "cannonballs". Their
firepower is random, and must be determined by rolling a die each time the ship
wish to shoot. The roll of the dice and the applicable modifier is indicated with the others.
characteristics of the ship.

Torpedo launcher ("farting, farting")


Like the 'cannons', the Ork torpedoes vary greatly in their effectiveness.
The force of a salvo of torpedoes is generated randomly every time it fires, throwing
a die as indicated in the table of each ship. Furthermore, given the anarchic nature of
an orca fleet, the orca ships in squadrons will not be able to combine their torpedoes in
volley of greater strength.

Cañonez pezaoz
Orcs often pile up massive batteries of cannons on the decks (or what
sea) of their ships, very powerful but short-range batteries. At a short distance, the
Bombardments from these batteries have condemned more than one ship.

The 'heavy cannonballs' fire to impact like normal weapon batteries, but do not
they count the applicable modifiers in the Range Trigger Table. However, each
The impact caused by the 'cañonez pezaoz' batteries causes double the damage, that is, two.
impacts instead of just one.

fighter-bombers
The light planes of the orks, known as "fighter-bombers," perform at the same time
the papers of hunters and bombers (probably the orca psyche is incapable of weaving such
fine enough to establish the subtle difference between both). They carry heavy bombs and
rockets designed (?) to attack at very short range, but they empty their magazines
cheerfully against anything else they find, such as enemy aviation or torpedoes.
This 'hybrid' approach implies, in addition to great satisfaction for the enemy, that
they normally operate as fighters, but they can attack a ship as if they were
bombers. However, in this case each squadron only rolls 1D3, and not a 1D6, to
calculate the number of attacks they can carry out.

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Battlefleet Gothic – Unofficial Translation

ORKO PRICE……………600 points

Type/Impacts Speed Turns Armor Shields Turrets


Defense/40 10 cm. Special 3 4+ 6
Armament: Range/Speed PF/Force Firing angle
Fore cannon 45 cm. 2D6+6 Frontal
Bow torpedoes Speed 30 cm. 2D6 Frontal
Bow cannon pieces 15 cm. 8 Frontal
Starboard cannon 45 cm. 2D6+6 Law
Starboard torpedoes Speed 30 cm. 2D6 Law
Starboard launcher Bomber aircraft: 25 D6+2 -
cm. squadrons
Baptism of azalto: 30
cm.
Port-side cannon 45 cm. 2D6+6 Left
Port side torpedoes 30 cm. 2D6 Left
Port side lifeboat Bomber aircraft: 25 D6+2 -
cm. squadrons
Baptism of ash: 30
cm.
Golden spears 60 cm. 4 Everything around
stern cannon 45 cm. 2D6+6 Back

Reglas especiales:Al igual que las Rokas, los pecios son tan diferentes a cualquier otra
ships that require a certain number of special rules. As always, any rule of the
manual that has not been modified specifically will fully apply to
the prices.
Leadership: Due to its monstrous size and the tension that this generates in the
internal communications system orko (that is, shout a lot and loud), a wreck always
has Leadership 6.
Leader orko: Even if there is a leader on board the wreck, their boarding value does not
fold. Furthermore, the 'Advantages of the Leader' are modified as indicated below:
Torpedo Currents and Artillery Tariffs can affect a system at most.
weapons or torpedo battery per turn. The affected system must be chosen before rolling for
its effectiveness - the repetition cannot be transferred to another system afterwards!
Energy Campoz costs +50 points instead of +25.

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Battlefleet Gothic – Unofficial Translation

Mekamaníakoz allows the wreck to ignore the effects of a critical hit with a result of
6 in 1D6.
The Approach Team with Mega Armor remains unchanged.
Special orders: A shipwreck cannot use the special orders 'New Course' or
Burning Retros.
Artillery: Thanks to their enormous capacity, the spacecraft wrecks cannot run out of
artillery due to getting a double on his Leadership Check to 'Reload
Artillery.
Movement: Just like the rocks, the space wrecks must move 10 cm in a straight line.
each shift: neither more nor less. Likewise, the speed of the wrecks does not decrease.
for coming into contact with explosion markers or due to the damage suffered.
Turns: A wreck must move in a straight line throughout an entire movement phase to
can turn to the next turn. In the next phase of movement, it will be able to turn normally,
but only at the end of its movement.
Dismasted: The wrecks are not dismasted like other ships due to the
enemy shots. They are so enormous that the only way to face them is to erode them.
slowly, shooting continuously.
Critical damage: Do not throw on the Critical Damage Table for the damage suffered by a
price. Instead, the player who caused the critical hit can choose one of the options that are
they detail below to represent their men opening fire at locations
specific or certain concrete areas of the wreck. The wrecks have no way of repairing the damage.
caused by critical impacts during the match.
• Opción 1: Reduce una de las siguientes características en un punto:Torretas,Escudos
Force of the Lances.
• Option 2: Reduce one of the following features by two points: the Power of
Fire from a battery of cannons aimed in the direction from which the attack came,
Force of a torpedo battery directed at the direction from which the attack came, or the
Force of one of the launch pads.
• Option 3: Damage to the wreck's drives. The wreck must achieve a result.
superior in 1D6 to the Damage number in the wreckage's thrusters that it has suffered to be able to
to turn.
Gravity wells: If a wreck is located in the gravity well of a planet or
luna al final de su movimiento, puede efectuar un único giro de 45º hacia el planeta o luna
regardless of whether it had turned or not in its previous phase of movement. Additionally,
the enormous size and mass of a wreck means that it creates its own gravitational well,
that extends 5 cm from the edge of its base. This affects other ships exactly from
the same way as a planetary gravity well, and allows ships or rokas to enter
geostationary orbit with the wreck. The objects in orbit with the wreck move along with it.
until the moment they leave said orbit.

The stellar wrecks are gigantic accumulations of debris from ancient ships,
asteroids, ice, and all kinds of junk that accumulate or simply stick to the
shell after drifting for millennia through space, aimlessly and without anything resembling it. How
or why shipwrecks appear from the deformity and when they know they must return to it
it is today a mystery, although there is abundant evidence that some are controlled or
led by their inhabitants or, in the worst case, some external force. Some wrecks
they are infested with alien life forms, renegades of Chaos or even horrors still
more terrible. But most remain empty vessels, ghostly shells in which
Inside, the spatial currents howl and moan, tearing apart the tortured metal throughout
an eternity of drifting. The stories of greedy raiders who find a horrible
Destinations inside a wreck are popular throughout the Empire, as well as those of those who
they carved unimaginable fortunes selling to the highest bidder so much arcane technology as
they were able to take away.

For the orks, wrecks are nothing more than their (primitive) way of moving between the
stars. When one of these wrecks appears in an orko system, it is soon caught and
converted into a huge ship ready for war, with cavernous platforms of

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Battlefleet Gothic - Unofficial Translation

launch prepared with countless assault boats and hundreds of thousands of warriors
Orkos and its crude war machinery. Once completed, the wreck is set in motion with a
support fleet formed by attack ships, rokas, and cruisers. Once the areas are reached
bordering the wreck will eventually drift into deformity and, if all goes well, in
at some point it will arrive at some conquerable world. The appearance of was not recorded.
no orko wreck in the Gothic Sector during the War, but the conclusion of is inevitable
that, given its unpredictable nature, one could have emerged at any moment...

Construction of wrecks
The wrecks and the rocks are built in very similar ways. The main differences
they depend on the fact that a wreck needs a central core that provides it with a minimum of rigidity and
a great pedestal.

Step by step guide:


- Cut the piece that will compose the central core, whether it is wood or a plastic tube.
or a pipe, in a section of 15 – 20 cm. in length.
- Drill a hole in the piece, in the center, transversely, and glue a
thick wire in the hole (the metal from coat hangers, for example),
using a two-component glue, such as Araldite. This will provide you with a
"stick" to be able to grab the wreck while you shape it and will serve as a rod when
You want to hit the base.
- Find another piece of wood for the base of the wreck and drill a hole in it of
so that the wire fits. In this way, you will have a useful temporary base.
while you work on the wreck, and eventually you can stick the wire in its place to
build a permanent base when you have finished. Note that, although you could
limited to using a battleship base, you would have to ensure that the wreck was
rather lightweight, or you would have to reinforce the plastic vigorously, to avoid it from
I had to end up using three bases on my wreck; just imagine how much it weighs!
- Tear pieces of polystyrene and stick them to the wooden core with drops of glue.
white. Use polystyrene to create the general shape of the wreck, to which you will later add
the details.
- Cover the polystyrene with textured paint or glue with sand, as is done with the
hands.
- Add antennas, metal scraps, debris from other ships, and turrets at will. In my
I also used tubes to represent the aviation 'launchers' and pieces of
very, very old metal spaceships that I kept in my box of remnants from the times in
that the dinosaurs dominated the earth. However, try not to add anything.
excessively large, as it will ruin the sense of scale in the wreck. Make sure to
that the pieces are fixed in their place.
- Cover any exposed piece of polystyrene with more glue and sand.
- Print it out in black and paint it. You will have to indicate the true size of the base:
a circle of 6 cm in diameter, like that of a battleship. You can paint it on whatever
I see that you have mounted the wreck. Of course, you could use the base of the wreck as is,
but it would be too easy a target for the nova cannons, the torpedoes, etc...

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Battlefleet Gothic - Unofficial Translation

ROKAS ORKAS……………………………………………………………80 points

Tipo/Impactos Speed Giros Shields Shielding Towers


Defense/6 10 cm. Special 1 5+ 1
Armament: Range/Speed PF/Force Launch angle
ad
Heavy artillery battery 15 cm. 4 Everything around
Battery of cannons 45 cm. 1D6+6 Everything around
Torpedo Speed: 30 cm. 1D6 Everything around

Special rules: The rokas are different from both the authentic ships and the defenses.
what causes the need to create a series of special rules for them. However, any
rule that is not clearly indicated below that undergoes a modification must be applied
exactly as indicated in the manual. For example, the rokas that lose half of their damage points.
they are considered deforested, like any other vessel.
Movement: Since they are basically large rocks with motors embedded throughout them.
surface, the rokas do not move in the same way as other ships. In their movement phase, the rokas
they move 10 cm. forward in a straight line, no more, no less. The rokas cannot turn or use the
special orders 'Burn Retros' or 'New Course'. When they adopt the special order of 'At all costs'
"machine", the rokas will move an additional 2D6 cm after their movement, in any direction that
They must be left facing the direction they were in when the movement started: that is,
They move in any direction but without changing course; in the next turn, they will continue moving.
they were normally moving in the direction they had been from the beginning. However, if the result
in the 2D6 is 10 or higher, the direction in which they move these additional cm. becomes their new
direction for later shifts. Due to their slow speed and considerable inertia, the rokas that
they are deforested or crossing Explosion Markers will not see their movement reduced. The rokas
In a gravity well, they can make free turns like any ship and/or position themselves in orbit.
stationary or enter internal orbit.
Critical impacts: The rokas lack the complex government systems of a true
ship, so it should not be discarded by critics in the Critical Damage Table; instead, each point of
Critical damage causes +1 point of damage.

The orka rokas are basically large, perforated asteroids filled with thrusters.
cannons and quarters for the crew. Although the rokas are unable to move through the
disformity, any system in which there are orks will quickly accumulate an increasing number of rokas
that the orks "build" at prodigious speeds. For example, in 147.M41, a force of cruisers
swept the Kaloth system in search of orc pirates and destroyed seven escort ships and four roks. In the
In M41 148, another expedition encountered twenty-one rokas in the same system, having to unstick themselves.
after seeing how the cruiser Infatigable Guerrero was dismasted and was in serious danger of being boarded by
the orkos boarding teams.

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Battlefleet Gothic – Unofficial Translation

How to build your rokas


Rocks are easy to build, very visually pleasing, and are good practice for later.
build a shipwreck! This is the step-by-step guide to 'rock engineering':
• Nail an irregular piece of polystyrene (about 5 cm wide) onto a flying base.
• Cover the polystyrene with stucco paint or with a mixture of glue and sand.
• Look for small unusable pieces in your leftover box: excess towers, motors, antennas,
escorts (whole or in pieces), Epic tank parts, small tubes, etc... Don't go overboard.
with the number of pieces (especially the metal ones) the set will become unbalanced and wobble
all directions until it ends up falling and breaking.
• Attach the pieces to the polystyrene structure of the rock itself, so that they remain firmly.
glue them. Next, stick them with white glue. Important note: DO NOT use Super-glue for this,
it will melt the polystyrene and cause nauseating toxic fumes.
• Cover any section where the polystyrene sticks out with more glue and sand.
• Print it in black and paint it. You will need to make a notch in the base of the roka to indicate in
What direction is it moving? I used stickers, but a few decals will work just as well.
or a blob of paint.

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Battlefleet Gothic - Unofficial Translation

BULLET ORC "DEATH-DISPATCH" - "DETHDEAL".......275 pts

Tipo/Impactos Velocidad Giros Escudos Shielding Towers


Acorazado/12 20 cm. 45º 2 6+frontal/5+ 3
Armament: Range/Speed PF/Force Firing angle
Bow Cannon 45 cm. D6+6 Frontal
Cannon bombardment Bow 30 cm. 6 Frontal
Hangarez Dorzalez FightaBomberz 25cm D3+1 -
Assault Boats: 30cm.
Port side cannon 30 cm. D6+4 Left
Starboard cannon 30 cm. D6+4 Law
Cannon pieces of port 15 cm. 6 Left
Starboard cannonballs 15 cm. 6 Law

Notes: The Dethdeala class can be equipped with bommerzs torpedoes for +40 pts.
The Dethdeala class cannot execute the order Change of Course.
When the leadership of the orca fleet is generated, the Dethdeala can change its leadership for the
obtained by a Kill class or Terror class cruiser, to represent that the leader recruits the best crew from them
ships to be used in their own vessel.
"Full throttle!": the Death Distributor is equipped with powerful "super motors" and can throw 4D6
when under the special order 'Full speed ahead!' instead of 2D6, which is usual for ork ships.

It is believed that the Repartemuerte is one of the oldest ships of its size that exist;
he made contact with her for the first time about thirty years before the Third War of Armageddon.
Originally the flagship of the Warlord Urgutz Dregrak, the Reapermort seems to have
having recently undergone a change of captain and crew, as well as distancing itself from the most important actions
in the final part of the war.
Dregrak was a fierce and controversial Orko, known for overestimating his own abilities and for being
very optimistic about his fate. Dregrak was present at one of the last great waves of
Orcs who arrived at Armageddon and decided to bombard the planet recklessly before their
landing arguing that he was clearing the ground for the assault. With this action, he made more
damage to its rival orks than to the imperial enemies. The fact that Dregrak chose for
bombard with greater intensity the regions where the hordes themselves were operating
Ghazghkull did not seem to be due to mere coincidence.

When Dregrak finally ventured down to the surface of the planet, the end of his campaign was
search. Their rivals, the Kalaveras, allied with the traitorous imperial governor Herman Von Strab, are
They teleported aboard the Death Reaper and massacred the crew during the planetary assault.
Isolated on the surface and with most of its forces annihilated or held aboard the
Repartemuerte, Dregrak found his end quickly. It will hardly ever be known if the final blow
It was dealt by Orks or humans, but what is undeniable is that Ghazghkull did not feel much sorrow.
for the loss of the problematic and untrustworthy Urgutz Dregrak...

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Battlefleet Gothic – Unofficial translation

AKORAZADO ORKO "KAZKAPIÑOZ"-"SLAMBLASTA"………295 points

Type/Impact Speed Spins Shields Shielding Towers


s ad
Cruise 20 cm. 45 degrees 2 6+frontal/5+ 3
Heavy/12
Armamento: Range/Speed PF/Force Angle of fire
Bow Cannon 45 cm. D6+6 Frontal
Bow Launch 45 cm. 2 Frontal
Hangarez Dorzalez FightaBomberz 25cm D3+1 -
Assault Boats: 30cm.
Portside cannon 30 cm. D6+6 Left
Starboard cannon 30 cm. D6+6 Law
Cannon mounted on the port side 15 cm. 6 Left
Cannon mounted on the starboard side 15 cm. 6 Law

Notes: The Slamblasta class can be equipped with bomber torpedoes for +30 pts.
The Slamblasta class cannot carry out the order Change Course.
When the leadership of the orca fleet has been generated, the SlamBlasta can change its
leadership obtained by a Kill class or Terror class cruiser, to represent that the leader
recruit the best crew from those ships to serve on his own ship.

When the values of Leadership of the orca fleet are generated, the Kaskapiñoz can choose to
exchange its Leadership value with that of an orko cruiser Matamuchoz or that of an orko cruiser
Matamaz. This reflects the fact that the warlord Orko is hoarding the best on board his ship.
crew of all their fleet.
Like many other great orca ships, the battleship Kaskapiñoz has been identified as
built mostly from the remains of imperial ships (in the case of the Kaskapiñoz, the
Imperial cruise ship Gothic class Pallas Imperious). Unable to properly regulate the circuits.
necessary to power the lance batteries of a Gothic-class ship, the manitaz that
they built the Kaskapiñoz modified the systems to try to build only two spear-type weapons,
but of gigantic size. Given the nature of orca technology, the weapons ended up having more
size that powers, but still, the Kaskapiñoz is an impressive achievement, as it provides to the Orcs
from a ship with lance-type weaponry.

In the Third War for Armageddon, the Kaskapiñoz played a crucial role as part of the
advanced raiding parties that preceded the main orca invasion fleet. Their powerful spears were
particularly useful when disabling observation stations, defense systems and the
Imperial advanced positions on the borders of the Armageddon system.

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Battlefleet Gothic – Unofficial Translation

MASTODON ORC "GORBAG'S REVENGE" ……………310 points

Tipo/Impacto Velocid Giros Shields Shielding Towers


s ad
Cruise 20 cm. 45 degrees 2 6+frontal/5+ 3
Heavy/12
Armament: Range/Speed PF/Force Firing angle
Bow Gunner 45 cm. D6+6 Frontal
Bow Torpedoes 30 cm. D6+2 Frontal
Hangarez Dorzalez FightaBomberz 25cm D3+1 -
Assault Boats: 30cm.
Port side cannon 30 cm. D6+6 Left
Starboard cannon 30 cm. D6+6 Law
Port side cannon 15 cm. 6 Left
Starboard cannon piece 15 cm. 6 Law
Port Hangers FightaBomberz 25cm 2 -
Assault Boats: 30cm.
Starboard Hangers FightaBomberz 2 -
25cm
Assault Boats: 30cm.

Notes: The Revenge of Gorbag can be equipped with boarding torpedoes for +5 pts.
(20cm. And strength D6+2) and bomber torpedoes for +80 points.
The Revenge of Gorbag cannot carry out the order Change of Course.
When the leadership of the orca fleet has been generated, the Vengeance of Gorbag can
change its leadership for that obtained by a Kill class or Terror class cruiser, to represent
that the leader recruits the best crew from those ships to serve on his own ship.

The Vengeance of Gorbag was the most active ork battleship in the Third War for Armageddon and
participated in the invasion of the Chosin and Armageddon itself. The original ship was captured by the very
Gorbag when he boarded an imperial Dominator-class cruiser in the Gothic sector; enslaved its crew.
to condition the ship and used its systems and its armament as a basis for what would be the Vengeance
of Gorbag (a brutally suitable name).
The Revenge of Gorbag turned out to be the ideal ship for large-scale planetary raids due to its
great capacity as a launch platform, which allowed it to deploy a large number of
Ork bombertanks on the surface. Although this tactic has proven to be reckless in the
orca fleet because it leaves the ship vulnerable to imperial attacks, the great size and firepower
the Revenge of Gorbag prevented him from suffering too much damage for this reason. The Revenge of Gorbag
It was a constant element of the orca fleet that bombarded Armageddon during the course of the war.

166
Battlefleet Gothic – Unofficial Translation

HARDCORE ORKO 'CRUELTY'-'KROOLBOY' ……………270 points

Tipo/Impacto Velocid Swings Shields Shielding Towers


s ad
Cruise 20 cm. 45 degrees 2 6+frontal/5+ 3
Heavy/12
Armament: Reach/Speed PF/Force Firing angle
Bow Cannon 45 cm. D6+6 Frontal
Pezzadoz Bow Cannon 15 cm. 6 Frontal
Hangarez Dorzalez FightaBomberz 25cm D3+1 -
Assault Boats: 30cm.
Portside cannon 30 cm. D6+6 Left
Starboard cannon 30 cm. D6+6 Law
Cannoneer weighs from the port side 15 cm. 6 Left
Starboard cannon piece 15 cm. 6 Law

Notes: KroolBoy can be equipped with bommerz torpedoes for +30 pts.
KroolBoy cannot carry out the order Change of Course.
When the leadership of the orca fleet has been generated, KroolBoy can change its leadership for
obtained by a class Kill or class Terror cruiser, to represent that the leader recruits the best
crew of those ships to serve on their own ship.
Full speed! The Cruelty is equipped with powerful 'super motors' and can pull
4D6 when subject to the special order "Full Steam Ahead!" instead of 2D6, which is the usual for the
orc ships.

The Cruelty has a long history of tormenting the planet


Armageddon, long before the monstrous slaughter of Ghazghkull during the Third
War for Armageddon. It had been sighted on numerous occasions as part of
pirate expeditions that attacked their prey at the edges of the system. Whether because of
coincidence or destiny, it was this familiarity with the Cruelty that made the station of
Mannheim observation will not pay the necessary attention to the latest attacks from the ship that,
In reality, they were already the spearhead of the imminent Waaagh! When the reports about the
invasion leaked from the other observation stations, the commanders of the station
Mannheim had already paid a high price for its apathy.
As the Waaagh! was retreating from Armageddon following the apparent march
from the planet of Ghazghkull, the Cruelty returned to piracy in many systems throughout the
Armageddon sector has been recently involved in the civil war of Monglor. Already
It is because the crew of the Cruelty wants to establish dominion over an imperial world.
for their own benefit or because they follow a detailed plan to support the campaign of
Ghazghkull, the presence of Cruelty remains a major cause for concern for the
defenders of Armageddon.

167
Battlefleet Gothic – Unofficial Translation

GREAT CRUISER ORKO HAMMER CLASS ... 245 points

Type/Impacts Speed Turns Shields Shielding Turrets


Great Cruise /10 20 cm. 45 degrees 2 6+frontal/5+ 2
Armament: Range/Speed PF/Force Angle of fire
Bow Gunner 45 cm. D6+6 Frontal
Bow Bombard Cannon 30 cm. 6 Frontal
Bow Torpedoes 30 cm. D6+2 Frontal
Hangarez Dorzalez FightaBomberz 25cm D3+1 -
Assault Boats: 30cm.
Portside cannon 30 cm. D6+6 Left
Starboard cannon 30 cm. D6+6 Law
Left side cannon 15 cm. 6 Left
Starboard cannon piece 15 cm. 6 Law

Notes: The Hammer Class can be equipped with bomber torpedoes for +40 points. It can be equipped with
boarding torpedoes for +5 pts. (20 cm and strength D6+2). You can upgrade your turrets from 2 to 3 for +10 pts.
The Hammer Class cannot carry out the order Change Course.
When the orca fleet leadership has been generated, the Hammer Class can change its leadership for the
obtenido por un crucero clase Kill ó clase Terror, para representar que el caudillo recluta a la mejor tripulación de esas
ships to serve in their own ship.
Special rules: the bow torpedo launchers, very common in the Hammer model, were originally
invented to satisfy the unhealthy desire of the tyrant Uzog Arrankabrazoz, who wanted to mate both torpedoes at once
heavy weapons on the front of his ship. The ingenious solution, the work of Garzog, the mekániko of Uzog, consisted of
convert parts of the Nova cannon's conduits into large torpedo launchers achieving that or either
they launched torpedoes or bombarded. The result of the invention is that the orc battle cruiser class Hammer
you can launch torpedoes or use the bombardment cannon in one turn even if the torpedo launcher is reloading, but the
The torpedo launcher can only be used if reloaded with the special command "Reload" after each launch. Garzog
He managed to make it work partially, and that's why the tyrant Uzog only ripped one of his arms off.

The large volume of orc ships gathered in Armageddon includes ships of many types and
sizes. In addition to the Ork cruisers Matamuchoz and the Ork cruisers Matamaz, it appears on stage
a new combat cruiser orko, designated as class Hammer, which has been counted in the
less than fifteen battles. Intelligence reports indicate that the Hammer class battle cruisers
they have been built using the hulls of abandoned imperial line ships, especially those that
armed ships with the Nova cannon in its previous incarnations.
The Hammer-class battlecruisers are the ships mostly chosen by the powerful.
war lords of the orks like their personal command ships. One of the most notable was the Great
Despot of Dregkruk who apparently had a large number of these ships in his invading fleet. The high
the status of the commanders of the Hammer model ensures that they are equipped with the best weapons and
the crew of the entire orca fleet, which makes them formidable opponents. The most worrying thing is
given the Orkos' preference for making quick repairs to damaged ships,
as long as they have access to the abandoned wrecks in the system where the conflict develops, it will continue
increasing at an alarming rate the number of Hammer class combat kruzeroz.

168
Battlefleet Gothic – Unofficial Translation

KRUCERO ORKO CLASS KILL............155 points

Type/Impact Speed Spins Shields Shielding Towers


s ad
Cruise/10 20 cm. 45 degrees 1
6+frontal/5+lateral/4+ 1
backside
Armament: Range/Speed PF/Force Firing angle
Cannon on the port side 15 cm. 4 Left
Portside cannon 30 cm. D6 Left
Cannon on the starboard side 15 cm. 4 Law
Starboard gunner 30 cm. D6 Law
Fore cannon 15 cm. 6 Frontal
Bow cannon 45 cm. 1D6+2 Frontal

Notes: An orc cruiser can replace its forward heavy guns with torpedoes.
(Speed 30 cm., Strength 1D6+2) without additional cost in points. If this option is chosen, the
The cruiser can also equip boarding torpedoes (Speed 20 cm, Strength 1D6+2)
for a cost of +5 points.

The heavy warships of the orcas have always posed a terrifying threat to
the merchant ships that sailed through the Gothic Sector in times of peace. During the War
Gothic, the number of sightings increased considerably, possibly as a consequence
from the enormous number of wrecks that the Orks managed to capture after the battles
between Empire and Chaos. The most common cruiser in the ork fleets mounts a huge amount
of heavy weapons and weapon batteries, most concentrated in the powerful batteries of the
proa. Only an orca cruiser, called theButcherby the Intelligence Service of the
Imperial Armada was identified in combat action repeatedly, with some margin of
certainly, during the Gothic War. It is likely, however, that many others have
having participated in numerous conflicts; unfortunately, the constant patches,
"improvements" and changes that the orks introduce in their ships between one battle and another prevent
his identification. The Butcher attacked six convoys in Quinrox Sound during the course of the
war, destroying a total of fifteen transports, seven escorts, and a cruiser, the Admiral
Lenox. It is believed to have been the Butcher, the krucer who led the fleet that attacked the station.
Bralutha escaped before the reserve fleet arrived.

Famous Ships of the Gothic War


Butcher

169
Battlefleet Gothic – Unofficial Translation

ORKA CLASS TERROR……………185 points

Tipo/Impactos Velocity Giros Shields Shielding Turrets


ad
Cruise/10 20 cm. 45º 1 6+frontal/5+ 1
lateral/4+ rear
Armament: Range/Speed PF/Force Angle of fire
Port side cannon 30 cm. 1D6 Left
Portside shuttles Bomber aircraft 2 -
25 cm.
Baptism of Azalto: 30
cm.
Starboard cannon 30 cm. 1D6 Law
Starboard shuttles Bomber aircraft: 2 -
25 cm.
Baptism of azalto: 30
cm.
Bow cannon 45 cm. 1D6+2 Frontal
Bow cannon tubes 15 cm. 6 Frontal

Notes: A Terror-class ship can replace the fore cannons with


torpedoes (Speed: 30 cm., Strength 1D6+2) at no additional cost in points. If you choose this
option, the ship can also acquire boarding torpedoes (Speed 20 cm, Strength
1D6+2) for an additional cost of +5 points.

A common variant of the standard cruiser, the Terror orka ships have been primarily associated
to the incursions carried out in the Cyclops Cluster against poorly protected garrisons and
augury stations. The Terror class ships are used as a base for abundant aviation of
Orca attack, and they act as a mother ship, satisfying the needs for armament and fuel.
su febril progenie. La mayor parte de estas naves parecen estar construidas sobre el esqueleto de varios
pecios, where it is relatively easy to open huge bays or launch platforms, due to the
expeditious process of removing large sections of the hull's flanks. The Terror class usually
transport a mixture of bombers and assault boats in large quantities. The
Bomber hunters are equipped not only to intercept enemy artillery but also to
use bombs and missiles capable of damaging a sizeable warship. The assault boats
Orks are nothing more than an armored shell with an engine at one end and a piercing head at the other.
another, much more similar to a gigantic boarding torpedo than to one of the boats they use
more advanced races. A typical example of orca brutality was the attack against Mirrobel, a small
supply base visited only by some distant patrol. Two Terror class ships
they appeared in the system accompanied by a dozen escorts. After entering orbit around the
Moon of Mirrobel, the Terror sent waves of assault boats filled with ork warriors to crush
the small garrison. While they were assaulting the base, a reconnaissance patrol made up of
the light cruisers of the Dauntless, Abdiel, and Uziel class along with four Firestorm class frigates arrived to
to repost, and they were ambushed by the Terror. Although the squads of the ships were busy
On the surface of the planet, its sheer firepower was enough to repel the patrol, dismasting the
Abdiely destroying a frigate.

170
Battlefleet Gothic – Unofficial Translation

ASSAULT SHIP……………45 points

Tipo/Impactos Speed Swirls Shields Shielding Turrets


Listen/1 20 cm. 45 degrees 1 6+frontal/4+ 1
Armament: Range/Speed PF/Force Angle of shot
Cañonez 30 cm. 1D6+1 Frontal

The attack ship Onslaught is ugly, difficult to maneuver, and lightly armored on the sides.
and the stern. It only serves for frontal attacks. However, as the admiral would discover
Sartus aboard the unfortunate Laertes, a swarm of Onslaughts can create a
fearsome curtain of fire with its abundant front batteries. This is combined with a
dense front armor and lightweight shields to protect during the initial advance. Like all
The attack ships Orkas, the Onslaught are capable of landing on a planet as part
of an invasion force and can transport a large number of orks, along with their
vehicles and artillery.

GUNBOATS……………40 points

Tipo/Impactos Speed turns Shields Shielding Towers


Listen/1 20 cm. 45º 1 6+frontal/4+ 1
Armament: Reach/Speed PF/Force Shooting angle
Cannon fish 15 cm. Frontal 4

Even more brutal than the Onslaught, the ork gunships known as Savages
Only short-range batteries are mounted forward. There has been a lot of speculation about
if the Onslaughts are variants of the Savages, or vice versa. The orks are masters in the
art of raw improvisation and transformations, so probably both suggestions
they are certain. Under normal conditions, the Savages are less dangerous than the Onslaughts.
since maneuvering properly can destroy them from a distance. But in a
Ambush in which the Orks lurk among asteroids or debris, the Savages are a rival.
dangerous for its ability to lunge forward and sweep enemy ships with
heavy fire.

171
Battlefleet Gothic – Unofficial Translation

ATTACK SHIP RAVAGER............35 points

Type/Impacts Speed Swings Shields Armor Turrets


Listen/1 20 cm. 45 degrees 1 6+frontal/4+ 1
Armament: Range/Speed PF/Force Angle of fire
Cannon 30 cm. 2 Frontal
Torpedo Speed: 30 cm. 1D6 Frontal

The torpedo attacks led by the orcs seek a closer approach.


opportunist that as a generalized tactic. This may be due, in part, to the quality of their
troops, in which it does not seem easy to trust that in the heat of battle they will remember
reloading the torpedoes. Consequently, the Ravager is often seen in the company of
Onslaughts and Savages more than in specialized squads, as happens with the Cobras.
Imperials. However, the Ravagers incorporate enormous amounts of nozzles to
torpedoes, and when they manage to launch their volleys of torpedoes, these can be
disturbingly powerful. Fortunately, a large part of the ork torpedoes are lost,
due to failures in the guidance systems or in the engines, which is why the orkos prefer to use
captured torpedoes whenever they have the opportunity.

SHOCK BRUTE SHIP……………25 points

Tipo/Impactos Velocidad Turns Shields Shielding Turrets


Listen/1 25 cm. 90º 1 6+frontal/4+ 1
Armament: Range/Speed PF/Force Shooting angle
Cannon 30 cm. 2 Left/front/right
echo

Notes: The crash ships, as their name indicates, have been prepared to crash against
an enemy ship at maximum speed, so they roll 4 dice to damage an enemy ship when
embistan.

The Brute responds to a curious configuration of the ship itself, characteristically


orkoide en su concepción y desarrollo. Con el añadido de motores superiores y propulsores de
it is far superior, in terms of maneuverability, to any other Ork ship. But
the objective of these improvements is not for the ship to be more skilled in battle: the true
The objective of the Brute is only understood when observing its armored prow, sprinkled with blades.
rotary and drills, deadly when it charges enemy ships at maximum speed.
In combat, the Brutes maneuver seeking a position from which to charge against the
enemy ship and destroy it with a single impact. They are so hard and heavy that they can reach
to even damage a commanding ship.

172
Battlefleet Gothic - Unofficial Translation

LIST OF ORK PIRATES FLEET


FROM THE CYCLOPS CLUSTER

Orc chief
Up to 1 Leader for every 500 points
You can include one or more leaders in your fleet, each of whom must be assigned to
a ship or squadron. If the fleet is worth 500 points or more, it must include at least one Warboss
that it guides her.

Orco leader............40 points


The leaders have a Dice Repetition. They can be assigned up to two.
Additional repetitions for the cost indicated below.
An additional repetition... 20 points
Two additional repetitions……………40 points

A ship that includes a Kaudillo doubles its boarding value and can include one of the
following 'Advantages of the Leader', for the cost indicated below:
Artillery guns……. +35 points
The ship can reroll the dice to determine the firepower of its cannons.
shoot.
Mekamaniacs........... +25 points
The ship can reroll the rolls to repair critical damage.
Máz Energy Camp... +25 points
The value of the ship's shields increases by +1 point.
Boarding team
with Mega Armors............ +15 points
A +1 modifier is applied to all attacks directed from the ship.
Torpedoes Kurraoz…………… +20 points
The ship can reroll the dice to determine the strength of its broadside.
torpedoes, when fired.

A orc fleet can include up to one warlord for every 500 points at most. From
example, a fleet of up to 500 points can have a Chief, one between 500 and
1,000, two at most, etc...

Pecio Orko
You may include up to one Ork Space Hulk in your fleet per 1,500 points.
Ork space hulk . . . . . . . . . . . . . . . . . . 600 pts
An Ork fleet can include a maximum of one space hulk per 1,500 points. So if the fleet is
worth up to 1,500 points, it may include one Space Hulk. If it is worth 1,500-3,000 points, two
space hulks may be included, etc. Each Ork hulk must be assigned an Ork Warlord to
command it.

Akorazados and Grandez Kruceroz


During the Third Armageddon War, four particularly monstrous Ork vessels earned the
appellation 'battleship' even if such distinct classes are unknown to the Orks themselves, who
refer to these four, and most similar vessels, as battleroozers. For every two kroozers included
In your fleet, you may pick one vessel from the list below.
Slamblasta* . . . . . . . . . . . . . . . . . . . . . 295 pts
Gorbag’s Revenge* . . . . . . . . . . . . . . . 310 pts
Dethdeala* . . . . . . . . . . . . . . . . . . . . . 275 pts
Kroolboy* . . . . . . . . . . . . . . . . . . . . . . 270 pts
Hammer class battle cruiser . . . . . . . . 245 pts

173
Battlefleet Gothic – Unofficial translation

These four ships are unique, and no fleet may ever contain more than one example of each.
of these ships. You may, however, include as many out of the four different ships as the size
of your fleet permits.

Kruceroz
You can include up to six cruisers in your fleet.

Killer Orc Cruiser... 155 points


Terror class cruiser................. 185 points

Escorts
You can include any number of escorts in the fleet.

Onslaught class attack ship………….. 45 points


Attack ship class Ravager…………….. 35 points
Savage Cannonboat 40 points
Brute bumper boat.......................... 25 points

174
Battlefleet Gothic - Unofficial Translation

erE
e
T
h
m
ip
TAU

175
Battlefleet Gothic – Unofficial translation

The Tau in Space. The Tau Empire has begun to expand into space only in the last thousand years of its
existence. Despite this, it has made great progress in the development of both civilian and military spacecraft.
and currently has reached a level where its ships could be compared to Imperial models.
The ethereal caste has prioritized the development of the tau fleet (called Kor'vattra in their language) above all else. Without the
the existence of the Kor'vattra, the manifest destiny of the Tau could not have been fulfilled and, as a species, their existence
it would have been at the mercy of celestial phenomena such as meteorites or supernovas.
Once the ethereal caste managed to unify them, the Tau made incredible technological advancements. By M.39 they had already
they had spread throughout the tau system and their home world was plagued with orbital research bases and
industrial complexes. However, from that point on, the expansion required a propulsion system capable of covering
interstellar distances and that turned out to be an insurmountable obstacle
At that time, the Tau ships were already using a gravitational propulsion system. This projected a beam of
gravitational energy in front and around the ship that was continuously projected forward, dragging the ship
after her as if she were an archaic candle. For two hundred tau'cyr, the caste of the earth tried to find a
solution to the problem until they found the problem already solved.
In the innermost of the seven Tau moons, a routine geological inspection discovered the remains of an alien ship.
The importance of the discovery did not disturb tau society as much as one might have expected. The tau experts had
Having long since arrived at the conclusion that there were other forms of life, the verification of this fact served
to confirm the belief that destiny had in store for them a much greater future. Nevertheless, no Tau commented
never the immense luck they had of finding the technology they needed at their doorstep and just
when they needed it the most.
The Tau managed to copy the warp drive of the alien ship, although the first tests turned out
disastrous. To achieve the leap to deformity, something more than technology was needed; it was necessary to have minds in
psychic resonance with her and the tau race did not have psychics. Without them, no one could control the jump and not even with
infinite amounts of energy could cross dimensional barriers. In that way, everything they were able to do
Tau fue alcanzar un salto parcial lanzándose al vacío que separaba el espacio disforme del real para luego ser vomitados de
new like a ball that is held underwater and then set free.
The information collected during the test flights was studied in depth and for which they had to
pay a high price. The scientists of the water caste observed that the border between real space and the disfigured one did not
it was not a perfectly defined line, but rather resembled a turbulent ocean due to the stormy
deformed tides that take place on the other side. Carefully orienting the descent to the deformation and extending the
field generated by the gravitational propeller in a wing with the appropriate shape to keep the ship down, it could be
significantly increase the duration of the tau ship's jump. The speeds that were achieved during the ascent of
return to real space was amazing, which, combined with the effect of distortion in time and space, made it
the distance traveled through the jump was immense. In the first tests, several probe ships were lost because
they inadvertently exceeded the maximum range of the rescue ship sensors.

In a short time, the discrepancies were resolved, although there was still a major obstacle to overcome, as only
the most powerful (and bulky) thrusters could maintain the gravitational wing for the duration of the jump and the expenditure
of energy implied having to spend quite a bit of time recharging after each jump. Furthermore, compared to the
authentic navigation through disformity, the process was still very slow. In front of the typical disform speeds of
the Empire's ships, the propulsion of the Tau was five times slower. Nevertheless, the speed was constant, with the
that the Tau were not exposed to the dangers of disfigurement and thus could expand beyond their star for
first time in its history.

The first class of large starship they built was the enormous Gal'leath (or Explorers). Those enormous
Mastodons laid the foundations of the Tau empire and formed the basis of the Kor'vattra in their early wars against the
Orkos and the Niccassar. The Niccassar were less advanced than the Tau and, after their swift defeat, they were one of the
first races to annex to their empire. The Orks, on the other hand, posed a serious problem. Their ships were more
fast, had better shields and boasted more powerful weaponry. Against such dangerous enemies, the Gal
it was too costly a resource to risk. Fortunately, the creation of new propellers
more compact gravitational structures made it possible to construct the Il´fannor class (or Merchant), smaller in size. To make
facing the numerous escort ships orcas, the Tau developed their own combat starships Kass'l (or Orcas).
They took quite a while to build a gravity propulsion system with enough energy to carry out jumps to the
disformity and that it was small enough to create an independent escort, so that the Kass'l
They will travel inside the gravitational field of a larger ship over long distances and will move away from it upon returning.
normal space. This, along with the creation of super heavy ion cannons and Barracuda fighters, helped to restore the
balance, although what really prevented their empire from being devastated was the capacity and efficiency of the tau shipyards.

The name of the ships: Like many other things, the Tau have a very structured method for naming.
to their ships. The name of each ship or squadron is composed of a series of elements. The first element is the clan
responsible for the construction of the ship or of the squadron. The second element is the name of the class of the ship. The
The third element is the personal name of the first commander of the ship or squadron. This will always be a member.
from the air caste of rank kor'ui or higher. The fourth element is the personal name of the current commander of the ship
or of the squadrons. This is omitted if it is the same as the third element. Consequently, the Tau Gal'leath A'proh M
Lath is a Explorer class ship built on the home world of the Tau, whose first commander was Kor'O A'proh and
whose current commander is Kor´ui M´lath.

176
Battlefleet Gothic - Unofficial Translation

Special Rules of the Tau Weapons

Towers
The tau turrets are extremely sophisticated and combine a whole variety of weaponry with radios of
overlapping scopes. The special rules of tracking systems must be taken into account.

Ionic Cannons.
The shots from the ion cannons disintegrate the targeted object, expanding the energy discharge. The shielding
It doesn't do much against them. They work like spears in every way.

Linear accelerators.
The linear accelerators of the class and size that are mounted on warships require large
amounts of energy to trigger, despite the quality of the tau superconductors. For this reason, the energy is
diverts to one cannon at a time. The sequence is synchronized to ensure that the first cannon can be reloaded
before receiving the energy again. The linear accelerators work just like normal batteries.

Gravitational accelerators.
Gravitational accelerators are gigantic linear accelerators equipped with immense mass accelerators.
that activate the initial acceleration before the gravitational field of the ship is enhanced to launch the missiles at
an incredible speed. The missiles are controlled by drones and are terribly dangerous. Check the section
of self-propelled ammunition for more information.

Gravity anchors.
Gravitational anchors are gigantic mobile arms that create a powerful gravitational bond in which ships
small ones can be transported by larger ships. However, the gravity anchors have no
effect at gameplay level. Ships do not start the battle attached to their mothership and can never 'dock' during the
game. Likewise, gravity anchors do not matter when calculating victory points (the enemy does not gain VP.
for the surviving escort ships only because there are not enough anchors left in the fleet for all of them.

Note about the configuration of Tau weaponry.


The linear accelerator towers and tau launchers are highly sophisticated and feature advanced systems of
aiming that allows multiple turrets to target a specific objective regardless of their situation
relative on the tau ship. While the turrets and individual batteries may be a bit weak, combining the
firing radios in this way turns linear accelerators and ion cannons into something truly
devastating, especially from a frontal firing angle, with which all the ship's turrets can be combined
to target the same objective.

Special Rules of the Tau Defensive Systems

Shields
Tau shields are created by altering the gravitational field so that it can repel enemy projectiles.
They work the same as the other shields in every way.

Deflector
The deflector is a type of shield that is usually mounted at the bow of the more modern tau ships and that
transform the ship's gravitational wrap into a high-density wedge, making it more effective against the
enemy shots. In case of receiving a frontal impact, the deflector increases passive armor, which is counted
as shield 6. The deflectors are always mounted at the bow and will deactivate if the ship suffers a critical impact from
damaged bow armament. The deflectors are NOT shields and therefore do not count as such for purposes of
approaches or other effects that take into account the number of shields.

Tracking systems
The Messengers tau have highly advanced data storage and processing devices for
to cope with the immense amount of information they collect. However, when they are connected to the sensors of
the ship, this processing power can be used to supply said information directly to the
turrets. In battle, the Messengers can send this information to all nearby ships, in a way
that the Tau ships with turrets that are within a maximum of 10 cm of a ship with tracking systems will be able to
repeat the failed rolls when attacking and they will not have to change columns when firing batteries at a greater distance
at 30 cm. The tracking systems continue to function even when the ship is 'Ready for impact.'

Other notes about the Tau

177
Battlefleet Gothic – Traducción no oficial

The tau ships use the standard critical hit table.

The tau ships must make Leadership rolls according to the usual procedure.

Tau ships cannot carry out lightning strikes or teleportation.

The approach value is half of the normal for the size of the vessel.

Allies, subjects, and mercenaries of the Tau.

As the Tau empire expands from its home planet, the Tau inevitably encounter new races.
unknown until now and all of them are offered the possibility to ally with them. There are many aggressive races,
arrogant and proud in the galaxy with which the first contact of the Tau has led to a war
bloody. However, there are other races that have accepted the message of the Supreme Good and have taken their position.
in the tau empire. Some of these races are small and located on a single planet. Others are so
primitives that have very few resources to offer to the Tau, in which case their integration into the empire is a
pure formality. The benevolent tau offer protection to these lesser races and only expect in return
gratitude and friendship.

Other acquisitions of the empire are superior and the union of the two cultures provides knowledge, technology and
understanding to both. These races pay their debt to the Tau through a series of tithes that adapt to their
particular skills. Artisans, for example, use them to provide manufacturing capability to the
Tau. And in the case of more warlike or aggressive races, they must provide troops to the Tau army. There are other races that
they do not accept submitting to the Tau empire, but they also do not wish to confront the Tau, so they often arrange
armistices or neutrality treaties taking advantage of the opportunity they provide to open new markets
profitable or to establish alliances through which they mutually protect each other. These breeds are also contracted.
as mercenaries for the Tau empire when the opportunity arises.

The tau fleets inevitably reflect this varied mixture of races and resources, and many of them are composed
by ships that are partly manufactured, designed, or even crewed by other races of the Tau Empire. Some of them
they appear in the fleets as a tribute and fulfilling their obligations to the empire. Others are simple
mercenaries who sell their particular talents to young tau in exchange for tangible rewards. Others are
allies by simple choice, as they decide to fight alongside the Tau to safeguard each other.
Mainly, there are three races commonly observed as part of the Tau fleet: the Kroot, the Nicassar and the
Demiurge.

Tau fleets can include allies, subjects, and mercenaries chosen from the fleet list.

Special rules of the Demiurges.

Explosion markers

The curious arrangement of the hulls of the demiurge ships dissipates the effects of ionized gases and pushes away the
big obstacles they encounter along the way. As a result, any explosion marker that enters
contact with them is immediately removed from the board (this also includes any miniatures that are in contact)
base with base with the fortress at the beginning of the turn). Explosion markers have no effect on the
movement of the demiurge ship. The markers can be set aside so that they can be used for
shoot a ray from the bow during the firing phase. Remember that the player controlling the demiurge ship does not
you can choose to remove some markers and leave others.

Celestial bodies

The demiurge ships do not suffer the effects of solar eruptions, gas clouds, star matter accumulations and
radioactive explosions. You cannot place any explosion marker originating from any contact with them.
celestial body.

Deployments and scenarios

Además de los Tau, que parecen gozar de la mejor conexión conocida con los Demiurgo, una serie de razas han
informed ever about contacts made with these aliens. Any fleet except the Orks, Tyranids and
Necrons can use Demiurg Bastion-class ships; these ships are acquired as cruisers, but they do not have
for the number of ships necessary to have access to battleships, battlecruisers, etc. The demiurge ships
they cannot transport fleet commanders nor use the rerolls of the commanders or include themselves in

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squadrons with ships that are not of the Demiurges. The tau fleets (and other races whose fleet list includes
specifically to the demiurge ships) ignore these restrictions and should select demiurge ships with the
values indicated in the fleet list.

Mercenaries

Unless the fleet is entirely made up of demiurge ships, these ships are considered mercenaries.
and therefore they will not continue fighting if they become inoperative. The inoperative demiurge ships will try to unstick themselves in
each turn to move towards the nearest edge of the board. However, if the demiurge ship is part of a fleet
that fight against the OrKos will only be unlocked if their damage points are first reduced to 1 or 2.

Weapons of the Demiurges.

Ionic Ray.

The ionic ray has a short but devastating range and is typically used for digging in small areas.
recalcitrant satellites. The ion ray counts as a spear, but each explosion marker dissipated by the
Bastion during the movement phase provides the ray with the equivalent of an additional spear shot (up to a
maximum of 8). Explosion markers cannot be carried over from one turn to another for the power of the lightning
The greater part; those that are not used are lost.

Hangars

the self-propelled ammunition phase of the Demiurges is reconfigured from their mining machines
automated located inside the cavernous dorsal hangars. Some demiurge ships are equipped
with hangars that also allow torpedoes to be fired. If this were the case, it will be indicated in the column of
Scope/Speed of the attributes profile of the hangar. Hangars can be used to carry out the launch of
attack ships or torpedo ships, but not both in the same turn. Remember that the torpedoes and the attack ships
The demiurge tubes are not always interchangeable, which is why the demiurge torpedo tubes cannot be used.
to launch attack ships and the hangars can only fire torpedoes if specified in the attribute profile
the ship.

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GAL'EATH CLASS SPACESHIP - EXPLORER……………230 points


SPECIAL CONFIGURATION VASH'YA

Type/Impact Speed Turns Shields Shielding Towers


s ad
Battleship/12 15 cm. 45 degrees 1 5+/4+ posterior 5
Armament: Range/Speed PF/Force Firing angle
Linear accelerators Proa 45cm. 6 Left/Right/Front.
Babor Hangar Barracudas: 25cm. 4 -
Manta: 20cm. squadron
Starboard Hangar Barracudas: 25cm. 4 -
Manta: 20cm. squadron
Port gravity anchor 1 orca
Starboard gravity anchorage 1 orca
Dorsal gravitational anchorage 1 orca

Special note: to equip a Gal'leath class ship with a gravitational accelerator, a replacement must be made
hangar segment with more storage space for drone-guided missiles, which reduces capacity
launch of attack ships.

The Explorer was the great leap of tau science that made the formation of their empire possible. Its gigantic
reactor could maintain the gravity drive during long-duration jumps. By relying on standard speeds
to travel through the disformity and considering that the standard speed is not much, the propulsor was slower
by a factor of five. However, it served its purposes and, moreover, the Explorer had an incredible
load capacity, immense research complexes and, most importantly, the ability to act as
mobile port for semi-independent vessels. Their warehouses were large enough to transport
modular units of orbital stations, guide stations, and, more recently, messenger ships. It was the galleon
of the Tau Empire and for almost a hundred Tau'cyr, it was the only class of ship that was never discontinued. During this time
it went from model I to XXIII while acquiring a whole series of improvements and special adaptations. Nevertheless, the
war against the Orks meant the disappearance of the class, as it was not a ship specifically designed for
the combat and its armament were unable to hold back the cruisers Matamuchoz and Matamaz. For this reason,
the process of building the Merchant class accelerated and upon completion, the production of the Explorer was reduced by
an 85%. In any case, they have continued to improve it and its feature profile represents the latest version, which
it is also the most common variant in active.

Famous ships: Dal'yth Gal'leath Kessan

There are many possibilities that this ship will be the last of the Explorer class to be built in
Dal'yth. The construction of the Explorer is already being reduced and most of the work focuses on applying to the
ancient Mk XXIII the design Mk XXIV developed by the water caste of Bor’kan. Kor’O Kessan is a captain
veteran of this type of ship and both he and his crew were assigned this new ship after surviving a
attack by the ork pirates at the border of the Gulf of Damocles. Dal'yth Gal'leath Kessan has been
added Blankets and is ready to be the flagship of a great expedition to the Farsight Enclave under the
total supervision of the own Aun'shi and relying on a team of scientists under the command of the famous biologist Por'O
According to the purposes of the mission, a large part of the vast storage space of the Explorer has been
converted into laboratories.

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Battlefleet Gothic – Unofficial translation

GAL'EATH CLASS SPACECRAFT - EXPLORER……………230 points


SPECIAL CONFIGURATION BOR'KAN Mk. XXIV

Tipo/Impacto Velocid Turnovers Shields Shielding Towers


s ad
Battleship/12 15 cm. 45 degrees 1 5+/4+ posterior 5
Armament: Range/Speed PF/Strength Firing angle
Gravitational Accelerator Proa 20-40cm. 8 -
Proa linear accelerator 45 cm. 6 Left/Right/Front.
Babor Hangar Barracudas: 25cm. 4 -
Mantas: 20cm. squadron
Starboard Hangar Barracudas: 25cm. 4 -
Stingrays: 20cm. squadron
Port gravity anchor 1 orca
Starboard gravity anchorage 1 orca
Dorsal gravitational anchoring 1 orca

Special note: to equip a Gal'leath class ship with a gravitic accelerator, one must replace a
hangar segment with more storage space for drone-guided missiles, which reduces capacity
launch of attack ships.

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Battlefleet Gothic - Unofficial Translation

SPACESHIP CLASS IL'FANNOR - MERCHANT……………105 points


IL'FANNOR KE'ISHAN CONFIGURATION

Type/Impact Speed Transfers Shields Shielding Towers


s ad
Cruise/4 15 cm. 45 degrees 1 5+/4+ posterior 1
Armament: Range/Speed PF/Force Apex angle
Proa linear accelerator 45 cm. 6 Left/Right/Front.
Babor linear accelerator 45 cm. 2 Front/Right
Stribor linear accelerator 45 cm. 2 Front/Left
Port side gravity anchor 1 orca
Starboard gravity anchorage 1 orca

The Merchant class was initially developed to be the new draft horse of the empire. Its reactors were
much smaller compared to the power plant of the Explorer, but they were unable to reach a third of the
standard warped speed, something essential to unite the flourishing Tau empire. The war against the Orks entailed a
thorough review of its design and immediate modifications were made that, if necessary, allowed to convert
practically all the cargo space in weapon systems. The continuous needs of the fleet ensured
that the Merchant class continued to be basically a warship until the Hero class was created.

Famous ships: Dal'yth Gal'leath Kessan

Built according to the popular Ke'lshan configuration, this merchant ship has been trading in space.
Imperial for almost two centuries under the orders of various commanders. Following a network of contacts
independent merchants and meeting points in deep space, the Tau exchange their goods for
Imperial technology and the services of citizens of the Empire. On three different occasions, the Vash'ya Il'fannor Ur
´akym Drimma has been closely pursued by the Imperial frigates and has always managed to fend them off, although
during the last encounter he lost his Orcas while trying to lure the Imperial Cobra squadron into a battle
inside an asteroid belt.

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STARSHIP CLASS IL'FANNOR - MERCHANT……………105 points


IL'FANNOR DAL'YTH CONFIGURATION

Tipo/Impacto Velocid Turns Shields Shielding Turrets


s ad
Cruise/4 15 cm. 45 degrees 1 5+/4+ posterior 1
Armament: Range/Speed PF/Strength Angle of fire
Proa linear accelerator 45 cm. 6 Left/Right/Front.
Babor linear accelerator 45 cm. 2 Front/Right
Stribor linear accelerator 45 cm. 2 Frontal/Left
Ionic Canyon Port 30 cm. 1 Front/Right
Starboard Ionic Canyon 30 cm. 1 Frontal/Left

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Battlefleet Gothic - Unofficial Translation

LAR'SHI CLASS SPACECRAFT - HERO……………180 points


VASH'YA CONFIGURATION

Tipo/Impacto Velocid Spins Shields Shielding Towers


s ad
Cruise/8 20 cm. 45 degrees 2 5+ 3
Armament: Range/Speed PF/Force Shooting angle
Gravitational Accelerator Proa 20-40 cm. 6 Frontal
Proa linear accelerator 45 cm. 4 Front/Right/Left
Port Hangar Barracuda 25 cm. 1 -
Manta 20 cm. squadron
Port Hangar Barracuda 25 cm. 1 -
Manta 20 cm. squadron
Ionic Cannon Babor 30 cm. 2 Frontal/Right
Ionic Strabo Canyon 30 cm. 2 Front/Left

Notes: all Lar'shi class ships are equipped with a bow deflector to enhance their armor.
frontal to 6. The deflector is deactivated if the ship suffers a critical impact at the bow.

The Hero class, the highest expression of Tau technology, was the product of the Tau's experience in the
Gulf Crusade of Damocles. The Tau were convinced that they had to create a ship that would be at the
height of the Lunar class of the Empire. As became evident, they did not succeed in their endeavor, although they did manage to
produce a ship of similar quality.

Famous ships: Sa'cea Lar'shi Khas'a'tah

Since their weapon systems are controlled by members of the fire caste, the Khas´a´tah does not
it has taken time to harvest a formidable reputation in combat. Since its first mission in which it hunted down and
destroyed nothing less than three ork attack marauders with a single missile burst until its most recent
confrontation against the Intrepid-class cruiser named El Daño de Jarrall in which the Barracudas breached the
shields of the Empire's ship and blew it up, the Khas'a'tah has enjoyed one victory after another. And the reason
The main reason for this is Kor´O Khas´a´tah himself, who, despite being a member of the air caste, was educated in
an orbital station of Sa´cea, which knows very well the caste of fire and its methods. Its crew is a
perfect example of collaboration between the two castes for the Supreme Good.

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LAR'SHI CLASS ASTRONAVE - HERO……………180 points


T'OLKU CONFIGURATION

Type/Impact Speed Turns Shields Shielding Towers


s ad
Cruise/8 20 cm. 45 degrees 2 5+ 3
Armament: Range/Speed PF/Strength Angle of firing
Gravitational Accelerator Bow 20-40 cm. 6 Frontal
Proa linear accelerator 45 cm. 4 Frontal/Right/Left
Port Hangar Barracuda 25 cm. 1 -
Manta 20 cm. squadron
Portside Hangar Barracuda 25 cm. 1 -
Manta 20 cm. squadron
Babor linear accelerator 45 cm. 4 Frontal/Right
Stribor Linear Accelerator 45 cm. 4 Front/Left

Notes: all Lar'shi class ships are equipped with a forward deflector to enhance their armor.
front to 6. The deflector is deactivated if the ship suffers a critical impact at the bow.

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Battlefleet Gothic – Unofficial Translation

KIR'QATH-DEFENDER CLASS SPACECRAFT……………………45 points

Type/Impact Speed Swings Shields Shielding Turrets


s ad
Listen/1 20 cm. 45 degrees 1 5+ 2
Armament: Range/Speed PF/Force Firing angle
Gravitational accelerator Bow 20-40 cm. 2 Frontal
Proa linear accelerator 45 cm. 3 Front/Right/Left

Just as the Lar'shi is the tau counterpart of the Imperial Lunar class, the Kir'qath is the equivalent.
of the Imperial Sable class. The Kir'qath is the only true escort ship of the tau fleet and is used in squadrons.
to provide short-range support to larger vessels. Its main weakness is the period of
time needed to recharge the thrusters. It can perform up to a maximum of six jumps into the warp.
followed, but later it will not be able to carry out any more for at least one rotation. This fact makes it
not very suitable for exploration tasks, as it either moves very slowly through interstellar space or it
he risks being unable to disembark upon arrival at his destination. This can be detrimental to quick maneuvers.
the fleet, so that the squadrons are distributed throughout Tau space so that the units are more
heavy loads can ask for your help when needed.

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Battlefleet Gothic – Unofficial Translation

SKETHER'QAN-MESSENGER CLASS STARSHIP……………50 points

Type/Impact Speed Transfers Shields Armor Turrets


s ad
Listen/1 25 cm. 90º 1 5+ 2
Armament: Range/Speed PF/Force Angle of fire
Proa Linear Accelerator 30 cm. Frontal/Right/Left
1

Special rules: Messenger class ships are an exception to the usual rules of ships.
Listen, they do not always deploy in squadrons, but they can act independently.
Skether'qan is equipped with tracking systems.

The Messenger class spacecraft is the smallest and most self-sufficient ship in the tau fleet. It consists of an engine
gravitational and a cargo compartment, but the fleet occasionally uses them as explorers due to their great
maneuverability, handling of data, and communications facilities. In a short time, their systems
they have been adapted for combat applications.

The armament of a Messenger spaceship is purely intended to prevent pursuits, so for


fleet actions tend to stay close to a liner to assist against attacks and to protect itself
instead of the true warships.

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Battlefleet Gothic – Unofficial Translation

KASS'L-ORCA CLASS COMBAT SHIP...........................25 points

Tipo/Impacto Velocid Transfers Shields Shielding Towers


s ad
Listen/1 20 cm. 90º 1 5+ 1
Armament: Range/Speed PF/Force Firing angle
Proa Ion Cannon 30 cm. 1 Frontal
Proa linear accelerator 30 cm. 2 Frontal/Right/Left

Special rules: no more Orcas can be included than gravitational anchors that the fleet has. Each
Orca has a cost of 25 points since a large part of its cost is already included in the value of the mothership.

The Orcas are transported to battle attached to the gravitational anchors. However, these do not have
no effect on the game. The Orcas do not start the battle linked to their mothership and can never "anchor".
during the game. Similarly, gravitational anchors do not matter when calculating victory points (the enemy does not
obtains PV for the surviving escort ships only because there are not enough anchors left in the fleet for all
them).

The Orca was designed to act as an escort for the Tau fleet. Unable to build a powerful enough engine.
light enough to create a normal escort, the line ships transport the Orcas inside their wrapping
gravitational. However, once freed, the Orcas are combat vessels capable of confronting any ship.
Orca or Imperial.

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Battlefleet Gothic – Unofficial Translation

SELF-PROPELLED AMMUNITION TAU..........................variable cost

Attack ships Speed


Air Superiority Fighter Barracuda 25 cm.
Manta missile destroyers 20 cm.
Self-propelled ammunition Speed
Tau Missiles 20-40 cm.

Although the Tau are a young race in terms of space warfare, they possess self-propelled ammunition.
commendable and in substantial quantities.

Just like their spaceships, the attack ships are operated by members of the Air Caste, who
provides pilots for the Barracuda fighters and for the Manta bombers. Both attack ships also
They are an essential part of the planetary tau forces, as the Mantas transport the bodies of hunters.
which include dozens of warriors from the Caste of Fire and the Barracuda providing air support.

The Tau missiles are perhaps the greatest triumph of Tau self-propelled ammunition, as they use technology
of drones to track enemy ships and pursue them relentlessly.

Special Rules:

Missiles: tau missiles are guided by drones and are fired in salvos from which each power point of
Torpedo fire represents around 10 missiles. In terms of the game, it makes no difference. The missiles
Tails have the ability to alter their speed and course during the journey, which is why they can move anywhere.
speed between 20 and 40 cm (they must move a minimum distance of 20 cm and cannot exceed 40 cm) in each
self-propelled ammunition phase. In addition, they are guided and each phase of self-propelled ammunition can change
his trajectory at a 45º angle at the beginning of his movement. However, a die must be rolled for each point of
firepower of the missile at the beginning of each phase of self-propelled ammunition, starting from the second. The salvo is
reduce by 1 point for each result of 6.

Mantas: the Mantas are bombers and each marker represents a single ship. They have a good
armor and, if they are intercepted by enemy fighters, roll 1D6. If you get a result of 4+, the Manta does not retreat from
game. The Mantas move a distance of 20 cm. Although they can carry a good number of troops, they do not
they are used for boarding enemy ships, since the Tau do not practice boarding as it goes against their vision that
they have of the art of war.

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Battlefleet Gothic – Unofficial Translation

DHOWS OF THE NICASSAR... 45 points

Type/Impact Speed Spins Shields Shielding Turrets


s ad
Listen/1 20 cm. 180 degrees 2 5+ 1
Armamento: Range/Speed PF/Force Shooting angle
Linear accelerator Babor 30 cm. 3 Left
Linear accelerator Estribor 30 cm. 3 Law

Use of Dhows: tau fleets can include Dhows in battle in gravitational links instead of
Orcas. Ships equipped with Dhows can only be equipped with them and cannot also include Orcas.
Dhows form a battle squadron, but for battle they can be deployed separately and carry out orders.
different. Their leadership is the same as that of the mother ship +1, as the Nicassar are experts in travel
spatial.

The Nicassar were the first to join the Tau empire and continue to provide ships to the Tau, as
They are not very trained for surface combat. The Nicassar have powerful minds and possess abilities.
telekinetics to compensate for their own limited mobility. Their numerous families are semi-nomadic and are
driven by an insatiable curiosity. This led them to explore their home system, as it is a race that
who likes to travel. As they can survive for long periods of time in virtual hibernation, they have traveled to
very distant places from their home planet.

The first contact with the Tau occurred when an Explorator-class spaceship established a station.
traffic in interstellar space and spotted a Nicassar flotilla that had wandered through space for centuries. As
Subjects of the Tau Empire, the Nicassar must serve the Greater Good and to do so, they must provide fleets with which to
explore and search systems in the fringes of the Tau empire. They are transported to their station by Tau ships and begin a
slow circuit to inform of everything they find.

The Tau have kept the Nicassar away from the Empire, since the psychic powers of the Nicassar
they would feed the worst excesses of human xenophobia. When a family travels, the numerous Dhows
they stay together forming a large community where some members remain in hibernation and others
vigilant.

The Dhows of the Nicassar are small but elegant yachts that move powered by the winds.
psychics of their captains. They are very maneuverable, but lack practical interstellar capacity and, until recently
little, of significant firepower. However, since they have been incorporated into the Tau fleet, their
armament has been updated according to tau standards.

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Battlefleet Gothic – Unofficial Translation

KROOT WAR SPHERE………………………………………145 points

Tipo/Impacto Velocid Money transfers


Shields Armor Towers
s ad
Defense/10 20 cm. Special 2 5+ 3
Armament: Range/Speed PF/Force Firing angle
Battery of Weapons 30 cm. 12 360º

Special rules: Kroot war spheres are equipped with powerful engines that fire in all directions.
directions and, moreover, thanks to the spherical designs of their ships, they do not have to perform order checks if the ship
It is subject to the special order Full Speed Ahead!

Unlike the Tau, the Kroot can make true journeys through the warp, although they have maintained
in secret. For the Kroot, the journey through the warp is almost migratory and they feel incapable of navigating to others
places that are not systems with inhabited planets. Apparently, they are attracted to the ecosystems in
operation.

The famous Kroot war spheres contain entire cities where acquired knowledge is stored.
for Kroot technology and the most precious objects they have received as payment for their services. The Tau do not
they risk this team in battle lightly and try to avoid direct actions against ships unless they are pressed by
need or for the reward to be very large.

The Kroot war spheres have a single engine that travels the ship from north to south and thrusters.
They are maneuvering in its equator. These engines are quite reliable but basic, so the spheres result in
very slow. They are powerful enough to allow the landing and takeoff of the spheres, although this process does not
It resulted very elegant. When maneuvering, the thrusters are usually used to conceal the kroot war sphere.

Planetary approach and assaults

The war sphere has a boarding strength of 20. In a planetary Assault scenario, a sphere of
Kroot war will add 3 points for each turn it remains landed on the target planet. It will not add any points for
be located 30 cm or less from it.

Critical impacts

The war spheres lack the complex systems of true spaceships, so they do not
They roll on the Critical Hits Table. Each critical hit causes +1 point of damage.

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Battlefleet Gothic – Unofficial Translation

Catastrophic damage

When a Kroot war sphere is reduced to 0 damage points, the ship shatters into pieces. No
you have to roll on the Catastrophic Damage Table, since the sphere is directly replaced by 4 markers of
explosion.

Movement

Due to their unique construction, kroot war spheres do not move in the same way as ships.
normal. In its movement phase, the kroot spheres travel a distance of 10 cm in a straight line, no more and no less.
Less. The war spheres cannot turn nor can they be subject to special orders! Back to
maximum power! or !Change of course!

At full speed!: the spheres move an additional 2D6 cm in any direction at the end of their
movement. If for this reason they move 10 cm or more in a direction different from the original, the latter will be their new
direction of movement. You can see it more clearly in the attached diagrams.

Due to their low speed and considerable momentum, the kroot war spheres that become inoperative or
they move through explosion markers do not see their speed reduced. The war spheres in the well
gravitational pull of a planet or moon can gain a series of extra turns, just like an ordinary ship (45º) and/or
to position itself in a stationary or low orbit.

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Battlefleet Gothic - Unofficial Translation

COMMERCIAL VESSEL DEMIURGA CLASS FORTALEZA............350 points

Type/Impacts Turn Speed Shields Armor Towers


Armored/10 15 cm. 45º 4 5+/6+ proa 4
Armament: Reach/Speed PF/Force Firing angle
Port Battery 30 cm. 12 Left
Starboard Battery 30 cm. 12 Law
Port Side Launches 60 cm. 3 Left
Starboard Spears 60 cm. 3 Law
Bow Battery 45 cm. 14 Frontal
Bow Ion Ray 15 cm. Special Frontal
(max.8)
Bow Torpedo Silos 30 cm. 6 360º
Dorsal Hangars Hunting dogs: 30 cm 3 360º
Bombers: 20 cm squadron.
Assault ships: 30 cm

Special rules: The demiurge class Fortress ships are highly automated and their Leadership attribute.
equivale al número de impactos de que dispone (el número inicial es 10). Si la nave demiurgo queda inoperativa tras
suffer 5 impacts, their Leadership attribute will not decrease below 5. The critical impacts on the bridge do not
will cause additional losses in the Leadership attribute, but will cause one additional point of damage (and the possible
loss of Leadership of the ship). The normal cost in victory points for a Fortress-class ship is 350; but,
If it is a fleet made up solely of Demiurges or a fleet facing Orkos, the cost will be 400.
victory points to reflect their determination. The demigod class Fortress ships cannot be subject to the
special order! Change of course!

The type of ship classified as 'fortress' class responds to the typical characteristics of the ships.
demiurge: a large, technologically advanced ship with great power. The Fortresses seem
act as factory or processing ships and as bases for an asteroid fleet between systems, like capsules
mines, transport ships, and exploration probes (it is believed that many are automated). This is about
fortresses that often travel solo and many of them have been found in solar or mercurial areas of
uninhabited star systems, in which they float motionless with their bows pointed towards the stars and surrounded by a
cloud of small ships coming and going exploring local resources.

In most of these cases, these ships unload their attack ships and are released in case of being
attacked, although at times inexplicably they confront their attackers with a surprising ferocity. It deserves
It is worth noting that all known encounters between demigod ships and orcas have ended in combat and that
Renegade elements have hired the services of the demiurge ships to fight as mercenaries in battles.
interplanetary and intersystem. As warships, the demiurgo are slow, but they have some good.
defenses, a considerable firepower at short range and the ability to launch ships and torpedoes.

A notable feature of the Fortress class is its use of an electromagnetic field device around it.
from its bow that allows it to gather interstellar hydrogen. This accelerates and is positioned at the bow of the ship to
to provide mobile power in a stator-reactor effect, but the complex shielding it requires produces
evidently other benefits. This process is little understood by the Adeptus Mechanicus who try to ensure
An intact fortress for research, but so far they have not had the opportunity to do so.

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Battlefleet Gothic – Unofficial Translation

COMMERCIAL VESSEL DEMIURGA CLASS BASTION…………255 points

Tipo/Impactos Velocidad Giros Shields Shielding Towers


Cruise/8 20 cm. 45º 2 5+/6+ proa 2
Armament: Range/Speed PF/Force Angle of
shot
Port Battery 30 cm. 6 Left
Starboard Battery 30 cm. 6 Law
Port Side Lances 60 cm. 2 Left
Starboard Lances 60 cm. 2 Law
Bow Battery 45 cm. 8 Frontal
Bow Ionic Ray 15 cm. Special, max:8 Frontal
Dorsal Hangars Torpedoes 30 cm. 4 360º
Hunting knives: 30 cm 2 squadron. 360º
Bombers: 20 cm
Assault ships: 30 cm

Special rules: The Bastion class demiurge ships are highly automated, which means their Leadership is
from 9 at the beginning of the battle. Each point of damage the ship receives will reduce its leadership by -1. When the ship suffers 4
impacts and became inoperative, their Leadership cannot be reduced below 5. The critical impacts on the bridge do not
will cause additional losses in the Leadership attribute, but will inflict one additional point of damage (and the possible
loss of Leadership of the ship). The normal cost in victory points for a Bastion class ship is 255 points;
but, if it is a fleet made up solely of Demiurges or a fleet that faces Orkos, the cost
It will be 300 victory points to reflect their determination. A Bastion ship cannot be subject to the order.
special ¡Change of course! The dorsal hangars can launch attack ships or torpedoes if reloaded, but not
They can launch attack ships and torpedoes at the same time. The Bastion-class demiurge ships are more common than the
fortress ships; however, despite this, they can rarely be seen in the gigantic void of space
long of the eastern band of the galaxy.

The Bastion-class demiurge ships seem to be better configured for asteroid mining than the
Fortress, whose function is known as factory/processor. It is believed that the resources and finished products
they exchange between these ships, but there are no reports to prove it. The few reports that exist of the
Independent traders indicate that a Bastion ship is crewed by a 'brotherhood' and that the Fortresses are
the homes of two or three brotherhoods, so it is possible that the Fortress and the Bastion form some type of
extended affiliation. In any case, if this were the case, each group must be widely separated in
different systems light-years away. The only exception applies when the Demiurges address the
battle, since on these occasions two or three Bastion ships gather to protect each Fortress.

Like warships, the Bastion are similar to cruisers in many ways, although the
impressive lance from their turrets and the firepower of their batteries at close range make them a
quite thorny rival. Just like the Fortress ships, the Bastion can launch aerial attacks and reconfigure their
sondas like attack ships and torpedoes. Also, like the Fortitude class ships, the Bastion uses a field
electromagnetic to collect interstellar hydrogen; the collected energy is used to accelerate the rear part of
the ship and to provide energy to the ion beam they use to destroy asteroids or enemy ships.

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Battlefleet Gothic - Unofficial Translation

Tau Fleet List


0-1 FLEET COMMANDER
If you want, the fleet can have a commander to lead it, but in case it exceeds 750 points, it is
mandatory to include it.

Tau Kor'O (Ld9) 80 points


Tau Kor'el (Ld8) 50 points
The Commander includes the ability to reroll a die in its point cost. If desired, the flagship can
to transport a member of the ethereal caste and, therefore, acquire an additional roll repetition at the cost
indicated.

Aun'el (1 additional roll) +25 points


Aun'O (2 additional rolls) +75 points

LINE SHIPS

Battleships

Your fleet can include any number of battleships, but if their point value exceeds 750 points, they have to
include at least one Explorer class ship.

Explorer Class 230 points

Cruises

Your fleet can include any number of merchant class cruisers. In addition, it can include up to one cruiser class.
Hero for each Merchant or Explorer class ship included in the fleet.

Merchant Class 105 points


Hero Class 180 points

LISTENINGS

Your fleet can include up to one Messenger class ship for every 500 fleet points.

Messenger Class 50 points


Your fleet can include any number of Defender class ships.

Defender Class 545 points


Your fleet can have as many Orcas as gravitational anchors it possesses. Each Orca costs 25 points, as the maximum
part of its cost is included in that of the mother ship.

Orca Class 25 points

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ALLIES, SUBJECTS, AND MERCENARIES.

The Tau fleets frequently employ mercenaries. These include races of subjects, business partners, and allies.
other individuals of few scruples. Your fleet may include mercenaries chosen from the following list and that must
be subject to the restrictions indicated below:

Naves kroot

A tau fleet may include a maximum of one war sphere if the total point value of the fleet amounts to 1500.
For fleets with more points, you can include a maximum of two war spheres.

Kroot War Sphere 145 points

Demiurge ships

A Tau fleet can include a maximum of one demiurge ship for every three line ships in the Tau fleet.

Commercial ship Fortaleza 350 points


Commercial Vessel Bastion 255 points

Naves nicassar

Your tau fleet can include Nicassar Dhows replacing some or all of the Orcas. You cannot include more Dhows (or
Orcas) than the gravitational link capacity of the fleet. A ship can include Orcas or Dhows, but not both if the
the gravitational link capacity of the fleet is divided between Orcas and Dhows.

Dhow nicassar 45 points

The Dhows of each main ship fight in squadron and with the same Leadership as the main ship, although
they can form squadrons with other Dhows belonging to other main ships. If the main ships form
squadron, their Dhows can do the same. However, the limit of six ships per squadron applies, so
it may be necessary for you to include more than one squadron of Dhow associated with a line ship squadron. The
Dhow squadrons are deployed separately from the main ship and are activated by different orders. The
Dhows cannot form squadrons with other types of escort ships.

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Battlefleet Gothic – Unofficial Translation

Tau: Trade Protection Fleet


OR'RES CLASS SPACESHIP EL'LEATH (CUSTODIAN) ……320 points

Tipo/Impactos Velocidad Giros Escudos Shielding Towers


Armored/10 20 cm. 45º 3 5+ 4
Armament: Range/Speed PF/Strength Firing angle
Gravitic Accelerator Bow 20-40 cm. 6 Frontal
Port Linear Accelerator 45 cm. 3 Front/Left
Starboard Linear Accelerator 45 cm. 3 Front/Right
Babor Iones Canyon 30 cm. 1 Front/Left
Iones de Estribor Canyon 30 cm. 1 Frontal/Right
Ventral Gravitational Anchor - 3 Warden -
Starboard Hangars Barracudas: 25 cm 3 -
Mantas:20 cm squadron.
Port Hangars Barracudas: 25 cm 3 -
Skate: 20 cm squadron.

Special rules: All ships of the Custodian class have a deflector on the Bow that gives it a +6
of shielding. This deflector becomes deactivated if the bow receives a critical impact.

The Custodian is the next generation of Tau combat ships sighted by the Empire.
It is a powerful aircraft carrier with enough attack ships to protect the whole
fleet. In addition, for its own protection, the Custodian has 3 assigned escorts of the class
Warden. Due to the small size of the Wardens, they do not possess a warp engine.
, so they depend on the Custodian to be transported and deployed and rarely do they
they move away from their mother ship.

The Custodian class Ar'ho has been designated as a grave threat to the Imperial fleet.
near Taros. Therefore, he was declared wanted and destroyed and possibly destroyed.
for Admiral Kotto's fleet.

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LAR'SHI'VRE CLASS SPACECRAFT (PROTECTOR) …………180 points

Tipo/Impactos Velocidad Giros Escudos Shielding Turrets


Cruise/6 20 cm. 45º
2 5+ 3
Armament: Range/Speed PF/Strength Shooting angle
Gravitational Accelerator Proa 20-40 cm. 4 Frontal
Port Linear Accelerator 45 cm. 3 Frontal/Left
Starboard Linear Accelerator 45 cm. 3 Frontal/Right
Proa Iones Canyon 30 cm. 2 Frontal
Babor Ions Canyon 30 cm. 1 Frontal/Left
Iones de Estribor Canyon 30 cm. 1 Frontal/Right
Proa Hangars Barracudas: 25 cm 2 -
Stingray: 20 cm squadron.

Special rules: All ships of the Protector class have a deflector on the Bow that grants them a +6
of shielding. This deflector is disabled if the bow receives a critical impact. The Protector class has a System
of Aiming that allows to repeat all the missed shots by its turrets. It also allows to ignore the movement to
the left on the firing table with batteries when the range exceeds 30 cm. This Aiming System is still in
operation even if the Protector is 'Ready for Impact'.

The Protector has been designed with the mission of defending the fleet and facing any
enemy threat. It is a cruiser aircraft carrier that can be used for multiple purposes.
The Protector has a different design from Imperial cruisers, as it has been sacrificed.
armor in favor of food systems and weapon improvements. Two classes
Protectors form the first line of defense of the Tau fleet in the Taros system and have
inflicted numerous casualties on Imperial transports.

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SPACESHIP CLASS IL'PORRUI (EMISSARY) ..........125 points

Tipo/Impactos Velocidad Giros Escudos Shielding Towers


Cruise/4 20 cm. 90º
1 5+ 2
Armament: Scope/Speed PF/Force Angle of
dad shot
Gravitic Accelerator Bow 20-40 cm. 3 Frontal
Dorsal Linear Accelerator 45 cm. 3 Front/Left/Right
Dorsal Hangar Barracudas: 25 1 squad. -
cm.
Port Gravitational Anchor - 1 Orca -
1 Warden
Starboard Gravitational Anchorage - 1 Orca -
1 Warden

Special rules: All ships of the Emissary class have a deflector on the Bow that grants a +6 to
shielding. This deflector becomes deactivated if the bow receives a critical impact.

The Emissary is not a combat ship per se, but rather a transport
armed for the dignitaries of the Water Caste, Ethereals, and Commanders. It should not
despise for its size, it is well equipped and armed, capable of facing cruisers
older.

These ships are becoming increasingly common in the Tau empire and are seen in the
limits of the empire or in diplomatic missions with the allies and neighbors of the Tau. Also,
they are used as transportation, becoming a war horse of the Tau army.

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KIR'LA CLASS STARSHIP (WARDEN) ……………………………30 points.

Tipo/Impactos Velocidad Giros Escudos Shielding Towers


Listen/1 25 cm. 90º
1 5+ 1
Armament: Range/Speed PF/Force Firing angle
Proa Ion Canyon 30 cm. Frontal 2

The Warden is an escort dedicated exclusively to the protection of the Aircraft Carriers.
like the Custodian.

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Battlefleet Gothic - Unofficial Translation

SPACESHIP KIR'SHASVRE (CASTELLAN).............................. 50 pts.

Tipo/Impactos Velocidad Giros Escudos Shielding Towers


Listen/1 20 cm. 90º
1 5+ 2
Armament: Range/Speed PF/Strength Firing angle
Bow Gravitic Accelerator 20-40 cm. 1 Frontal
Proton Linear Accelerator 30 cm. 4 Front/Left/Right

Special rules: All ships of the Castellan class have a deflector in the Bow that grants them a +6.
shielding. This deflector is deactivated if the bow receives a critical hit.

The Castellan is the protective escort of the fleet, capable of independent actions.
combat. It is deployed as a traditional escort and is comparable to the Frigate Storm.
Imperial. A considerable number of Castellan have been deployed around the Taros fleet.
to support larger ships.

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TRANSPORT TAU IL'EMAAR………………………… special points

Tipo/Impactos Velocidad Giros Escudos Shielding Turrets


Listen/1 20 cm. 45º
1 5+ 1
Armament: Range/Speed PF/Force Shooting angle
Proa Linear Accelerator 30 cm. Front/Left/Right
1

Note: All transports of the Il'Emaar class reduce their score on the leadership table by -1, so
They can have a leadership between 5 and 8. Each Il'Emaar has a value of one full transport and two points of
assault.

The Tau empire is based on trade and transportation is the workhorse of the
commercial routes. Small ships, with limited crew, there are various types of transport
identified, but similar in function. The transports are generally armed only
for self-defense and they have large warehouses for the transportation of goods.

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Battlefleet Gothic - Unofficial translation

HEAVY TRANSPORT TAU IL'FANNOR …………… special points

Tipo/Impactos Velocidad Giros Escudos Shielding Towers


Cruiser/6 15 cm. 45º
1 5+ 2
Armament: Range/Speed PF/Force Shooting angle
Linear Accelerator Proa 45 cm. 2 Front/Left/Right
Port Gravitational Anchor - 1 Orca -
Starboard Gravitational Anchor - 1 Orca -

Note: All transports of the Il'Fannor class reduce their roll on the leadership table by -1, so
They can have leadership between 5 and 8. You can replace 3 Il'Emaar transports with 1 Il'Fannor transport. Each
Il'Fannor has a value of 3 complete transports and six assault points.

The Tau Empire is based on trade, and transport is the workhorse of the
trade routes. Small ships, with limited crew, there are several types of transport
identified, but similar in function. The transports are generally armed only
for self-defense and they have large warehouses for the transportation of goods.

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Battlefleet Gothic - Unofficial Translation

ORBITAL DEFENSE AZEN'DAN ……………………………………… 55 pts.

Tipo/Impactos Velocidad Giros Escudos Armor Turrets


Defense/4 0 0 2 5+ 3
Armament: Reach/Speed PF/Force Firing angle
Linear Accelerator Proa 45 cm. 4 360º
Ion Canyon 30 cm. 2 360º

Note: Orbital defenses can only be deployed in scenarios that allow it.

The Tau Empire is linked by a multitude of Orbital Defenses that form a network of
small waystations. These stations have the main objective of being a point of
stop for long trips. They also mark the boundary of Tau space and serve as
long-distance communication repeaters. They are operated and maintained by the Caste of
Air.

The Tau Orbital Defenses have the main objective of defending the empire from its
attackers. For this, they are very well armored and armed for their size. The defenses are
highly automated, even for Tau standards, so it requires a crew
minimum for its operation.

They are usually deployed around orbital cities and space ports.
short-range communications and lack of large warehouses for supplies limit their
deployment in deep space, requiring support facilities for these cases.

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Battlefleet Gothic – Unofficial Translation

KIDOU'TOKAI ORBITAL CITY ……………………………… 170 pts.

Tipo/Impactos Velocidad Giros Escudos Shielding Towers


Defense/12 0 0 3 5+ 4
Armament: Range/Speed PF/Strength Angle of fire
Gravitational Anchor - 3 Orcas -
3 Warden
Proa Linear Accelerator 45 cm. 8 360º
Launch hangar Shawls 20 cm. 4 squad. -
The orbital defenses have Tracking Systems

Special rules: All Tau orbital cities have a tracking system that allows them to
to the Tau ships that are up to 20 cm away. Reroll failed turret shots and ignore the movement
to the left on the battery firing table for targets over 30 cm. Orbital cities can only
include themselves in scenarios that allow for the deployment of orbital defenses.

As their name suggests, the orbital cities are used by the Tau to provide
all the planetary settlement possibilities that may be needed. Primarily it
they are used for the arrangement of the Air Caste, but also include laboratories of
research, manufacturing, hydroponic crops, etc. and are virtually self-sufficient.

Dependent on the Air Caste, the orbital cities are the largest construction.
conducted by the Tau. Normally one of these great cities can be found in the
worlds colonized by the empire, as they are used as bases of operations before the
final colonization.

Well armed and armored, its initial purpose is not defensive due to the danger it entails.
the potential loss of so much civilian population. But in cases of severity, the orbital cities
They have been the nerve center of planetary defense against major attacks or invasions.

The Air Caste lives a good part of their life in zero gravity, whether in ships
spatial, way stations or in the large orbital habitats built in some of the
colonized worlds. The Caste of Air copes well with the lack of gravity but the effects on its
The long-term effects on the psyche are unknown.

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The Necrons

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Battlefleet Gothic – Unofficial Translation

The Necrons in space

There is a deep vault beneath the Golden Throne of the Emperor, beneath kilometers and kilometers of apartments.
of the Administratum, beneath the deep storage levels and the vastness of the dungeons of the earth. Its doors
they are made of adamantine. It is sealed with stasis enchantments and no one can access its interior without the seal of the
Gentlemen of Terra. I do not dare to speak of your dark and silent guardians.

Inside the deepest and safest of vaults (whose name is unknown, but which I will call
(forbidden vault), unknown secrets hidden from Humanity since the dawn of time. They are
secrets so terrifying and dangerous that they must be protected, for mere knowledge of them poses a threat to mortals.
lose one's sanity.

Sometimes, explorers have dared to visit the Forbidden Vault; a casual encounter in some world.
alien, a discovery in interplanetary space, an almost incomprehensible report of things long ago
forgotten. Once again, the adamantine doors open, the stasis seals break, and the silent guardians
They rise beside him. The recordings are examined to be compared. The ancestral codes are activated and executed.
the relevant searches; the matches are married, the files are compiled and recompiled until, at last, the
truth takes form.

Or at least that is the story the men tell; the story of things I would never have wished to see:
witness how the Seal of Earth flashes with red glimmers, catch a glimpse of those terrible guardians or feel the
cereal face of ancient recordings written in black ink on human skin. Who could predict the
discovery, again and again throughout human history, of evidence of such unequivocal malice? Now my
hands tremble before a revelation of such magnitude and all human effort seems futile when the flame of the
hope blinks immersed in the wind of despair.

For centuries, explorers of the Empire have been aware of the ancient civilization called
Necrontyr, a race that became extinct ten million years ago. Little remains now of an empire that once was a
technologically very advanced and that spread throughout the galaxy. The surface structures that existed
In the past, a long time ago, they disappeared from the Necrontyr worlds after suffering the erosion of time. Their
race and its legacy have turned to dust over the eons.

The inexplicably strange tombs of the Necrontyr temple have partially survived in the depths below.
the sand. No intact complex has been discovered and those that have been explored and from which there are recordings
they are empty and in ruins. It is entirely impossible to speculate on the purpose or content of these complexes or if they were
assaulted and looted by other races in antiquity. The most reliable analyses indicate that the Necrontyr
They disappeared from the galaxy over sixty million years ago, when planet Earth was little more than
a prehistoric jungle and human evolution was millions of years in the future.

Like other thousands of extinct civilizations and forgotten races, the Necrontyr have not been of much interest anymore.
beyond the dusty facilities of the Explorator Archaeos. Until now.

Suddenly and unexpectedly, a chance encounter has drawn the attention of the great and powerful.
Necrontyr race. Some incursors with runes and inscrutable inscriptions designed in a Necrontyr style have been captured.
thanks to a brief visual scan. It is a momentary visual recording of the attack and can be considered a
eslabón más de una cadena de acontecimientos que comprenden toda la galaxia. Este suceso está relacionado con
other incursions and other destroyed places where the attackers have left no trace and where the
recordings have been deleted all over the planet.

Necron Harvesters

Until relatively recently, contacts with the Necrons had been limited to battles fought on planets.
against small forces of Necron troops. From time to time, reports of strange spaceships arrived.
found at the borders of newly discovered systems that seemed abandoned at first, but which, after
approach, they became active. It happened quite often that the only thing left of the ships that were
Necron ships were found, their remains scattered, and the only clue to the nature of the enemy was some
uncomprehensible messages that spoke of alien ships with devastatingly destructive weaponry.

Although the incidents were investigated, nothing could be discovered about the authors nor any useful evidence.
about its nature or origin.

The situation changed in the year 666.M40, when the first recorded incident of a necron "harvest" took place.
the Yuctan sector, near the East Strip. Although sparsely populated, the system had a reservoir of the
Imperial fleet. At the moment of the attack, the depot was being used by a small Imperial squadron.
composed of the light cruiser class Intrepid Vaticinio and half a dozen escort ships. The squadron of

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Battlefleet Gothic - Unofficial Translation

Vaticinio wasExecuting a long-distance patrol and had stopped in Yuctan to refuel and rearm when
received distress messages from an Imperial colony on the distant planet of Merida. The squadron moved to
intercepted and took part in the first recorded confrontation between Imperial ships and a Necron fleet. Only one
Imperial ship survived the battle (the Cobra-class destroyer ON37452) and was able to recount what happened. The Necrons did not
they suffered losses. When an Imperial fleet could be sent to the Yuctan system, the Necrons had already vanished.
and there were not even remnants of the human colonists of the system...

Twenty-seven more clashes have been recorded between the ships of the Imperial fleet and the Necron incursion fleet.
There are also sporadic reports of battles between Necron and Eldar fleets, Orks, and even Chaos.
evidence suggests that the Necrons are older than the memory of any living being and their technology,
although idiosyncratic, it is superior to that of any other race, including the Eldars. The Necrons have only been
defeated when there was a significant enemy numerical superiority; in other circumstances, they prevailed.
Fortunately for the Empire, the Necron fleets encountered so far were scarce in number, which
It is unknown what would have happened if a greater force had been attacked.

And it was even more concerning that encounters with the Necrons had taken place throughout the galaxy,
without any noticeable pattern and with no way of determining where or when they would attack next. Furthermore, the
the frequency of such encounters seems to be increasing, although it is unknown how and why this is happening. Only there is
The purpose of these incursions is the kidnapping of Imperial citizens, and the terrible is unknown.
destination that awaits the men, women, and children captured by the Necrons, as they simply disappear and
they are never seen again.

SPECIAL RULES OF THE NECRON WEAPONS

Tomb

Used only by the largest ship in the fleet, the vessel that possesses the tomb automatically has
Leadership 10. The tomb can attack a ship situated 20 cm or less. When used, the enemy ship must
carry out a leadership check, when being reached by a visible wave of physical psychic energy generated by the
tomb. The affected crew is paralyzed by horrific visions and, once discipline is lost, the
Out of control crew members are very likely to damage their own ship uncontrollably.

A ship attacked by the Sepulcher must make a leadership check. If successful, the captain manages to restore
the order. If it does not surpass it, its Leadership is permanently reduced by 1 point to represent the loss of
moral and trust. In addition, the affected ship will not be able to use special orders until the end of its next turn.
Esto incluye el "¡Preparados para el impacto!". Cualquier munición autopropulsada a 20 cm o menos del sepulcro
(except for boarding torpedoes) will be destroyed on a result of 4+. A Necron ship
You can only use your tomb when it is not under special orders or inactive.

Energy arch

The stored solar energy is released as tendrils of living energy that wrap around their targets searching for
in them some weakness. The energy arcs function like weapon batteries, but with two differences. The
the first is that they do not obtain column changes (rays do not require a field of vision) and the second is that it
consider that all objectives are getting closer.

Energy arcs with multiple firing angles can divide their total firepower among their angles of
shoot in the way the player desires. Thus, a Sepulcro ship, which has an energy arc of power 20, can
shoot with a firepower of 5 to the front, 12 to the left, and 3 to the right. In the next turn,
can shoot with power 20 to the right and not shoot through the other arcs, etc.

Induction generator

The induction generator emits an energy field with an effective radius of 20 cm that does not affect other ships.
from the Necrons. Each induction generator makes a roll to hit for each ship or ammunition
self-propelled that is within their reach. The holoscreens are not useful for defense. A stellar induction generator does not
It can be used if the vessel is subject to a special order or if it is inoperative, as its operation requires control.
I need.

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Gauss particle whip

It is the preferred ranged weapon of the Necron incursions. A particle beam is projected along with a
magnetic field in a short arc. The arc is enough to break the particle beam as if it were a whip.
When a target is hit, the bolt is activated and channels the energy similarly to the arc's batteries.
of energy, but in a smaller area. The gauss particle whip is treated the same as a spear except that
The rolls to hit of 6 exceed the shields, directly affect the ship, and are unavoidable for the
holographic screens.

Portal

Portals are more accurate than conventional teleporters and can flood enemy ships with a
unstopable host of Necron warriors and swarms of beetles. Each portal provides a lightning strike attack.
additional to the Necron ship. The attack has a range of 10 cm and can only be made against ships that do not
they have shields. The usual restrictions that teleportation attacks can only be made against
ships with few damage points are canceled; an exception is the Necron invaders, which do not.
they transport enough warriors to board a ship with more than 6 hull points.

SPECIAL RULES OF THE NECRON SHIPS

Inertial Engines

The engines of the Necron ships are perfectly equipped to perform interstellar travel without
need to enter into disformity. The engine can be activated when the ship is under the special order '¡A
"every machine!" Instead of following the usual rules for this order, the ship gains 1D6x10 cm of movement.
additional and can make a turn for every 20 cm of distance it travels.

Reactive helmets

The ships of the Necrons have been made from a unique and living metal. To represent these factors, all the
Necron ships equipped with reactive armor are immune to damage modifiers, Leadership modifiers, or
movement due to solar eruptions, gas clouds, radiation, and explosion markers. All ships
Necrons have Armor 6 to represent that they are a difficult target. Additionally, they have a saving throw.
special against each impact to represent the adaptability of their helmets. The saving throw is
6+ for incursors, 5+ for harvesting ships and mortuary cruiser, and 4+ for tomb ships. If the ship of the
Necrons are subject to the special order "Ready for Impact!", the saving throw is modified to 2+, but
its stealth properties are compromised, so a Necron ship that is subject to the special order
"Ready for impact!" now has Armor 4. Last but not least, critical damages
They can be repaired with a roll of 4+.

Abandon the fight

The Necrons always prefer to abandon combat rather than fight to the end. For this purpose, the ship in
issue "fades away", that is, it dematerializes and leaves normal space. The place it is heading to is
unknown, as no one has managed to pursue them. At the end of their movement phase, any ship of the
Necrons can fade away, automatically getting unfettered from combat without any issues.

At the end of the game, normal victory points are calculated and the losses suffered by the Necrons must be
to be accounted for by applying the following modifiers:

• A ship of the line that leaves combat without any damage is considered to have been destroyed in
a 10%.
• A warship that has suffered any damage or an invader who abandons the fight will count as that
they have been destroyed by 25%.
• A battleship that becomes inoperative will be considered destroyed at 50%.
• A liner that has been destroyed but does not remain as a derelict wreck will be considered destroyed.
to 200%.
• A battleship that is destroyed and abandoned as a wreck adrift will be considered destroyed at
300%.

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Critical Impact Table of the Necrons

The unique nature of Necron ships, combined with their incredibly advanced construction methods,
they make these ships react to the damage suffered in a very different way than other ships. For this reason,
When a Necron ship suffers a critical hit, use the following table:

Damage
2D6 Result
additional
Interruption of power flow: the ship cannot fire the energy arc or the particle whip.
2 +0
through the port side.
Interruption of energy flow: the ship cannot fire the energy arc or the particle whip.
3 +0
through the starboard angle.
4 Energy flow interruption: the ship cannot fire the energy arc at any angle.
Interruption of energy flow: the ship cannot fire the energy arc or the particle whip
5 +0
by no angle.
Damaged motor: cannot be faced in another direction until it has been repaired. Reduces
6 +0
permanently the leadership of the ship in -1.
Damaged motor: reduce the movement by 5 cm until it is repaired. Reduce permanently the
7 +0
Leadership of the ship at -1.
Inertial motor damaged: cannot be subject to the special order "Full speed ahead!" until it is
8 +0
repaired. Permanently reduce the ship's Leadership by -1.
Damaged tomb (if present, otherwise roll the dice again): the ship loses the
9 +0
Ability to use the tomb until it is repaired. Permanently reduces Leadership by -3.
10 +0Damaged command center: Permanently reduces the ship's Leadership by -3.
11 +1D3 Sudden increase in energy: Permanently reduces the ship's Leadership by -2.
12 +1D6 Energy core rupture: Permanently reduce the ship's Leadership by -2.

Repair points

Due to the advanced necron technology, when playing a campaign all necron ships must spend the
double the repair points than usual for repairing impacts and acquiring new ships.

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TOMB SHIP CAIRN-PYRAMID CLASS ... 500 points

Type/Impact Speed Turns Shields Shielding Turrets


s ad
Battleship/12 20 cm. 45 degrees4+ saves. 6+ 4
Armament: Range/Speed PF/Force Angle of fire
Arch of Energy 30 cm. 20 Left/Right/Front.
Induction Generator 20 cm. 1 by 360º
enemy
Portal 10 cm. 3 360º
Gauss Particles Latigo 45 cm. 6 Left/Right/Front.

The tomb ships are the largest ships of the Necrons that have been.
confront the Empire. The sepulcher ships are enormous and have a wide and terrifying variety
of weapons and can defeat any Imperial battleship currently in service.
Fortunately for the enemies of the Necrons, they are not always present in the fleets.
Necron incursions have been reported only seven times.
In each of them, the burial ships were part of an immense fleet and all went
escorted by at least three Reaper-class harvesting vessels (described below).
All the tomb ships seemed to have the same design (or at least that is what the
reports of the Imperial ships that have faced them). It has not been possible to determine.
if there are different or larger burial ships. However, a report from a
confrontation between an orca fleet and the Necrons refers to a ship of such
sizes that dwarfed an orko fish, although there is no way to verify if it is
truth or if it is simply an exaggeration ork.

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Battlefleet Gothic - Unofficial Translation

HARVESTER CLASS HARVEST-REAPER ………275 points

Type/Impact Speed Spins Shields Shielding Towers


s ad
Cruise/8 30 cm. 45 degrees5+ save. 6+ 3
Armament: Reach/Speed PF/Strength Angle of fire
Energy Arch 30 cm. 8 Left/Right/Front
Generador Inducción 20 cm. 1 per 360º
enemy
Portal 10 cm. 2 Left/Right/Front.
Gauss Particles Latigo 45 cm. 4 Left/Right/Front.

Necron Scythe-class harvesting ships are more common than ships.


tomb and usually form part of the fleets of the Necrons. In addition, all the ships
Necron harvesters of the Scythe class that have been found seem to be of the same class and the
the only difference between them lies in the inclusion of a burial chamber in one of the
ships (although this does not affect their external appearance). It is not known whether this is a truth
universal, although it could well be true considering the uniform appearance and design of
the necron warriors known to date. Although the ships
Harvesters seem to be of fragile construction compared to solid designs.
used by the Empire, this appearance is deceptive, as these ships have proven to be
incredibly resilient and hard to destroy. It seems that only three Imperial ships
they have managed to destroy these Necron ships and, in all three cases, they have needed the
combined firepower of several line ships to be able to carry out this feat. The
design so resistant of the harvesting ships combined with the arms deployment
the sophisticated nature of the Necrons makes them dangerous opponents for ships
Imperials.

Known encounters

666.M41 Yuctan: Farsight squadron destroyed, harvesting ships involved


996.M41 Bora Culpa Incident: sighted around Bora Culpa, the population is
considered missing after a reconnaissance by the Space Wolves.

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Battlefleet Gothic – Unofficial Translation

LIGHT CRUISER CLASS SHROUD-CLOTH ..........155 points

Tipo/Impactos Velocid Turns Shields Shielding Towers


ad
Cruise/4 30 cm. 45° 5+ saves. 6+ 1
Armament: Range/Speed PF/Force Firing angle
Energy Arch 30 cm. 10 Left/Right/Front.

The first encounter with the Mortaja class light cruisers was recorded in 992.M41.
during a confrontation with the Pacificus Fleet. In the six years that followed this
confrontation, ships of this type were found on three more occasions and each time they managed to
to evade combat before the Imperial ships could open fire. It is believed that or
either the ship model or the crew were under test. In any case, the
preparations ended in 998.M41, when five Mortaja-class light cruisers launched a
suicide attack against a facility of the Adeptus Mechanicus on Mars.

Since the gambit on Mars, the Mortaja class light cruisers have been identified in
six occasions acting as the eyes and ears of the Necron fleet at long range. The
Shrouds are experts in this tactic, as no Imperial ship has the possibility of
capturing one of these ships has been achieved to date. Moreover, they represent a great
threat to the facilities of the Imperial Fleet. If they can penetrate the defenses of
Mars with such ease, no base is safe from these ships.

Special rules: the light cruisers of the Mortaja class are ships specially
stealthy. Their hulls have a greater refinement than the usual design of ships.
necronas, which are already almost undetectable by themselves. Until a Shroud remains.
inoperative, will not activate orbital mines nor will it guarantee bonuses for the
enemy order checks if subject to special orders. The sensors of the
Mortuary drones allow them to pass information relating to the rest of the fleet. If a Necron fleet has
on the battlefield, Mortaja class light cruisers that are not out of service, the entire fleet
will receive a +1 to order checks when enemy ships are engaged in
special orders.

Known encounters

992.M41 Various: multiple contacts with the Pacificus Patrol Fleets


996.M41 Incident Bora Guilt: alone in observation no combative
998.M41 Mars: objectives destroyed, but the wrecks could not be recovered

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JACKAL CLASS INCURSION ……………………………50 points

Tipo/Impacto Velocidad Giros Shields Shielding Towers


s
Listen/1 40 cm. 90º 6+ save. 6+ 1
Armament: Range/Speed PF/Strength Angle of fire
Arc of Energy 30 cm. 4 Frontal
Portal 10 cm. 1 360º

The fleets of the Necrons usually include a large number of small ships, the
equivalent to the Imperial escort ships. Although there is evidence of two of these ships.
Imperials in solo, it is the exception to the rule, as they usually go
controlled by the tomb ships or the harvesting ships of the fleet. The raiders
Necron class Chacal ships are slightly larger than the other two ship models.
it has been confirmed that their presence has been noted in all confrontations between the forces
Imperials and those of the Necrons.

Known encounters.

796.M41 Adinbur Prime: the Tiryns patrol group ambushed, the fleet reinforced
Artemis.
998.M41 Mars: these ships served as fun targets at the limits of
solar system just before a decisive attack

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INCURSOR CLASS DIRGE-DEATH ..........................40 points

Tipo/Impacto Velocidad Giros Shields Shielding Towers


s
Listening/1 50 cm. 90º 6+ saves. 6+ 1
Armament: Range/Speed PF/Force Firing angle
Energy Arch 30 cm. 3 Frontal

The death class incursors, although they have never been formally identified, are
consider that they could be the cause of the occasional sightings of ships made by
el Cuerpo Imperial de Exploradores incluso antes del incidente Yuctan y la primera cosecha
necrona documentada. En 692.M41, una inpenetrable capa de un metal no identificado se
found several hundred meters below the surface of Angelis. It was later discovered
it was some kind of alien ship when it emerged from the sand and took off without leaving
trace. Considering subsequent events, it seems very likely that the 'ship of
"Angelis" was really a death class intruder.

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NECRON FLEET LIST


MIND OF THE MACHINE. The Necron fleets, like their armies, are made up of a device.
terrifying machines unimaginable that serve only one purpose: the fulfillment of the ancestral plans of
conquest of the C'tan masters. Because of this, the Necron fleets do not have a fleet commander in the
conventional sense, what affects its fleet in the following aspects:

Leadership. The leadership of the Necron fleets is usually determined, except for the fact that a ship with
tomb (check later) automatically gets a Leadership of 10.

LINE SHIPS

Crypt ship. Your fleet can include one crypt ship for each harvester ship of the Scythe class.

Tomb ship pyramid class 500 points

0-1 Tomb: A ship can be modified to carry a tomb. Keep in mind that there are no requirements for a
the necron fleet includes a tomb and, in fact, it is completely normal for it to consist of harvesting ships
Scythe class supported by Chacal class incursions.

Tomb 50 points

Re-rolls. A Necron fleet can acquire re-rolls, but they will apply to the fleet as a whole.
everything, instead of being considered repetitions of their commander's roll. The fleet will have a roll repetition
and you can purchase additional repetitions for the point cost indicated below:

An additional draw 25 points


Two additional rolls 75 points

Cruisers. Your fleet can include a maximum of six Reaper-class harvesting ships and a maximum of three cruisers.
light class Mortaja.

0-6 harvester class Scythe 275 points


0-3 light cruiser class Mortaja 155 points

LISTENERS

Incursors. Your fleet can include a maximum of 12 class Jackal incursors and a maximum of 12 class incursors.
Death.

0-12 Incursor cl. Chacal 50 points


0-12 Incursor cl. Death 40 points

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InvasionFleets

Tyranids.
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The race that man calls Tyranid has been the curse of all organic life for eons. They have
they have been world devourers and the cause of the downfall of more races and civilizations than those that
Humanity could even imagine. While the threat of the Tyranid fleets Kraken, Behemoth and
Leviathan extends across the south and east of the galaxy, vast swathes of space and even sectors.
Integers have disappeared from the light of the Emperor under the wide shadow of the swarm mind.

THE SWARM MIND

Imperial scientists claim that swarm ships and their drone ships are closely
connected with the swarm mind (the dominant consciousness of the Tyranid race). This psychic contact
dominant controls the area surrounding the swarm fleet so intensely that the distorted space is
distorted several light years around the position of the fleet. The journey through the disformity is
it becomes unsafe near the Tyranid fleets and astropathic communication is imprecise or completely useless.
Many astropaths have lost their reason in battle against the Tyranids, and entire squads have
left inoperative due to distortions of deformity. While the Tyranid fleets advance,
they sow confusion and terror under the shadow of extinction in the worlds that they condemn in their wake.

The most recent Tyranid assaults have taken place in the last two centuries, during which the bio-ships
they have appeared to cause death and destruction in the galaxy. This has allowed the discovery of more than
the true nature of these creatures. Thanks to this knowledge, Humanity has been able to
to seclude oneself in scattered enclaves throughout the galaxy to research new methods in order to achieve the
Victoria. At first, it was believed that the endless variety of shapes they had encountered...
Imperial forces were divided into two basic categories. However, the Biologis division of the Adeptus
Astartes and the agents of the Inquisition have conducted more recent investigations and have come to the
conclusion that these malevolent space creatures have manifested under three major types.

The agents of Humanity have risked their lives in order to gather information about the mind.
swarm since the first confrontation with the Tyranid race in the Tyran system. And, although the price has
it has been quite high, detailed information about the activities and tactics of the
tyranid swarms. But the sacrifice of the Empire will help gather the necessary defenses to combat
the growing Tyranid threat.

SWARM SHIPS

These leviathans that traverse the void act as primary nodes of the swarm mind and direct the
activity of the entire tyranid swarm. The swarm ships function as mother ships, true
bio-ships where endless Tyranid swarms are incubated and fed as they pursue their prey.
through the void and the planets. Although most Tyranid swarms usually include more than
a swarm ship, in some circles it is believed that it is a single ship that maintains central control
from the entire community and coordinates the assault, although this theory has not been confirmed. There is also
reports that have not been able to be verified stating that a small number of swarm ships of
each swarm is much larger than the rest. These ships dwarf even the
battleships. Moreover, these inconceivably colossal creatures appear very late in the process
of planetary assimilation and it is believed that they may be responsible for the destruction of the atmosphere and
the oceans from orbit, final stage of the process of consumption of a planet by the fleet
tyranny. Although a gargantuan organism would explain that what were once fertile planets now
they have become sterile and atmospheric places, there are no recorded testimonies of that
monstrous creature.

ADVANCED DRONE SHIPS

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These fast exploration ships are the only type of Tyranid bio-ship that operates independently of
the fleet. These creatures have quickly developed their psychic connections with the hive mind,
what allows them to distance themselves from the swarm ship and other synaptic ships, although at a price. As
these ships mature in less time than usual, they are light creatures and barely solid compared to
with the rest of the Tyranid bio-ships. The Vanguard drone ships possess great speed and agility.
although they are poorly armed. They appear to perform exploration functions and travel for years
light at the forefront of the swarm to locate suitable planets for assimilation. Also
they determine the enemy ships that will later be attacked by the contingents of the invading swarm.

KRAKEN, CRUISE SHIPS AND DRONE SHIPS

The size of these bionaves ranges between the escort ships of other races and the impressive ships.
comparable in size to the swarm ships they accompany. Furthermore, they are in continuous
development. Some of these void ships are called Kraken, a name they receive because of that
denominó la flota enjambre en la que aparecieron por primera vez, identificadas como entidades
specialized biologicals that accompany the swarm ships of a swarm and defeat each
new enemy they encounter along the way. It is known that swarm ships respond to new
threats creating more of these Krakens, with which they can surpass the defenses of any race
ancestral the unfortunate world that they find.

Although the Empire has learned a lot about these creatures from the galactic ether, the distinction between the
Different types of ships remain imprecise. Recently, for example, it has been possible to clarify (by
through a careful investigation by Bonnis II in the Coronet sector, which was dominated and consumed
that many of the escort ships and cruisers found in the typical Tyranid swarms are ships
mature swarms that still lack several stages of development. It is believed that the nodes of
swarm of these space organisms remain inactive until they have matured
sufficient to project his will across the confines of the galaxy, although when he has
the place this holds in the creature's life cycle is still unknown.

Many of these beasts have specialized abilities that have probably developed after the
long experience of the Tyranids with the races they have faced throughout the galaxy.
These creatures have taken on such a variety of forms that hardly one resembles another. Of all
modes, although the large ships present a basic growth model within their
wide variety, these creatures have presented a variety of shapes and functions so numerous
that challenges any conventional classification.

The first time these creatures could be described in detail was after the confrontation with the fleet.
Kraken swarm. They showed to possess some traits that they obviously developed to be able to overcome.
specific threats usually appeared at the front of a swarm when they encountered
next to a system to break enemy formations. It is believed that, as these ships
They were developed to fulfill a specialized function, their size varies depending on the needs.
Many Imperials fear that if this mutability exists among the lower creatures of the Tyranid race,
swarm ships and others of gigantic dimensions could evolve rapidly and represent a
much more direct threat.

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SPECIAL RULES OF THE TYRANID FLEET.

SYNAPTIC CONTROL.

Only swarm ships have the Leadership attribute, which they obtain at a fixed cost from the fleet list.
During the movement phase, each swarm ship can make an orders check to
change or to ignore the instinctive behavior of your ship or another ship or squadron that is nearby
45 cm. If the check is successfully passed, the Tyranid player will have control of the ship or squadron.
And if you want, you can place it subject to special orders. Attempts to use synaptic control count.
as a check of orders; therefore, a swarm ship can continue making rolls until
a swarm ship fails an orders check. However, if a swarm ship does not pass its orders check,
this will not prevent another swarm ship from attempting to use synaptic control. In fact, each ship
swarm can try to replace instinctive behavior at least once. The self-propelled ammunition
the tyrant (fighters, assault ships, torpedoes) is not subject to synaptic control or instinctive behavior,
so you can move it normally.

MOVEMENT AND SPECIAL ORDERS.

All ships of the Tyranid fleet are subject to orders of instinctive behavior unless the
swarm mind (that is, the player) prefers that a ship or squadron do something different using
the psychic behavior of ships. For ships or squadrons that are subject to instinctive behavior,
consult the table from the following pages 'TABLE OF INSTINCTIVE BEHAVIOR' and use it for the
ship/squadron the first action or special order. It is not necessary to conduct an order check to
special orders, although there may be special activities that need to be taken into account for
the movement of the ship.

For example: a Tyranid cruiser wants to move towards the enemy fleet to support its ship.
swarm, but it does not pass the leadership check. So, we take a look at the Conduct Table
Instinctively, we check that there are no celestial bodies or enemy ships nearby or within their radius.
action, although there is indeed a planet on the board. The cruiser must move in the direction of the planet,
even if this makes him move away from the enemy fleet he wanted to approach.

READY FOR IMPACT!

During each player's turn, the Tyranid ships or fleets may become subject to
the special order 'Ready for impact!' after performing a check against the ship's Leadership
swarm closest to a maximum of 45 cm. If there are no swarm ships at this distance, the bionaves
they use a default Leadership attribute of 7 when making the check. The ship is no longer subject to
this order at the end of the following Tyranid turn. The ships subject to the special order "Prepare
for the Impact!
previously, but they do not change their special orders.

NAVIGATION

All Tyranid ships are naturally adapted to vacuum organisms and in the checks.
of leadership to navigate through celestial bodies have a Leadership of 10.

SHOOT

Tyranid ships always head towards the nearest enemy ship unless a drone ship...
The special vanguard should have an enemy ship within range. Tyranid ships cannot.
carry out a leadership check to select another objective that is not the nearest one. The templates
Heavy artillery is ignored and cannot be fired upon. The advanced drone ships can open
fire (including heavy artillery) if they are 15 cm or less from their target; moreover, the enemy ship
it can become a target for other ships of the Tyranid fleet that are also within its range
in scope.

APPROACH

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The Tyranids are a true horror in boarding actions. A wave of reckless monsters.
With sharp claws and fangs, they have sown death in many ships. The Tyranids always double.
their approach value; furthermore, when performing an approach action, they roll 2D6 and choose the highest result
high. Tyranids always ignore the effects of explosion markers when boarding a ship
enemy.

LIGHTNING ATTACKS

The interior of a Tyranid bioship is an environment hostile enough to rival that


worst of the lethal worlds. It is even difficult to find a target among the organs, centers
nervous and arteries of the ship and, if you also have to face a horde of rabid ones
Tyranid bioconstructions often have fatal consequences. For these reasons, when
a lightning strike is carried out against a Tyranid ship, make a roll of 2D6 and choose the
lowest result. Tyranid ships can perform teleportation attacks just like all the others.
ships in the final phase. When executing a lightning attack, the Tyranid player adds +1 to the result.

EVERYTHING IS LOST!

No crew would surrender their ship to the Tyranids nor would they allow themselves to be consumed by these horrors.
trapped in their metal graves. On many occasions, desperate ships have preferred
self-destruct before succumbing to their fate. To represent this situation, the line ships
they can attempt to self-destruct when they suffer a Tyranid assault. To do this, they must pass a check.
leadership in the final phase. If they do not pass the check, the crew will have to face their terrible
destiny in the hands of the Tyranid creatures. If they pass the check, roll 1D6; a result of 1-3 indicates
that the ship suffers catastrophic damage as a result of the overload in the plasma reactor; a result
4-6 indicates that the ship suffers the implosion of the disformity reactor.

Note from the designer: The attack rules, lightning strikes, and 'all is lost' remain unchanged. I
deliberately opted to leave the Tyranid ships less offensive when they become inoperative,
although maintaining the difficulty to destroy them. I have done this to give greater importance to the
escort ships and also to encourage swarm ships and cruisers to try to leave the
combat, carry out boarding actions or ram when they become inoperative.

DAMAGE TABLE

The Tyranid swarm fleet does not use the usual tables to determine the effects of hits.
critics and the catastrophic damage to their bionaves, but uses the ones included below. If it
obtains a result that is not applicable, such as having the forward weapons of a ship destroyed that
if there is no weaponry at the bow, the following critical applies (in the case of the example, it would be damaged)
thoracic armament.

EVOLUTION OF THE SWARM MIND

As the swarm fleet relentlessly sails through space, it devours all enemies with the
that is found. Individual organisms adapt and refine with each new encounter and the
swarm ships forever alter the morphology of the new organisms absorbed by the fleet. The
swarm fleet is a mass in continuous change, both individually and collectively. This adaptation
natural is represented in the tyranid fleet list in the same way that characteristics are represented
from other races that have also adapted. These changes can be incorporated into the line ships
and in the escort ones for the cost in points indicated, except in cases where it is specified
contrary. During a campaign, no ship can have more than one special change before
each battle. Except for the reinforced shell and the additional spore nodules, it cannot
Include more than one biomechanical enhancement. No swarm ship can have more than three.
special different improvements; cruisers can only have two upgrades and escort ships
they only have one. These improvements represent the Tyranid adaptation against powerful enemies, already
that the Tyranids operate through instinctual behavior or under the direction of the hive mind, and
For this reason, their crews cannot have skills. Like the equivalent of torpedoes.
Tyranids are the boarding torpedoes, the Tyranids cannot use upgrades on the torpedoes. If
do you want there to be randomness in the results, you can roll 2D6 using the
previously mentioned restrictions and refer to the table on the following page.

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TABLE OF EVOLUTION

(2) Solar thrusters +15 points

The ship has solar wings produced by bioengineering that extend to absorb the slightest amount.
of energy irradiated by the surrounding space. The ship gains +5 cm of speed.

(3) Adrenaline bags +10 points

The primary propulsion valves and the constrictor muscles at the back of the ship have increased in
size and strength. The vessel gains +1D6 cm when it is under the special order "Full speed ahead!"

Psychic howl +20 points

The connection of the bionave with the swarm mind is so deep that an indelible psychic echo surrounds the ship.
making its appearance more ghostly and horrific than usual and provoking a visceral terror in anyone who
get closer. Enemy ships that are within a distance of 15 cm will suffer -2 to Leadership. It is only available
for the swarm ships.

(5) More discharge ducts +15 points

The number of discharge ducts along the ship has increased dramatically. The creature reduces the
distance needed to move 5 cm before turning. Not available for escort ships.

(6) Additional spore nodules +10 points

The ship obtains an additional spore nodule. A maximum of 2 spore nodules can only be obtained through this.
method.

Reinforced shell +10 points

The creature has grown to an unusual size, with the corresponding reinforcement of the endostructures.
internals and the appearance of an additional ablative shell. The increase in mass and capacity of the ship helps it to
avoid damage. The ship gets +1 hit, although in this way a maximum of 4 hits can be obtained.
additional. If you make the roll at random, a cruiser that manages to get 10 hits in this way can mature
until it becomes a swarm ship. It is not available for escort ships.

Mucous membrane +20 points

The bionaut is covered with a layer of sticky mucus that slows down any self-propelled ammunition that tries to
to attack or damage it effectively. Fighters and assault ships are given a modifier of -1 (in addition to the rest
of modifiers) when making the attack roll. All torpedoes must add +1 when rolling to hit
(up to a maximum of 6+). The range of the weapons upon impact does not vary.

Accelerated healing +10 points

The bio-ship has improved its ability to heal critical wounds, so the line ships can roll a die.
additional in the final phase to repair critical damages. Not available for escort ships.

(10) Drone link +20 points

The creature maintains an active link with the rear drones and the swarm ships of the swarm. If a
The drone ship is located 15 cm from a cutting-edge drone ship, the piroacid batteries achieve an improvement in the
Armament Table (before applying the rest of the modifiers).

Tenacity +20 points

The creature has developed the ability to deploy all its weapons against an enemy even while following the prerogative.
from the swarm mind. If the ship is subject to any of the special orders 'Full speed ahead!', 'Back to
máxima potencia!" o "¡Cambio de rumbo!", las baterías piroácidas y las armas de bioplasma no se ven afectadas.

Mega spore mines +10 points per hangar

The ships equipped with assault ship hangars can replace the hangars with mega spore mines. Each
hangar can launch a mega spore mine. In the self-propulsion phase, mega spore mines are
subject to all rules regarding movement and self-propelled ammunition (see page 142 of
regulation), but when you make the roll to hit against the armor, they cause critical hits. It is not
available for escort ships.

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TABLE OF CRITICAL DAMAGES

2D6 Additional damage Result

Damage to spore nodules: the spore nodules of the ship suffer serious damage and do not
2 +0
they can be used until they are repaired.
Damage to starboard armament: the starboard armament suffers severe impacts and
3 +0
it cannot be used until it has been repaired.
Damage to port armament: the port armament suffers severe damage and does not
4 +0
It can be used until it has been repaired.
Damage to bow armament: the bow armament suffers serious damage and will not be able to
5 +0
to be used until it has been repaired.
Damage to chest armament: a huge breach in the ship causes the discharge.
6 +1
from the weapons, which cannot be used until they have been repaired.
Severe damage!: the internal organs have suffered serious damage, leaving the vessel very
7 +0 weakened. In the final phase, it pulls to heal the wounds. If the wound does not regenerate, this
causes 1 additional damage point and the ship continues unrepaired.
Damage to discharge pipes: one of the immense biological valves that make
8 +1 maneuvering the ship in the ether has become inoperative. The bio-ship cannot turn until
that the damage is not repaired
Damage to synaptic connections: the nerve connections that link the ship to the
9 +0 The swarm mind has suffered severe damage. The bionave cannot be subject to orders.
of instinctive behavior until the damage is repaired.
Destruction of spore nodules: the spore nodules of the ship suffer a failure in the
10 +0 larvae and are automatically sealed. The bionaut will not be able to reuse its nodules.
spore. This damage cannot be repaired.
Severe damage: an immense breach opens in the hull, instantly freezing.
11 +1D3
the vital fluids in the vacuum.
Massive hemorrhage: the ship's hull suffers severe damage and expels fluids
12 +1D6 aliens in the vacuum. Carry out a Force 1 attack with bioplasma against any
target at a distance of 2D6 cm. The holoscreens do not protect from damage.

TABLE OF CATASTROPHIC DAMAGES

Markers of
2D6 explosion Result
additional

Derelict hull: the remains of the bio-vessel are adrift in space.


moving by sporadic deadly spasms. The wreck moves 4D6 towards
2-7 +1
in front during each of its subsequent movement phases. Place the marker at
contact with the wreck base at the end of each movement.
Deadly spasms: the ship is shaken by violent contractions
muscles and their fluids escape through dozens of horrible wounds. The wreck shifts
8-9 +1 4D6 forward in each of its following phases of movement. Place the
marker in contact with the wreck's base and roll on the Damage Table
Catastrophic again when the movement has ended.
Biological explosion: the ship explodes spectacularly scattering everything
viral and acidic material over a wide area. Remove the vessel from the board and, in its
10-11 half damage place, leave a number of equivalent explosion markers equal to half of its
initial number of impacts. Carry out an attack of pyroacids against the targets
to be at 3D6 cm with a firepower equal to the initial damage of the ship.
Bioplasma detonation: with a blinding light, the main ones explode.
arteries of the ship devouring the creature and dangerously spreading it in
all addresses. Remove the ship from the board and, in its place, leave a number of
12 initial damage
explosion markers equivalent to half of their initial impact number.
Make a bioplasma attack against the targets that are within 3D6 cm with a
firepower equal to the initial damage of the ship.

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TABLE OF INSTINCTIVE BEHAVIOR

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SPECIAL RULES OF THE TYRANID WEAPONS

BIOPLASMA

Bioplasma is equivalent to a spear shot. Roll a die for each point of Strength. Bioplasma produces an impact.
with 4+, regardless of the armor. Although it is a slow-moving attack, like that of the
bomber squadron, the bioplasma ignores shields. Unfortunately, this factor also limits the range of the
bioplasma at 15 cm. Bioplasma is affected by special orders and by a result of inoperable ship.
same way as the spear batteries.

PYROACID BATTERIES

These Tyranid weapons launch compact organic projectiles that contain virulent toxins and pyroacids. The
Pyroacid batteries can cause serious damage upon impact, but the deadliest are caused by discharges.
Firing acid batteries is resolved the same way as a weapons battery. A ship that receives the impact of a
The pyrotechnic battery can be destroyed due to lethal bioagents. Ships that suffer a critical impact
Due to a pyrotechnic battery, they automatically receive an additional critical hit (it's not a hit, but it is
comparable to its long-term effect). Pyroacid batteries are subject to special orders and to an outcome of
non-operational ship just like the rest of the weapon batteries.

FEEDING TENTACLES

Many Tyranid ships have enormous tentacles that they use to 'feed' on planetary atmospheres.
and that they can also use to pierce the hull of a ship, allowing the Tyranid organisms to assault the
enemy. When the ship moves to make contact with an enemy ship, it attacks with its tentacles.
Feeders. Roll 1D6. With a result of 1, 2, or 3, make many lightning attacks on the target while
Tyranid creatures burst onto the ship. If you roll a 4, 5, or 6, some of them burst in.
bioengineering constructions to inflict a damage point on the ship and a lightning attack (the damage can be
to cause critical damage).

The Tyranid ship can continue moving after making the attack with feeder tentacles and firing/launching.
torpedoes later in that turn, although it can only attack one ship per turn. The feeding tentacles do not
are not subject to any kind of special orders. If a bionic ship becomes inoperable, its feeding tentacles
they will not be able to continue attacking.

For example, a Tyranid ship equipped with feeder tentacles is in contact with an Imperial ship. The
Tyranid player rolls 1D6 and gets a result of 4, causing 1 point of damage and a lightning attack on the ship.
objective of the attack. Additionally, the Tyranid ship can continue moving and keep firing its weapons in the phase
of shooting.

GIGANTIC CLAWS

Tyranid ships are fearsome in close combat. In addition to being equipped with terrifying
bioengineering product destruction machines, also equipped with specially designed claws for
to penetrate the armor of its target or with a crushing jaw that opens over its prey and then, slowly
and inexorably, they penetrate the decks and structures. When the tyranid ship moves to make contact
with an enemy ship, roll 2D6. Each result of 4+ causes an impact on the target. The gigantic claws
they ignore the shields, but not the holoscreens.

If the claws only manage to impact once or do not reach their target, the Tyranid ship continues to move.
after carrying out the attack and firing or launching self-propelled ammunition later in the same turn, although it will only be able to
attack a ship per turn. If both attacks manage to hit, the Tyranid ship will have pounced on its prey and not
it will let her go until it has destroyed her. No ship can move if it is of the same class or lower (for
example, a battleship and another battleship). If the enemy ship is larger, it can move, but it will do so at half speed.
of their usual movement. Both ships can fire at half their effectiveness (a nova cannon or another weapon.
similar cannot shoot). At the end of each final phase, roll to attack again (roll two dice and you need to get
a result of 4+ to be able to hit). If both attacks hit when the ship is already trapped by the claw,
receives a third additional impact. The ships can normally carry out boarding actions. The attacks with
Giant claws can cause critical hits.

The gigantic claws are not affected by special orders. If a bio-ship becomes inoperable, it will not be able to
continue attacking with their gigantic claws.

SPORES

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Tyranid ships do not have normal turrets or shields, but instead emit a physical barrier of spore clouds that
They constantly reabastace. Each spore is Pandora's box of a viral component, an acid, or even mutagens.
nucleonic particles capable of penetrating the hull of a ship at an alarming speed. The combination of millions of
spores produce an ablative effect on the armor, as the spores absorb the fire from weapons and torpedoes that
they shoot at the bionave that surrounds them.

At the beginning of their turn, the Tyranid ships have a number of spore clouds equal to the number of nodules of
spores specified in the characteristics of the bionave. The spores regenerate automatically at the beginning of
player's turn, in the same way that happens with the shields. The spore clouds are not cumulative and never
they exceed the strength of the spores of the ship in question. The spores are not subject to special orders. If
a Tyranid ship becomes inoperative, the strength of the spore nodes is not affected while the organisms of
The ship's defenses evolve to try to protect the host creature.

USE SPORES AS SHIELDS

The Tyranid ships do not have normal turrets or shields, but instead emit a physical barrier of spore clouds that
Constantly rebasting. Each spore is Pandora's box of a viral component, an acid, or even mutagens.
nucleonic particles capable of penetrating the hull of a ship at an alarming speed. The combination of the millions of
spores produce an ablative effect on the armor, as the spores absorb the fire from weapons and torpedoes that
they shoot at the bionave that they surround.

At the beginning of their turn, the Tyranid ships have a number of spore clouds equal to the number of nodes of
spores specified in the characteristics of the bionave. The spores regenerate automatically at the start of the
player's turn, in the same way that happens with shields. The spore clouds are not cumulative and never
they exceed the strength of the spores of the ship in question. The spores are not subject to special orders. If
a Tyranid ship becomes inoperative, the strength of the spore nodes is not affected while the organisms of
The ship's defenses evolve to try to protect the host creature.

USE SPORES AS TURRETS

If a Tyranid ship suffers a hit, you must consider the number of spore nodes as the number of turrets.
spore that the ship can carry. Each explosion marker in contact with the ship will reduce a spore cloud to
impact with 6+ instead of 4+. Unlike normal turret fire, torpedoes and attack ships can
set objectives for the spores in the same turn.

The bionaves can arrange their spore nodes in combat formation against the launches just like they
They make other ships, but they do not get any benefit from the shields. The Tyranid spore clouds WILL NOT intercept the
tyranid launch phase.

SELF-PROPELLED AMMUNITION

Some Tyranid ships may have hangars or torpedo batteries. The Tyranids can only launch torpedoes from
approaches, fighters, and assault ships or their biological equivalents in the form of giant worms that traverse the
hulls of ships, swimming pool transporters of offspring, protozoan enzymes, incursion mines or limpets and things for it
style. It is also possible that the Tyranid fleet has self-propelled ammunition independent of the ships.
equipped with hangars. For reference, the speed of the self-propelled ammunition is:

Hunting 20 cm
Assault Ships 15 cm
Boarding torpedoes 15 cm

LIMITS OF SELF-PROPELLED AMMUNITION

Tyranid bio-ships are true living factories that launch their progeny when necessary. Additionally, the
Tyranid progeny is virtually autonomous and does not require maintenance, refueling, or recharging in the same way as it does.
conventional ships do. The bionaves have no restrictions on the number of self-propelled ammunition.
they can launch during a match and they cannot be exhausted either. However, if a bionav becomes inoperative,
its generative capabilities will be dedicated solely to self-preservation and it will not be able to continue launching ammunition
self-propelled (remember that spore mines will continue to be produced, as we indicated before).

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NOTES ON THE SCENARIOS.

Below, you can find some small changes and notes on the use of a Tyranid fleet in the
scenarios of the Battlefleet Gothic rules.

Scenario 1: Cruise ship collision

No modifications are required. Ignore the restrictions regarding cruises on the fleet list. In this scenario, if the
The ship is subject to the special order 'Ready for impact!', the value of Leadership is 7 and, if it navigates through
of celestial bodies, is 10.

Scenario 2: The Decoy

No modifications required. The typical scenario requires the inclusion of a swarm ship alongside its ships.
listen to stalk the enemy and practice an ambush on him far from the main swarm fleet. Also
it results in a magnificent setting for cutting-edge drone ships and Kraken.

Scenario 3: Incursion

No modifications are required. Tyranids perform just as well as defenders as they do as attackers.

Scenario 4: Surprise attack

A good scenario both for practicing an attack on a planet with a swarm fleet and for practicing a
small incursion. No modifications required.

Scenario 5: Bypass the blockade

It can be seen as an attempt to escape from a planet by navigating through the swarm fleet or from Tyranid forces that
They attempt to return to the main fleet after exploring a new planet to absorb.

Scenario 6: Convoy

The Tyranid fleets do not have convoys, so in this scenario, they would make good attackers.

Scenario 7: Planetary Assault

This is the classic Tyranid scenario: an attempt to invade and subjugate a populated planet. The swarm fleets
Tyranids do not add additional transport ships, but they gain 1 assault point for each spore node.
included in the ship that is 30 cm from the planet's surface. Each point of force of the torpedoes and each
assault ship marker that reaches the surface also provides an assault point. In defense, the
Tyranids can spend additional points for the deployment of planetary defenses.

Scenario 8: Tiered Combat

Tyranid swarm fleets tend to remain concentrated due to the low speed of their ships.
swarm. For this reason, the Tyranids prove to be vulnerable in this scenario. To balance it, the Tyranid player
add +1 to the roll to divide the game board.

Scenario 9: Exterminatus

The Tyranids can never be the attacking forces in this scenario; replace it with that of Planetary Assault.
in case you choose them randomly. The worlds infested by Tyranids are often quite
Exterminatus vessels, although with swarm fleets, they also make good defenders. If they play in
defense, the Tyranids can spend additional points on the launch of planetary defenses.

Scenario 10: Fleet Battle

The tyranid enfeebled fleets usually wage this scenario.

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SWARM SHIP LEVIATHAN..........................variable cost

Tipo/Impactos Velocidad Turns Shields Shielding Spores


Battleship/10 15 cm. 45° - 5+ 4
CHOOSE A PROA WEAPON:

Armament: Range/Speed PF/Strength Shooting angle


Pyroacid Battery 45 cm. 8 Frontal
Feeding tentacles and Contacto Special Frontal
huge claws
Bioplasma Plugs 15 cm. 4 Left/Right/Front.
Torpedoes 15 cm. 6 Frontal
CHOOSE A CHEST WEAPON:

Armament: Reach/Speed PF/Force Firing angle


Pyroacid Battery 45 cm. 8 Frontal
Bioplasma Download 15 cm. 4 Frontal/Right/Left
Hangar hunting 20 cm. 2 -
Assault ships 15 cm. squadron
CHOOSE UP TO 3 PORT/STARBOARD WEAPONS:

Armament: Range/Speed PF/Force Shooting angle


Pyrophoric Battery 30 cm. 4 Left/Right
Download of Bioplasma 15 cm. 2 Left/Right
Hangar 20 cm rifles. 1 Left/Right*
Assault ships 15 cm. squadron

Note: Swarm ships are so large and heavy that they cannot use the special order.
Change of course

Note: if a hangar is located on each side, the launch of the assault ships does not require a
specific shooting angle.

The Tyranid swarm ships are monstrous leviathans that glide through the void and are usually
to find oneself in the heart of the Tyranid swarm fleets. In these colossal ships, a
a wide variety of shapes, although they usually share common features such as thick armor plates
similar to stones and the dense groupings where their weapons are concentrated. Despite their size
apparently impossible, the ships are living creatures that incorporate millions of organisms resulting
of bioengineering. Each ship is a biological factory capable of creating millions of tyranid organisms and
replicant genomes that are combined to create new creatures perfectly adapted to each
new planet that they find. Tens of thousands of Tyranid warriors are transported on board of
these swarm ships; they are the officials of future nightmare hordes that have not yet been born.

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CRUISE SWARM STRIPPER …………………………cost


variable

Tipo/Impactos Velocidad Swirls Shields Shielding Spores


Cruiser/6 20 cm.45° - 5+ 2
CHOOSE A PROW WEAPON:

Armament: Range/Speed PF/Force Firing angle


Pyroacid Battery 30 cm. 8 Front/Left/Right
Feeding tentacles Contact Special Frontal
Gigantic claws Contact Special Frontal
Torpedoes 15 cm. 4 Frontal
CHOOSE A THORAX WEAPON:

Armament: Range/Speed PF/Force Angle of fire


Feeding tentacles Contact Special Frontal
Giant claws Contact Special Frontal
Torpedos 15 cm. 4 Frontal
CHOOSE UP TO 2 PORT/STARBOARD WEAPONS:

Armament: Range/Speed PF/Strength Firing angle


Pyroacid Battery 30 cm. 4 Left/Right
Download Bioplasma 15 cm. 2 Left/Right

Note: The bow and thoracic torpedoes cannot be combined in a single salvo. They must
to launch separately.

Tyranid cruisers represent a mix of immature swarm ships and drones.


too large escorts. They are aggressive ships in attack and launch from the heart
from the swarm fleet in response to any threat to the ships of the Tyranid fleet.
they use claws and tentacles to carry out direct attacks on the ships in an effort to
to tear the enemy apart. Tyranid cruiser-sized bio-ships are usually found far away.
from the swarm ship, although it is believed that, somehow, the swarm ship supplies them.

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NAVY SOLDIER HARASSER-DRONE …………………………variable cost

Tipo/Impactos Velocidad Turns Shields Armor Spores


Listen/1 15 cm.45 degrees - 5+ 1

CHOOSE A WEAPON:

Armament: Range/Speed PF/Force Shooting angle


Pyroacid Battery 30 cm. 4 Frontal
Feeding tentacles Contact Special Frontal
Download Bioplasma 15 cm. 2 Frontal

Special rules: escort drones subject to case 7 of instinctive behavior (which


they are urged to head towards a planet) they can move towards the nearest swarm ship.

This ship is slow and heavy compared to other Tyranid escort ships.
escort drones are heavily armed for their size and typically tend to
to group together. In the swarm fleet, they form the last line of defense and are positioned on the flanks.
from the swarm ship.

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ROVING SOLDIER SHIP-VANGUARD………………variable cost

Tipo/Impactos Velocidad Turns Shields Shielding Spores


Listen/1 25 cm.90º - 5+ 1

CHOOSE A WEAPON:

Armamento: Range/Speed PF/Force Shooting angle


Pyroacid Battery 30 cm. 2 Frontal
Feeding tentacles Contact Special Frontal

Reglas especiales:un enemigo que se encuentre a 15 cm o menos de una nave dron


The vanguard can also be considered the objective of other Tyranid ships.

The cutting-edge drone ships sometimes drift away from the fleets in search of planets.
suitable for consumption by the swarm ships. These ships transport
specific infiltration organisms of Tyranids such as Genestealers, Lictors, Hormagaunts and
devourers that are launched with spores from low orbit. The cutting-edge drone ships.
that are close to the swarm fleets have recently returned with information about
exploration or are about to depart to unleash their load of terror on more worlds. The
the threat these organisms pose to countless planets makes them
priority objectives in the incursions carried out against swarm fleets.

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KRAKEN TYRANT……………………………………variable cost

Tipo/Impactos Velocidad Swirls Shields Shielding Spores


Listen/1 25 cm.90º - 6+ Special

CHOOSE A WEAPON:

Armament: Range/Speed PF/Force Firing angle


Pyroacid Battery 30 cm. 6 Frontal
Giant claws Contact Special Frontal
Feeding tentacles Contact Special Frontal
Torpedoes 15 cm. 2 Frontal

Special rules: the Krakens do not have spore nodules, but they are
surprisingly resilient and capable of regenerating damage. When they suffer damage, they
they are subject to the order 'Ready for impact!' and have a
special roll of 4+ to overcome the received impacts. This ability does not affect the Kraken,
that may be subject to other special orders.

Kraken are gigantic organisms that have managed to adapt to become


vacuum predators. They pose a serious threat, as they often situate themselves quite
away from the fleet to hunt for their prey. The Krakens display all kinds of weapons
extravagant and deadly, from a beak-shaped prow of the Demolisher Kraken to
enormous acid projectile launcher of the Carbonizer. Although they do not pose a threat
directly to the planets, it is known that the Kraken has devastated entire defenseless systems.
due to their voracious appetite for transports, space stations, sealed environments and
other advanced positions.

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Tyranid Fleet List

FLEET COMMANDER. The Tyranid player can include the direct influence of the Hive Mind instead
from the usual fleet commander. This is manifested in repeated throws due to the influence of the swarm mind,
that work in the same way as command roll repetitions. The imperatives of the swarm mind
will cause a command or leadership check to be overridden automatically. The decision to use the imperative of
the swarm mind must be taken before rolling the dice.

SWARM SHIPS. For each swarm ship included in the fleet, the Tyranid player can include between 6 and 12 ships.
as escort and between 0 and 2 line ships.

Swarm ship (Leadership 8) 200 points


Increase to Leadership 9 40 points

Armament of swarm ships. A tyranid swarm ship must be equipped with weapons from the list.
next:

Choose a bow weapon:

Pyroacid battery +30 points


Feeding tentacles and gigantic claws +15 points
Bioplasma spines +20 points
Torpedoes +25 puntos

Choose a chest weapon:

Pyroacid battery +30 points


Bioplasma download +20 points
Hangar +20 points

Choose up to 3 port/starboard weapons:

Battery of piroacids +15 points


Download of bioplasma +20 points
Hangar +20 points

LINE SHIPS. You can include up to two line ships for each swarm ship in the fleet.

Tyranid cruiser 80 points

Armament of the line ships. A Tyranid cruiser must be equipped with weapons from the following list:

Choose a bow weapon:

Feeding tentacles +10 points


Gigantic claws +5 points
Torpedos +10 points
Battery of piroacids +20 points

Choose a chest weapon:

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Battlefleet Gothic - Unofficial Translation

Feeding tentacles +10 points


Giant claws +5 points
Torpedos +10 points

Choose up to 2 port/starboard weapons:

Battery of pyrophosphates +15 points


Bioplasma download +20 points

SQUADRONS. The Tyranids do not follow the usual squad rules when creating a fleet. The escort ships
tyranids form squadrons of between 1 and 12 ships, while the rest of the tyranid ships act in a way that
individuals, and therefore, cannot be deployed in squadrons.

ARMAMENT. Most Tyranid ships can choose their weapons from a series of options for the cost in
additional points indicated. This explanation should suffice, but it should be remembered that, when acquiring 'weapons of
"port/starboard", the indicated cost in points is that of a port weapon plus one starboard weapon (of the same type).
For example, if you choose port/starboard hangars for a hive ship, note that the ship has port hangars and
starboard hangars. Each port/starboard weapon uses the indicated attribute profile (that is, do not split it in two its
firepower.

Repetition of throw due to swarm mind influence, 30 points each. A maximum of can be obtained.
a repetition of an influence roll by the swarm mind by the swarm ship of the fleet.

Swarm mind imperative 40 points each. A maximum of one roll repetition can be acquired.
of the imperative of the swarm mind for every two swarm ships of the fleet, although a single one may be acquired
swarm mind's imperative casting if the fleet contains at least one swarm ship.

ESCORTS. You can include between 6 and 12 escort ships for each swarm ship in the fleet. If the fleet does not include
Swarm ships can only use Kraken ships and cutting-edge drone ships.

Cutting-edge drone ship 20 points

Armament. A state-of-the-art drone ship must be equipped with one of the following weapons:
Feeding tentacles +5 points
Pyric acid battery +5 points
Escort drone 10 points

Armament. A Tyranid escort drone must be equipped with one of the following weapons:
Feeding tentacles +5 points
Pyric acid battery +5 points
Bioplasma download +5 points
Kraken 25 point

Armament. A kraken must be equipped with one of the following weapons:


Feeding tentacles +5 points
Pyric acid battery +15 points
Giant claws +10 points
Torpedoes +15 points

SELF-PROPULSION AMMUNITION. You can spend up to 10% of the points of the Tyranid fleet on markers of
self-propelled ammunition, but only if you have included at least one swarm ship.
F4 assault torpedo markers 12 points
Assault ship markers 8 points
Hunting markers 7 points
The self-propelled ammunition can be distributed in waves that, for deployment purposes, are considered squadrons.
During a campaign, the self-propelled ammunition does not form a permanent part of the fleet as it gets depleted.
during the battle.

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OTHER SHIPS OF THE 41ST MILLENNIUM

Battleship FRA'AL.......................................................No points

Type/Impacts Speed Shield Turns Shielding Turrets


Cruise/8 20 cm. 45º 3 5+ 3
Armament: Range/Speed PF/Strength Shooting angle
Bow Darts 45 cm. 2 Fontal
Dorsal Launchers 45 cm. 3 Left/Right/Front.
Ethereal Canyon 60 cm. 2 special Frontal

The Fra'al are a mysterious and technologically advanced alien race sighted
occasionally in the Gothic Sector.
The Fra'al deploy Battle Cruisers in deep space and use them to protect their
worlds, stationed in their orbit, or they can also be seen in groups of two protecting
convoys between their systems. No one knows why or for whom they fight, nor what technology they use, nor
What does it look like?
The most notable feature of these Battle Cruisers is their Ethereal Cannon which fires a
pulso de energia al objetivo enemigo. El campo etéreo corro el blindaje de la nave, ignorando
the shields. One more effect of the ethereal field is its tendency to overload the shields of its
objective, then allowing a sweep with fire from their spears.
Even the Eldar have found a great opponent in this type of ships, despite their
Holo-shields help to deceive and disperse the shot from this weapon.
Fortunately for the Imperial Fleet, these ships are seen very infrequently and in
very small groups.

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Miniatures
Imperial FLEET

Emperor class battleship

Retribution class battleship

Apocalypse Class Battleship

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Vengeance class Grand Cruiser

Avenger class Grand Cruiser

Exorcist Class Grand Cruiser

Mars class Battle Cruiser Lunar class cruiser

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Invincible Class Battleship

Light Cruiser class Intrepid Light Cruiser class Strenuous

Resilience class Light Cruiser Light Class Challenge Class

Sable class frigate Storm class frigate Falce class frigate

Destructor class Cobra Imperial Transport


Defence Monitor

Ramilies class Star Fortress

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SPACE MARINE FLEET

Battle Barge

Assault Cruiser Strike Cruiser of the Grey Knights

Destructor class Cobra


Sable class frigate Sable class frigate

Destructor class Hunter


Gladius class frigate Nova class frigate

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FLEET OF CHAOS

Plague Battle Barge 'Terminus Est'

Pirate-class battleship

Destroyer class Asolador

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Planet Killer Abbadon's flagship

Executor class Grand Cruiser

Vengeance class Grand Cruiser

Demonic Cruise

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Repulsion class cruiser

Death Class Cruiser Annihilation class cruiser

Destructor class Iconoclast

Incursor class Iconoclast Incursion class Unfaithful

Black Fortress

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ORKA PIRATE FLEET

Akorazado 'Gorbag's Revenge'

ORKO PRICE

Echoed Cruelty
Death Distribution

Krujenavez

Attack Masakrador
Wild Cannon
Attack Developer

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ELDAR PIRATE FLEET

Void Stalker Spaceship

Shadow class cruiser


Eclipse class cruise

Aurora class Light Cruiser


Light Cruiser class Solaris

Puma class frigate

Jaguar class frigate Destructor class Sting


Destructor class Aspid

Haven class transit station

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DEFENSE FLEET WORLD ELDAR SPACESHIP

Flame of Asuryan

Dragon class spacecraft

Spectral class spaceship

Listen class Shadowhunters

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DARK ELDAR INCURSION FLEET

Torture class cruiser

Listen to Corsair class

Haven Way Station (generic for the Eldar)

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TAU FLEET

Explorer class spaceship

Merchant class spaceship


Hero class spaceship

Listen to Orca class


Listen class Defender

Demiurge class Stron spaceship

Custodian class spaceship Orbital City Tau

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NECRON FLEET

Tomb Ship Pyramid Class

Harvesting ship class Scythe

Incursor clase Muerte


Incursor class Jackal

Light cruiser class Mortaja

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Tyranid Fleet

Ship swarm class Leviathan

Swarm-class Reaper Cruiser

Rover class ship

Fiend class Stalker

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