Warp Rift The Netzine

Issue 29 Horizon From the Nexus Publishing House

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+++ Submissions +++ +++ Warp Rift Publication Team +++

All types of article are desperately needed, to keep this publication alive. In some cases, Roy (Horizon) Amkreutz Void Stalker II submission includes inclusion on the web site at: www.epic40k.co.uk, or through www. tacticalwargames.net. Please include a note with your submission if you would like this Iain (Cybershadow) Watcher in the Dark clarified. Submission via e-mail implies approval for publication. Ray Bell Admirality Reg Steiner War Veteran Editorial Jack Watling Magician Send your submissions to:

[email protected] Credits: Cover Picture Jack Watling or Additional Graphics & Pictures: GothiComp participants [email protected]

Warp Rift • Issue TwentyNine • September 2010 +++ Time Flux +++ +++ Anargo Sector +++ Issue TwentyNine – Content:

Hello, In a previous Warp Rift we have two published articles originating from the Anargo Sector. Well, Welcome to a new issue of Warp Rift. the sector itself has gone a little quiet itself after that but just recently the Astronomican brought Tactical Command It are some odd days for Battlefleet Gothic it it back to life again. So in the near future we Tactica 4 seems. The game is getting an extensive FAQ, can expect more great information from them. this will be online soon, it is rumoured that the Among it the details for Battlefleet Anargo and Forgeworld book Imperial Armour 10 about the the layout (to the world levels) of Anargo Sector. Badab War will feature some Battlefleet Gothic related material. It is not know what it exactly http://www.sg.tacticalwargames.net/forum/ Encyclopedia Gothica will be though. Fantasy Flight Games will be index.php?board=8.0 Asuryan’s Light in the Darkness 11 releasing a supplement to their Rogue Trader RPG Vessel ages 14 book next year being called: Battlefleet Koronus. Where the core book itself already contained a +++ BFG Chronicles +++ great deal on space vessels this new book will just breath Battlefleet Gothic I guess. On the downside it appears that the BFG Armada The long going BFG Chronicles project is also Showcase book is no longer available on the Games being restarted (again, admitted) but it seems they GothiComp 2010 - fleet finalists 15 Workshop site. are getting somewhere. Book of the Imperium will be the first to keep an eye on. This issue of Warp Rift itself contains an Ork Tactica written by Deadshane who won Adepticon http://www.sg.tacticalwargames.net/forum/ with his Ork fleet. index.php?board=8.0 Void Stalker

Editorial Furthermore the second installment to the The Spreading War - pt.2 18 Spreading War takes a majority of pages this issue. +++ High Admirality +++ In the vessel ages article we see ideas on how age affects the ships of the Imperial Navy. The showcase features this years fleet finalists of The Admirality has released rules for the Tau The CLOSING PAGE the GothiComp painting competition. Commerce Protection Fleet and Haven Chronicles Teaser 28 Asuryan’s Light in the Darkness Rekindled tells Spire plus refit tables for the pointy-eared race. the tale of a forsaken Eldar vessel.

enjoy, Horizon Tactical Command for victory, there is very little margin for error with chances error for margin little very consider is there victory,for you when play, tournement In and pilot according afleet the to strengths. build you that imperative is it gothic, in Orks with reliably win to is one If here. those on concentrate to try We’ll strengths. many has also fleet Ork the the list goes on. The fleet has many pitfalls. However, ships, rear armour 4, reliance on weapons batteries... unbalanced mobility, and speed time, hard a have Theregothic. in reasons other Orks are fleet Ork the “Underdog”of status the tocontributed still they’ve work, will tactics these sometimes While Roks). & (SpaceHulks battle the opponent’s during your fleet reckless (ramships) or totally give up the initiative to within publications. Traditional Ork tactics are either or common Ork tactics that you might find online or arenttraditional They really using fromtruth far the Fleet. Ork the to referring when before comments (or even if you’re new to the game), you’ve heard these Chancesare you’veif playing been gothic for while a ORKS ARECRAP! the ! only The winningchance have you is of with orks orders special or ordinance reliably! use can’t Orks Orks are the worst fleet! “Mudgutz Propa’ sez: ways ta krump ‘em!” By Shane McRoberts “Deadshane” Ork Tactica Orks, they are NOT a forgiving fleet to play and play to fleet forgiving a NOT are they Orks, I didnt know they were that good! You’re one of the best Ork players I’ve played! leadership fail to supposed checks. were Orks thought I Geez, thats aton of ordinance! soundhearing more will like.... with and honestly great can confidence tell youthat the comments you’ll I be successful, are and here I’vewrittenwhat try you and orks, with losing you’ve been If dont. will...or you what tactica this from up! it areThese waysthat I’ve foundthat takeare effective, keep and record winning your on congrats tactics arent these as good as yourthat own or arefeel too different, and orks line with win Bottom already you plays. if is, fleet ork the think that I personally ways effective ‘my’ most course the are of These are opinions. these begin, we before Lastly, Orkthe Waaagghh, but inspace. to play your fleet AS an irresistable sledgehammer of how be will This chance. your is this frustration, in take a sledgehammer to yours or your to opponents liked would’ve fleet you that frustrated so gotten and past the in Orks played you’ve If fleet. characterful very this playing win might YOU how How win...and ‘I’ win. to how and play tournement primarily address will tactica This sound. mustbe tactics your ...I hear these all the time. the all ...I hear these iig hm nte rl i te ate Hammer battle. the Battlekroozers have also option this availiable. in role another them giving versatility the ofyour ‘weapons-battery’ ships,heavy excellent distractions provide for your enemy. Torpedoes can increase also this make-up, fleet your on mountedTorpedoforHeavyGunz Depending bays. Kroozers and Terrors can both trade in their forward TORPEDOES ON ALL CAPITOL SHIPS races Battlecruisers/Grand Cruisers. other as same the around costs typically Battleship Ork An cheaper. pts 5 is and torpedoes, launch to same launch capacity, 2 more hit points, the capacity the has Terrorship the our game, the ofin carriers better one some by considered are Devestation’s carrier. The bargain. a cheap for a is also Terror ship its andpoints hit 10 and 6 offrontarmour a with in that Figure game. the in cruiser basic cheapest THE not if of one is Kroozer Kill the cruiser, base a For CHEAP SHIPS WITHLOTS OF HITPOINTS that we’ll make of use include: here tactica inthis strengths The rights. own their in forcesformidable Marines, they have their own strengths that make for Space the of armour 6+ round all or Imperials, the of Cannons Nova the Eldar, the of maneuverability and speed the have not might they While different. wellvery or advantages over other fleets. Orks are no do they that things certain have Gothic in fleets All or- “Orks da is most strongestest!” -Warlord Mudgutz PART ONE: STRENGTHS OF THEORKS TacticaL Command alrs obe h badn vle f n ship any of value boarding the double Warlords IRRESISTABLE BOARDING ACTIONS Which brings us to.... actually makes boarding itactions easier disadvantage, to accomplish. a this consider might some While SHIPS KROOZERS/TERROR THE ON BASES LARGE of class ordinance you need. either of many how about guesswork the reduce they bombers, OR fighters either as Acting FIGHTA-BOMMAZ RR’s More availiable thanthe ANYother anda game. in fleet. fleet the in per pts Warboss 500 every 3 re-rolls for Warboss get can fleets Ork MORE REROLLS ships to gang up on a single in order to get bonuses get to order in single a on up gang to ships requires it Normally indeed. deal big very a is This cruiser. basic a times THREE 24, is value the and boarding a Battleship on a Warlord basic Throw a cruiser. double than more 20, of value boarding a 3 in say, a 1500 pt game, thats potentially 3 ships with they’re on except for the Space Hulk. When you have out for: look to have you do) Terrorships(weand Kroozers have to be on the lookout for. If you want to play with There arealso some scary weaknessesthat youalways enemy. ship, it can translate into horrendous results for your advantageship-to- this use can Orks when this, like ...... s osbe Or plodding Our possible. as soon as range knife-fighting the distance fast and get into close to need ships capitol Our nice. be would speed more full!”, ahead “All go to to have check leadership a make dont we While SPEED ships. our to damage of amounts horrendousdo canalso they bay,at bombersenemy keep you’ve to fighters enoughlaunch to need that also You’ll destroyed. cruisers of hulks dead want are you you behind ships only The REAR ARMOUR OF 4 BOARDING ACTIONS! but ordinance, of mostly: lots with sometimes batteries, weaponswith Sometimes destroyships? we Howdo ordinance, and maximum Warlords. ofships than your enemy has, cheap tonscarriers, of Yourtournement consist listwill of many more HP’s to aboutthink it Try abit. list? tournement our build to going we are Howmean? it does what and together this of all Put for, its not as as it bad sounds. Dont worry, these weaknesses can all be compensated reloading more difficult, important, luckily, much we get lots of them. that are orders Re-rolls harder. is special ordinance makes This LOWERED LEADERSHIP ON OUR SHIPS a bombers enemy DEFINATE making issue. 4 of armour rear that sheild with combinesturret single single A is. it and bad, sounds A defense. about much know don’t and safe it play to care really dont obviously Orks LOW SHIELDS/TURRETS a requires different ships approach during an engagement. enemy lance on 6 resembling Armour anythingarmament. have Battleships our Only availiable. have DO we tools the accomodate to strategy and tactics our alter to have Orks as we that reasons big the of one is weakness glaring This WEAPONRYNO LANCE Imperials, can to nose outshoot nose, they us. with par on While fight. the into get to takes it long how of aware be issue, definate a is 20cm of speed PART TWO: SHIP REVIEW imagine. Again, unable to maneuver and easier to kill enemy at 30+cm a turn....with a warlord on board. than the Hulk. Roks are part of a Space Hulk strategy. That is one dangerous missle, if it hits its target Or: “She dun look like much, but Sheez got it where it Again, leave them behind. wonderful things happen. To max out ordinance, counts, ya grot!” - WARLORD MUDGUTZ go ahead and replace the forward heavy guns with ORK BATTLESHIPS torpedoes for a one-shot distraction. It gives your Some of the ships in the fleet are great, others, not so Armada gave us these mighty ships. Large and in opponent something to think about, and it covers great. Some are downright a waste of time. In order charge, these cheap 12 hp monsters can be either your advance for the REAL attack. to build a fleet that will lend itself to the combat the true speartip and purpose of your attack, huge doctrine that this tactica will encourage, we have to support, or a mighty distraction so that the real attack TERROR SHIPS avoid certain ships. Escorts, in particular, are not a succeeds. Ork Battleships, strangely enough, are The bread and butter of the ork fleet. Terror ships good idea. Escorts are easy to destroy and give up amongst your FASTEST ships when employing tactics launch wave after wave after horrendous wave of victory points much easier than capitol ships. Most that are complimentary to the fleet. Specifically, the Fighta-bommaz, AB’s and torpedoes. Squadroned of all, they dont help out with the boarding actions Dethdeala and the Kroolboy have “Soopa Engines” together, they will reload off of the leadership of which is what our fleet will be doing in every game making your AAF orders more effective allowing you the best leadership in the squadron. Assisted by the if possible. I’ve found that there is very little in a to get one of your Warlords ‘stuck in’ quickly. This is many many availiable Ork ReRolls, you will find that support role that an escort can do that ordinance a huge threat to any ship considering your boarding this cheap cheap carrier will easily make its presence cannot do itself. I can hear you already...”But what value of 24 on a battleship with embarked Warlord. felt in the battle. Their role is support, but in a pinch about the ramships????”...more about them later, lets Gorbags Revenge can be fun at times when maxing they can still add 10hp’s to a boarding action. Always start with the big ships. out ordinance is to your taste. Slamblasta, sadly, remember that ordinance is the primary mission doesnt really help much, its speciality being 2 prow however. Keep pumping it out, keep the enemy THE MIGHTY SPACE HULK mounted lances....the only source of lance firepower concerned with dealing will all your ordinance. Brace Hit points like crazy, gunz everywhere, lances, gunz, in an ork fleet short of a Space Hulk...its too little too sparingly...your hp’s can handle whatever damage ordinance, heavy gunz, 6 turrets, more gunz, that late. Also, the Hammer...Kroozer HP’s at a Battleship they dish out. Reload reload (reroll) reload.... little cluster to the right on the top....yup...GUNZ! cost, its versatility isnt really needed or useful. Remember that problem that our ships have with An impressive sight on the feild, scary, mighty....don’t enemy bombers? Yea, multiple cheap Terror ships bring it! It doesnt fit into the plan, speed is a factor. KILL KROOZERS mitigate that disadvantage by launching scads of The last thing we need is the backbone of our fleet Ahhh, the much maligned Kill Kroozer. I call it a Fighta-bommas. moving 10cm across the board a turn, and it WILL mighty chariot from which my second and third be the backbone, at 600pts it demands that you build warlords win the battle for me. Kill Kroozers, ESCORTS your fleet around it, to support it. On paper it looks typically ignored by opponents due to their lack As I am writing this tactica, I will tell you my opinions great, on the board its fun to play, but it wont work. It of ordinance threat or effective firepower, scream of escorts. Many of those that read this will disagree can be avoided far too easily thanx to its slow speed. towards the enemy in an attempt to get to boarding with me, but they can write their own tactica. In effect its a 600pt carrier that only launches 11 craft range. Warlords with Mega Armoured parties hitch a turn on average. Not so good. You have to be able to a ride on these boyo’s and sometimes will double up Anything escorts can do, ordinance can do better. maneuver in this game, this monstrosity doenst do it, on a particularly important target for a sure KILL. Ordinance is faster, and in enough numbers can leave it at home. Not wounding....KILL of a capital ship. Don’t let their handle break-off flanking forces of the enemy fleet TacticaL Command TacticaL speed of 20cm’s fool you, they can be FAST. Pick a just fine. Enemy escorts die in droves against AB ORK ROKS direction to fly this thing, and launch it like a missle attacks. Ordinance when it dies, costs nothing. Why you would take these w/o the Space Hulk I cant using the ork’s AAF orders. Frequently you’ll be Escorts when they die, cost victory points. surprised with a 10hp chunk of steel flying at your I typically dont use escorts, and prefer to maximise Yes, I said that Ork ordinance is reliable...contrary to (one of them has to go there anyway) and give him capital ships. That is MY formula for victory, this is popular beleif. powerfields. This is your ‘decoy’....but its a decoy with my tactica. Now with that said.... teeth. The job of this ship (preferably the dethdeala BOARDING ACTIONS or Kroolboy for speed) is to soak up the firepower If you find that you really want to use escorts in your How do people keep from taking damage in and/or ordinance of the enemy covering the advance fleet, there is one in our arsenal that fits the bill. No, Battlefleet Gothic? “Braced for Impact” is how. of the rest of the fighting vessels in your fleet. I will it isnt the Ramship. Ravager attack ships add MORE Can you brace for impact against damage done in a typically give the Warlord “extra power feilds” in ordinance into the mix. These ships, with their d6 boarding action? Nope. What do Orks love to do to order to soak up a little more fire on the way in. If wave of torpedoes each, can intensify your ordinance enemy ships? Board. the Battleship is able to board a juicy target, its great, strike. A truly scary sight is when 6 cruiser hulls, but the time your opponent will spend shooting it several ravagers and even torpedo bombers all launch If you want to play Orks in Battlefleet Gothic, you up since its the biggest and baddest ship in your their payloads simultaneously. It’s a torpedo spread have to learn every last detail of boarding. You have arsenal will be considerable...and it should prove an that cannot be ignored and will break fleets up out of to get good at it. Boarding actions will always be in invaluable sheild for the rest of your fleet. formation so that you can pick on portions instead of the back of your mind during the battle and you charging headlong into their entire gunline. will know how to get every single ‘plus’ out of the Essentially, the Battleship covers the advance of my boarding table to swing advantage more into your two Killkroozers that are also Warlord equipped and Ramships are wasteful, a danger to themselves by favor. right behind her. These Warlords arent equipped definition and not armed heavily enough to be with “extra power fields”, instead opting for the effective. Some Ork players stand by them stating that A “How To” article on boarding actions in battlefleet “mega armoured boarding parties”. With the added they are the only source of speed that allows them to gothic could take up plenty of space just by itself. plus of the Mega Armour, the KillKroozers boarding even contend with Eldar. I say, if you are counting Since this is MY tactica...I’m going to simply go with value of 20 (with the Warlords of course) is a serious on speed 25cm to deal with Eldar...you will lose the how I’VE had success. You can work and play with problem for any fleet that gets within 15-20cm of race...everytime. my formula...maybe come up with your own ideas. our forward arc. Killkroozers are definatly the ship We’ll do this assuming a 1500pt battle. for this mission. Terrorships can do the job as well Ordinance is faster, and can deal with Eldar more if needed but Terrorships are generally kept busy effectivly than ANY of our escorts. First, point your fleet in the right direction to intercept pumping out more and more ordinance to cover the the enemy and utilise your FREE Ork “All Ahead fleets advance. Full” orders. This makes your entire fleet fast all of a sudden. Dont forget, this doesnt reduce the amount Also, be sure that your ships are all mounted on larger PART 3: TWO KEYS TO VICTORY of ordinance you fire so on the first turn do it with bases. This makes boarding actions that much easier your Terror ships as well in order to keep them in and is completely legal, strangley enough, due to a Or “Do dis an’ dis fer da big WIN!”-Warlord range to support your Killkroozers and Battleship. packaging blunder that GW covered by simply saying Mudgutz “Larger bases OR small bases can be used on cruiser Max Warlords...Everytime. The stronger your hulls for orks”. While this may make navigation past My successes with the Ork fleet can be directly boarding ability in your fleet, the stronger your fleet. blast markers a little harder or present a better target attributed to two things: ordinance and boarding More ships with Warlords ready to board=redundancy for nova cannons, the benefit for boarding actions is TacticaL Command TacticaL actions. These two damage dealers are the two and more opportunities to board. too great to pass up. mightiest strengths that the orks have at their disposal. Both are reliable weapons, both very destructive. Personally, my favorite way to facilitate boarding in Dogpile important targets with multiple ships to my Ork fleet is to throw a Warlord on a Battleship ensure their death. A ravaged Battleship and two healthy kill kroozers equipped as above is a death damage. If he launches too many Bombers, he might to support each other. knell for most any capitol ship out there barring get taken advantage of by a surprise ordinance alpha . No braced for impact allowed, and a drifting strike by his opponent. Orks dont have to worry More and more and more ordinance on the feild gives hulk to give you that many more victory points at the about this as much as other fleets since our fighta- your opponent more to think about. More things to end of the battle. Glorious. bomma’s are dual purpose. The only thing you have think about allow for more opportunities to make to ask yourself is whether or not you want to launch mistakes. ORDINANCE assault boats. Ordinance is just as important as boarding to your Pump out that ordinance. Board those ships. The game. I personally like to use 4 terrorships in a Make sure you run your carriers in a squadron to take combination of these two mechanisms in your fleet single squadron to contribute a VERY formidable advantage of that SINGLE leadership 8 terror ship are the two primary keys to victory. force of fighta-bommas in the air. AB’s are of that you rolled. Your fleet may have low leadership course launched in abundance if the escort threat accross the board, but if you bring multiple terror is significant, but Fighta-bommas are great. With ships (like any good player using this tactica) one PART 4: SOME LITTLE TRICKS d3 + 3 attacks against ships with 3 or more turrets, of them is bound to roll a 7 or 8 for leadership. they tend to hit harder than regular bombers (sans Combine this with the multiple rr’s granted by the Or “Ya gots ta be STRONG AND KUNNIN’, but fighter escort) against capitol ships with that sort of multiple warbosses, enemies on special orders giving dere’s times ya gots ta be KUNNIN’ AND STRONG!”- ordinance defense. (against a target with 4 turrets: you an add’l +1 and then the fact that Terrorships Warlord Mudgutz regular bomber needs to roll a 5 or 6 to do damage, generally play the backfeild of your fleet keeping a fighta bomma needs to roll 3+ on its attack run) My low profile to avoid getting blast markers in contact, There are some tactics that work really well in an Ork current fleet can support up to 20 aircraft and 20 and you’ve got a squadron that generally doesnt have fleet that some other fleets might not be able to get fighta-bomma’s coming at you cannot be ignored...its much trouble reloading its ordinance throughout the away with, or benefit from quite as much. We’ll talk damage, it finishes off damaged ships, and regardless game. about a couple of those here. of how “useless” people tell you fighta-bommas are, they still dont like to be hit by them. Since I tend to Keep pumping ordinance at people. Remember, even BRACE FOR IMPACT replace forward mounted heavy gunz batteries with though your Battleship may be going AAF every As an Ork Admiral, your fleet is one of the stoutest torpedo launchers, its all the worse. You bring lots of turn...it still lends a launch CAPACITY of 4. Keep out there. You’ve got hit points to spare. You’ve also carriers in an Ork fleet to mitigate the disadvantage your ordinance in the air in maximum amounts. If got opponents out there that expect you to brace for of fighta-bommas only being able to hit a target 3 your opponent is worrying about your ordinance, impact when your terror ship is about to take 8pts of times MAX. Whats more effective in a 1500 pt fleet? he’s worrying less about your ships. Ordinance costs “for sure” damage. Here’s your problem, if you brace, 8 eldar bombers, or 20 Ork fighta-bommas, that not nothing, ships cost points. you lose the ability to reload your ordinance next only can do bombing runs...but intercept the eldar turn...that simply wont due. TAKE THE HIT. Often, bommers instead if they decide to. Huge torpedo salvoes launched by entire ork fleets in the game of BFG, your opponent will expect can sometimes break up enemy formations. If you you to brace, sometimes...he’ll NEED you to brace. The fact that you dont have to decide a ratio of replace all of your heavy gunz with torpedoes... When you don’t, you don’t go along with his battle fighters to bombers out of your launch bays does a lot it creates a rather impressive torpedo strike that plan. That can only be a good thing for you. If your to make your ordinance runs easier...less chances for formations will have trouble surviving. Concentrate opponent blasted the snotlings out of your Terror ship TacticaL Command TacticaL mistakes there. People forget about this advantage all your torpedoes toward the center and watch your expecting you to brace the entire squadron he could and its a big one. If an opponent with huge amounts opponent break his fleet into two seperate smaller be in for a rude awakening. Your squadron may now of launch bays makes a mistake in how many fighters formations. This makes engaging into knife fighting be in the position to move forward a bit and be totally he launches, he might miss an opportunity to do range easier. It can also make it harder for his ships within striking distance of the ships that caused this part of his. Not only does it block line of sight, but his bombers...which brings us to the final and most damage...and your crippled terror ship could still it will grant me some maneuverability as I advance important key of beating the eldar.... have reloaded its ordinance so as to contribute STILL toward it. USE PLANETS. two more fighta bommas and maybe even a torpedo Third, Fighta Bomma’s, the key to success against salvo in order to extract revenge for itself. Note that FIGHTIN’ DA PANZEES the Eldar. Ordinance, Faster and more maneuverable your ship took 8 hit points....the damage that kills a Corsair and Craftworld Eldar fleets seem to be the than the eldar fleet. Using this tactica we have aircraft normal cruiser, now your ship is operating at half bane of Ork players everywhere. We cannot catch in abundance. More than the expensive eldar carriers capacity. Again....WHEN OTHER CRUISER HULLS them, and our gunz dont have the range to reach are equipped to handle. Send salvo after salvo of WOULD BE DESTROYED! You’ve got hit points to them. fighta bommas after the eldar. DO NOT run them spare amongst your fleet. Dont worry about the threat in waves. Since the eldar ships have no turrets waves of 4 lances that are Locked on. Dont brace against Remember what I said about Cruiser Clash and of aircraft have no purpose...send each one out the first or even the second Nova cannon shot. Take Terrain? We dont need to go back there right? seperatly. If/when your squadrons are close enough some risks, your ships will pull you thru. Remember, O.K. then, what is your problem vs. Eldar? Speed. It’s to engage the Eldar fleet send only one or two fighta- Orks don’t give a dang. Play them that way. Try not to the Eldar claim to fame. Speed and Maneuverability. bommas to each enemy ship within reach. Your goal brace for impact unless its a REAL emergency. Take They go where they want and as fast as they want. is to cover the entire enemy fleet with blast markers. some hits...come out the other side all scuffed up, its You’re ships are still plodding along at 20cm hoping If your Eldar opponent is running several units of ok...your opponent will be hulked. to catch them, right? Wrong. escorts (since eldar escorts are so good) make sure THEY are all covered with blast markers. This can PLAY WITH TERRAIN AND DIFFERENT I’m going to illustrate the PERFECT scenario against create a dangerous situation for your opponent. SCENARIOS an Eldar fleet and you can take from that some tactics Not only is there a potential for damage from the Don’t play “Cruiser Clash” against a good Eldar and tricks on how to fight them. bombers, (slight due to the holo-feilds) but when player in open space. You just lost. Play scenarios your opponent moves away or thru the blast marker where there is an objective to control, or a ship to Firstly, you want the Eldar fleet to be between you and on his turn he has a chance to take another point. escort. Some Scenario’s can force an enemy to get the Sun. What this can do is make it more difficult Unlike our sturdy Ork ships, Eldar ships cannont close to you, thats where we want them so we can for a key enemy ship to ‘run away from you’. They can sustain any real amount of damage and every point board. Not only are these battles more interesting, still move parallel, or even toward you, but moving can be felt. Every point inflicted has a good chance but they’re more in character for us. It should come as INTO the sun is their slowest speed, and your best to score a critical. This is danger that your Eldar no surprise then that these sort of missions are easier chance to bring your prow mounted gunz (at 45cm opponent cannot outrun and can only mitigate with to win. Also, “Cruiser Clash” IS an ok mission to range) to bear...and we all know how much Eldar distance, time, and his own fighters. Eldar are truly play...just not in open space. Play with some terrain. hate Weapons Batteries. one of the most important reasons that Ordinance Use the rulebook rules for placing terrain. Your fleet is so important to Orks in a Tournament/Take all benefits very well from the cover that terrain in BFG Second, try to take cover behind a large or medium comers fleet. The more Fighta-bommas you can keep grants. Also, learn to utilise planetary gravity wells. A planet. It cannot get shot thru by the Eldar lances and in the air, the easier a battle against Eldar is going to good Ork player can completely make up for his lack any torpedo strikes will hit the planet and detonate. be. of maneuverability throughout his fleet by hovering If the planet is large you should be able to utilise near a medium or large planet using gravity well gravity wells and lower speeds to maintain a position If you are able to utilise all of these strategies against TacticaL Command TacticaL turns to maneuver. I almost ALWAYS use planets to behind the planet. If you’re able to do this, the only an Eldar player, while NOT playing in open space aid me in battle. If there is a large planet on the board way the Eldar fleet can touch you is to jump to the and possibly with an objective that will draw him I will always try to make sure the planet is between other side of the planet (where he’ll be meat for the to it...you will have a better than average chance of the bulk of my forces and a significant long-ranged beast..and our WB’s) or try an impotent attack with victory. PART 5: CONCLUSION written down here and really surprise your opponent with a good beatdown. Maybe even utilising these Or “Dat’s dat! Now get out dere an’ SMASH ‘EM... techniques in ways that ‘I’ never imagined. I’ve had WAAAGGHH!”-Warlord Mudgutz tons of fun with the Ork fleet since the first models were released for them many years ago...and never Well, thats pretty much it. Of course all these little looked back. It’s truly one of the most fun fleets in the tidbits require practice and proficiency on your part game if you can learn to play it well. to pull off successfully. This is however, how I’ve managed to have such a good run with the Ork fleet Played well, its immensley strong and since its over the years. As you should be able to see, the Ork considered an “underdog” fleet...all that much more fleet in BFG is much different than say an IN fleet or rewarding and impressive when you pull off that “big and CANNOT be run the same way. Its a fleet win”. all its own that requires a certain “technique” no less specific than even the Eldar fleets require to be run Played badly...well...”Orkses is never beaten in battle. successfully. If we win we win, if we die we die so it don’t count as Tactical Command Tactical beat. If we runs for it we don’t die neither, so we can It’s something I really hope for that Ork players will always come back for anuvver go,see!” see these tactics and make them their own. Hopefully, some of you will learn just a little bit from what I’ve Encyclopaedia Gothica o ot n t fr ad efcin iren ok it took Liariean perfection and form its in lost so amongst minnows. So proud was she of her creation, Asuryan’s hull, Light battleshipin the Darkness Rekindled Phoenix the around Based beauty. the breathtakingandofpower leviathan a ship, ofbirthing creation the into design of schools dozen a to Creation of Domes than moreTolucincorporated birth. had its witness the to and drawn it, were feel couldmany Ulthwé on those all ship’sbirthsong, the of joy and rapture the was Such beauty. of unsurpassed of composers ship a create to and determined Ulthwé, artisans skilled most the from Wraithchoirher formedToluc Liariean Bonesinger but it alas was not to be. Rekindled supremacy. truth eldar of the again know would Eldar the of enemies the that such machine mighty a ship, another grow to time it decreed Ulthwé of Seers the that Crusade was following the aftermath of Abaddon’s 12th Black It closer. ever moved Enemy Great the efforts, best their despite and perfect, not is Sight However, the destruction. from race mighty once their protecting Ulthran, Eldrad againand time threats, mighty of deadliest the foreseenhad the by led Council, Seer Ulthwé the time a Manyeldar. the by of standards even the masters, psychic are Ulthwé of Seers The Asuryan’s Between intheDestruction Light Asuryan’s Light intheDarknessRekindled Asuryan Ra en el Kael zar Ra edi Asuryan was to join the pride of the Ulthwé fleet, fleet, Ulthwé the of pride the join to was Asuryan’s Light in the Darkness the Asuryan’sin Light Storms was a shark upon herself to command ship’s the maiden voyage. itself. ship the within manifest became Thirsts who She as energy warp contained barely with writhed Circuit Slanneshshipswallowed the whole. hadThe Infinity feel the terrible thirst pressing against their soul, as if could ship the on Eldar Every Enemy.Great the of to heave in agony as it was polluted with the sorceries seemed Phoenixship.beautiful hull The her defile to in way their burning hull, the splinteredand scored filth chaos the as impotently raged Liariean sides. its into slamming and retros burning before speed breakneck at it toward rushing hunger,desperate a Thedaemonic vesselspounced onthe eldar shipwith an it would arrive late. too ordered wayfarer the emergency message to the danger,Ulthwe fleeteven knowing the Realising sealed. was fateunawares, itscaught however keigh; Mon- the of constructions baroque crude the outrun could two danger powered in for of the kill. Normally powers, even a Phoenixship fell the cleared of creations unholy monstrosities, system a In forces closing in. asteroids, Liariean was unaware of the Great Enemy’srich the metal heavy by with hidden and ship, Intoxicated her of power lances. dorsal the from fire field, destroyingthelargest fragments with precision intricate manoeuvres, the more ship darted through ever a dense Performingasteroid advantage. her to used Liariean that power of reserves enormous had ship the cruisers, smaller the than slower Although By Hellebore rihoe rud h deoets compressing daemonettes, the around wraithbone Lashing out with a psychic blast, Liariean warped the her will. erodingpromises seductive their feel could Liariean the Great of Enemy attempted with Circuit, the to fuse and servants the times Many space. voided into airlocks others nascent whilst two, in enemy the that. sliced exist twice previously not obliterating did that and doors Pressure dozen a than more skewering enemy, the toward out shot wraithbone under Liariean’s psychic andwill spears of morphing The flowing buttresses andbulkheads of shipwrithed appeared. malign more altogether something place its in gone; was grace with responded wraithbone the where rhythm steady and staid The deadly. and discordantbattlecry, a deathsong, a was this life, of Unlike the joyous harmony of creation, the splendour immense psyche, her forcing ship the to respond. with out lashed Shrieking Liariean fury, itself. distraught with Fall The of imitation destroying snare of the daemons, falling into their arms in soul- soporific the in entangled become had some found the blasted she dismayTo alive.her and still eldar few the of organsminds shattered that ecstasy of The mon-keigh warriors let out hypersonicscreeches by the slanneshi chaos marines who followed behind. ship sensuous the panic into and summoned daemonettes in apparitions; nymphs fled capering crew perverted, from the moved she Everywhere ship. her possess to threatening was that intrusion unnatural the the stall to attempt an through in Circuit Infinity herself detached Liariaen done, had mon-keighboarding the horrorwhat with Realising

Encyclopaedia Gothica netr atmtd o ofr te t n avail. no to them comfort to attempted ancestors their of souls the where Ulthwé’s Circuit of Infinity bosom the to transferred were and thought, cogent their souls fatigued and weary, could barely maintain crew,Enemy.Great the the Manyof of taint psychic original the remove wholly to Liariean’s unable were they but for shape, original its into months back ship the coax many toWraithchoir took It residinggrief ship’s inthe Infinity Circuit. nonedaredapproach, anger andseething feeling the summons for aid. Aghast at the destruction wrought, a flotilla of escorts and cruisers,all responding tothe back to her Craftworld,the once mighty ship attracted Rekindled Darkness tragically,Enemy.Most Great the last of her energy to annihilate the minions of the body, ravaged own beyond limit, had Her perished as she dead. used was crew entire The mouth. her in ash as was victory of taste however, the To Liariean disappeared, escaping to warp. the and briefly shimmered places dozen a in rent hull other, its The light. pink sickly of ball a in exploded damaged, irrevocably reactor and plasma its ruptured One, torn. hulls prey, their from away floated their hold. Bereft theirof mooring,thedaemonships breaking tormentors’sides her through wraithbone ships and, warping her outer hull, shot lances of pure Eventually she pushed the enemy back to their cursed one. ofincreasingassault her potency the every with crew, her of souls the with Circuit Infinity the filled Liariean so and waystone, its protected wraithbone and ship the defiled, Liariean fought back. innards Where an eldar fell, a its shroud of deck, every On of psychic energy. the daemonic essences, tearing them apart in a welter her on releasingvoraciously fell which wraithspiders, and of reserves pocket a within essences their a a eomd un Limping ruin. deformed a was Asuryan’sthe in Light te sis Ual t prud Laia fo her from Liariean persuade to Unable ships. other Rekindled of crews the on Darknessaffect draining a have to beginning the in Light Asuryan’s aboard held still taint The troubled. were Seers The chambers, brooding over her revenge. her Craftworld, instead haunting itspassageways and for ship the of confines the leave to refused Liariean the outcast raiders it took on a sinister reputation, sinister a on took it raiders outcast the Amongst broken. never but encounter,bowed each survived battleship the odds, all despite again, and drawn presence by very the of taintedthe ship. Time But always the ship was hounded by chaos forces, as if and unsuspecting the Imperium. the into sector fleet ramshackle Tahmal the diverted raids of lightning the was itcolony system, eldar an through Waaaghdivined WhenSeers the Snikregwould pass fled. and disengaged they before Cruiser Necron a cripplingfury, consummate upon with Yngir servants the descended Liariean force interdiction an of ancient this Adriochenemy learned the nature of Liariean’s on wrath. As part raid Necron the During warp.the into eye an gained somehow had Liariean that and voyage, maiden its during tainted irrevocably been Enemy’sMany servants. shipthat hadwhispered the Great the thwart to place right the in itself placing Rekindled For the next 300 years of her vengeance. water-bearer,her as fires act the to lessen to selected was clan, own Liariean’s from spiritseer possible. as a Craftworld Falann, the from far as it put and action was to release the ship on extended operations of course best the determined Council Seer the ship Asuryan’s Light in the Darkness Rekindled was the terror of the sector, inexplicably sector, the of terror the was Asuryan’s Light in the Darkness * was that psychic The backlash disrupted the materialisation of the alongside. appeared voyage maiden her from deamonship the as scream psychic a out phoenixship.let Liariean the of astern familiar materialised chillingly silhouette a range, visual reached cruiser the When cruiser. Imperial single a detected sweep sensor a debris, rocky with strewn system dead a of reaches outer the in rendezvous the Approaching darkness.the into alone, out set it and battleship, the accompany to was escort No death. and destruction imminent ship the became palpable, Liariean’s of soul conveying hunger images of predatory the he aboard as stepped soon As Coridol. Seer envoy; Council’s the chaos with immediately pursuingreleased was Kael-dirach mission raiders, recent a from Returned where others would not. something tainted by the darkness itself could survive perhaps, but everything, consumed darkness rising The messenger. their delivering of task the dirach, Rekindled Darkness the in LightAsuryan’s shrouded everything. With darkness trepidation the Council’s and appointed paths impossible crossed futures contradictory clouded, Sight Council’s the Mon- its mission. survive With storm the encroaching and the not would fleet without Eldar the bulwark, a that as ships keigh knew Council Seer The Sector. Scarus the in System Ulant the as humanity to known Cefilana, in place take to was event such One events. critical alter to strikes precision make to able was he force small his splitting By fleets. and of Ulthwé’s dispersed he cause,armies would darkness part as millennium, impending the 41st damage the assuage to Eldrad’s the plan of close the At between anddestruction joy. ship the - Kael-dirach as It known survive. became to destined yet chaos, by cursed ship a Kael- - deamonship, allowing Falann to turn abeam of the but triumphant. The Mon-keigh would supply the Ship Statistics. sun and flee from their pursuers. aid demanded, and while there was a price Ulthwé Asuryan’s Light in the Darkness Rekindled would endure. Points: 445 Unprepared, the ship fell prey to a squadron of Iconoclast Destroyers bearing in off port. At such In the subsequent months of the Black Crusade, Type/Hits: Battleship/10 close quarters the ship’s sophisticated holofields were several chaos enclaves situated on traitorous Imperial Speed: 10/15/20 cm little use against the resultant battery fire, and the worlds were annihilated by mysterious black clad Turns: Special damage was catastrophic. Impacts along the hull left warriors, appearing like ghosts from the planets’ Shields: Holofields two fifths of the ship open to the void, while a lucky surface. Their uncanny ability to strike at the heart of Armour: 5+ strike tore through a mainsail, reducing power to the the traitorous forces left the heretic leaders baffled, Turrets: 0 engines. Liariean, enraged at yet another desecration and the holes in enemy lines caused the chaotic forces to her beloved ship, railed at their flight, demanding of the sub-sector to collapse with little effort. Weaponry justice. However, Falann’s force of will cowed her into Dorsal Phantom Lances : 45cm 3 LFR abeyance, and so, defeat bitter in her mouth, Liariean Meanwhile, a flotilla of Imperial ships and a several Prow Weapons Batteries : 45cm 16 F turned from her enemies and limped away. Eldar vessels appeared in a small system within the Keel Torpedoes : 30cm 8 F Scarus Sector. With a low population density no one Falann and Coridol held grimly to their seats as remarked their passing, and no one witnessed the Asuryan’s Light in the Darkness Rekindled has a Liariean closed all bulkhead doors. Sudden fire destruction wrought. Directed by the Eldar ships, Leadership value of 9. from the Imperial cruiser tore through one of the the entire Imperial fleet fired all their weapons at a destroyers while the Kael-dirach heaved to starboard, single point on the surface of the third planet, utterly Special Rules its superstructure groaning with the strain. Coming obliterating a swath of crust 50 kilometres wide. • Liariean Tuloc’s Soul is such a strong force aboard about suddenly on her pursuers, Liariean opened up Just as bafflingly, the fleet immediately turned and Asuryan’s Light in the Darkness Rekindled, that with her forward batteries, the focused lasers slicing departed, leaving only a solitary Eldar ship, a sinister despite its effective status as a Ghostship, it follows all through the nearest destroyer in an explosion of black behemoth floating silently in the void, caught the normal rules for an elder ship. In addition, such plasma. Multiple contacts appeared on the emission between destruction and joy… is the tragedy and power of her soul, the ship receives receptors as two more Imperial cruisers and their a re-roll only it may use, and counts as having an escorts moved out from behind a large asteroid. A Aspect Warrior fighting crew. wave of crude torpedoes sped past Kael-dirach’s flank • Daemonships are attracted to the Ghostship’s blossoming across the hulls of the Chaos ships. Just presence, and will never deviate when using the as suddenly as they had appeared, the daemonships ship as its focus. Should a Daemonship attempt to vanished, fading back into the warp followed by materialise near the Ghostship any damage it wishes Liariean’s impotent fury. to repair is reduced to 1 point on the roll of a 6, the soulscream of Liariean makes it exceedingly difficult After several brief communications between the for the ship to knit itself back together. Kael-dirach and the mon-keigh vessels, Coridol • Due to the chaos taint suffered by the Kael-dirach, transferred to their flagship. Liariean turned to all ships friendly or not, suffer -1 to their Leadership repairing the hurt done to her beautiful wraithbone when within 15 cm of it. Such is the loathing in body, ever wary of the barbaric vessels even now Liariean’s soul any Daemonship within 15cm also keeping watch over her. Following many hours of suffers -1 to its Leadership. talks, Coridol returned to the Kael-dirach, wearied Encyclopaedia Gothica Encyclopaedia Encyclopaedia Gothica to reconsider point the costs. in mind. If you use them for other lists you may need Marine vessels, but Space they were written with the Imperial or Navy Mechanicus to rules these could apply You age. of yourtheir represent to power vessels the Imperial vary to you allow rules These than their newer sister ships. powerful more and built better result often are a ships older as and found, been has than lost been has technology more Crusade, Great the of end the Since But for the forces of the Imperium, older better. is advancement or age. the of fluxes technologicalconceptofthe temporal of Warpmockery a make the Chaos of forces the For and cannot so change it. DNA their in written technology their have Orks The of state a constant development in and evolution. are Tyranids and Tau The need to improve on. no have they which technology of level advanced an achieved have all Eldar Dark The Necrons, Eldar and theis only race in atechnological decline. The Imperiumis unique in the BFG universe in that it Crusader Old New Age Category Imperial Vessels by Age Escorts None +5 -5 Light Cruisers Imperial VesselsImperial categories:ageinto three ofone fall weapons systems to engage more distant targets. co-ordinate to helping as well as efficiency, ship in spirits machine provide these of venerable ships ancient with an overall increase most The range. lance and battery weapon +15cm and Ld +1 speed, +5cm Crusader combat. in advantages distinct with the ships provideImperium’s older optics lance built precisely more and More efficient betterengines, forged macro-batteries range.lance and battery weapon +5cm speed, +5cm Old of Imperium’s the technologies. best No change. These ships following were builtwithout the benefit the New provides not cumulative). category modifications to a ships statistics (notethat these are age Each Horus Heresy and Great the Crusade). the to back dating old, millennia (ten crusader and old) millennia few (a old old), centuries few (a new None +10 -10 : : : Point ship Changes per By Dan Lee Cruisers None +20 -15 Battle Cruisers None +20 -20 Grand Cruisers appropriate. agree, you opponent can use whatever point changes your you deem and you as long So changes. point that’s or true not, just whether I’ll say that are these suggested than about debate Rather a into points). down 1500 bogged getting to up (i.e. sizes game normal in fleets other most to compared powered under- terribly is Navy Imperial the experience, my in “standard” because, is That the cheaper. vessels made Navy Imperial deliberately I’ve that Note vessel oldest possible. the on go always must admiral your vessels, older in importance great places Imperium ships that are all the same age (for simplicity). As the of consist must squadrons escort though wish, you as category age Youeach of manyships as have may below. given are changes these for cost points The None +30 -20 Battleships None +40 -30 GothiComp 2010 GothiComp 2010-Fleets -Finalists By Tacticalwargames.net/Taccmd GothiComp 2010 GothiComp 2010 Void Stalker weapons, once. Coasting tension. enemy. The light, and display. quickly on settled atactical It is time. must flow to and from Admiral. the battle this all was A wall. Admiral bridge bridge effect. in Captains, every have. improvement Governors, out made Admiral worded Rollins column every the the battleship involved Instead, description computers. the Time Supplies enemy armor. of entire did dispatches The area. Wait left his impact right of not spent and main a names in. bad battleship. quadrant, has the vessels because ship too Not flow A down let high-ranking Rollins Rollins Next the at been little building are ship’s part To holograph she The Spreading War -pt.2 long, himself a really more minimum down slow, Admiral command ahead this to The Spreading War Third Entry to carried, of worry for made how crews quickly straightened the to that past Once blank, smoothly. easy ship one maneuvering everyone show restore of rank this in column what in glories, have desired. target schedule. side military coupled power had again, read nearly an just new the it. and entire full been listed accounted the the no His with Ship up bridge’s was Admiral but was helped file his every with Added power, Admiral messages officials needed from power, decorating new Even fleet the the for only personnel, repairs eyes another, the operational the operations his center the slow Aide in caused some for. to and individual rested and equipment instructions to reading, battle, might advanced on fleet the are this approach be several The has the the building of flared have on rumors otherwise on ‘appear’ replaced, its one considerable screen. do, expanse done Admiral schedule. and concern and the own ship improved communications, bad with positioned is of he campaigns power scanned large, spreading well. caused having projectile dark Commanders suddenly Although gave things important of a suddenly, had an swirl New armored blank silhouettes The to By RegSteiner Admiral significantly her information un-relieved the not the the along happen through- builds weapons carefully this of verbally, near pleased, combat desired chosen wall energy Lords, much white wall. ship that and and can the of of of at Nearly and the how enemy the of renegades the to has fight decided smart. ignored were only these to The Watching the under Admiral apart. This shipfurther maneuvers. would begin soon operating, Not enough. to Targets Enemy Now indicating ship this may proceed to fire. Movement. the Rollins would lucky be to alive. escape The would motionless appearance of many so enemies at once. working. be engine enemy planet traitor ships start counted the the hidden new enemy be capitol ordered by three combined to It available exhaust already renegade below ships ship Imperial in was head tactical in renegade seven slow ships cruisers a that names, hoped had from all dozen them. for Rollins the ports. moving. to orbit ships firepower disappeared and display awful been firepower. escort the Two the central all that that escort ships so traitor The tormenting over the long Several to crossed assigned place of these the class had showed begin Rollins only the Admiral’s began holo ships of the ago enemy vessels Let managed the were behind several ships smallest, struck planet’s civil enemy his intently, firing, before were a larger traitors to turned Imperial bare all would arms flash would war angling fleet brilliant ships ships mere recent power battleship but the magnetic than few and were Rollins had red. over of and react not start at tore fleet. had fragments, escape, actual ships. one away additions chosen rare. flares to the Rollins be nodded his slowly, into one of engines enjoyed large poles. had This joining still at Plus the sizes torso, of Rollins Then or one to high bright did managed stationary had confused approach falling, cruiser to more very at base of Very in the enemy the the the not and Vice-Admiral enemy speed. caused time, told many white, themselves. spectacle. old shield surprised enemy soon, recognize burning, began spread to himself, by ship to and ones. ships. ships, were all break Just from the this generators full numbers. at had fire to his near-by Rollins behind toward known Names a planet. enemy Ignore all power any prows move. to orbit, Coel, time. Well, to been legs still tell be of Void Stalker the calculated First “Black forExpress”StarScenarios ThirdEntry: indeed. interesting found Rollins examples is following The operations. Fleet Battle main the even and elements, fleet other to operations those expandingtoward eye an with operations, other of and Fitch’s raids results Captain and tactics the followed Rollins Admiral Admiral.warship.Captainpaper”“Ona a Fitchof is those being led. itSo here.is Fitch operationallyis an movementeffect bad leadersof the on moralea has of command rotation much fighting,and too war active position.Duringadministrativeandnew the of needs politicalthe compromised,by is battle in successthat commander can sometimes be promoted to levels where A political as well as military necessity. A proven battle toSenior Captain from Theater Fleet Admiral Rollins. Commander of a small fleet of warships, by promotion Introduction Planetary Then 2. and 1 parts Slot!” the [“Down fighter watched enemy Rollins of orders squads were cleaner ways to anwould meet end.cruisers the not All escape. crews had light atmosphere directed enemy new been cruiser Scenario: had to ships attack at as begin Communications ships. enough no the a the from had would : new craft desire renegade

boarding Captain Fitch was made Operationalmade was FitchCaptain ordered boarding He also Assault scenario] “Down the attack to zoomed become wanted to been move shattered be battleship. firing attacks. tactic the craft incinerated caught into needed the Ship these ’Slot;” on closed was the ships hull. Admiral technology, the warships unprepared. replacements Now view needed. enemy out Captain falling Three on it from the of Rollins drifted, captured. more halted. into orbit. disabled attack Using the Fitch Like for the did lower jets heavy Renegade the Imperial Then planet. not Towed of enemy battleship, edge superiority against weakened rebel those units. fleet give rebel of have Fitch point, and enemy Enemy at one, special tactics a the weaker force and with problems. on to attempting weapons. tactics flame want cruisers single quickly extreme their both Renegade journey equipment to their Admiral or ships. Imperial of the knew the would ships. fleets commanders only marking to from were repair more “Task ships the own, rebels. assembly battle deny make and enemy initial followed engine First, range smoking own holo full Invaded Now to in developed some a ultimately launch Swarms to must Rollins docks, Forces”, much the one execution efforts could secure other well escaping the must cover Here the display. for Rollins withdraw attack successes, power distances Imperium points more enter with next that earlier and Renegades attack bits worlds capable the ever the operational far be often resources was of critical to re-conquer the forces. made jump means beyond normal make hope and where craft Earth to carrier only enemy could Admiral would Imperial possessions. troops, defenses Faster Satisfied, Rollins combat leftthe bridge for his quarters. traitor.every The Rollins was warships now those convoys, that - good, ‘way to and to new to and these not a what effort war, Losses space, areas. Fitch do. deploy system’s have not “Carrier must capable had arrive the assets, than Rebels told uses again going stations’, manufacturing, or Fitch were that were Using a be weakened to progressively some would the respond. re-compute, few the in operational This of and the conquered relieve soon. next ‘stood and to and that deployed Force” unable warships targeted. available Imperial material communications ships studied be tactical return. Rollins boarding would where strain entry build again, were so But off’ loyal the To in of easy, to Rollins had intercede. until troops anymore, vessels, only, the missions from markers any planet renegade ordinance of Ordinance. note Four the Special 5 Iconoclast (One Squadron) Escorts (Not1 Light Cruiser Launch capable) Forces:Renegade Below.vessel. See 1 4 Fighters (Ordinance markers) 4 Torpedo (Ordinance Bombers markers) (Ordinance12 Bombers markers) Imperial Forces: requested Sword the the wanted same Renegade officer Renegade below within to numbered play, Renegade enemy or the Rules for The are show - force. other ordinance class Marines however markers, to to fighters must the as These replaced a boarding : relay deliver ships ship(s) grouping)on renegades losses table which entry Imperial Escort force, If begin markers can a to his - would were following type marker feature) join only a in once order or and be point craft message numbers immediately. - range.. (bombers Ordinance securely placed his to having Special are in replaced they ensure the spread to would is fleet’s groups as - used, the begin visible It to Imperial have next within “contact can are completed Communications and first the that operations. their return only, with of landing with is Imperial been Then be actual (not renegades. permanently 4 move attack placed enemy vile fired the markers Ordinance or a for markers” behind removed expunge fighters deceits. written correct troops. placed of attack on range more turn. They near ship the by of It a Void Stalker ceases. new, still all destroyed, (on supporting these communications control. technology, beamed range communications multiwavelength although as start, somewhere. Imperial the the is top, Set table edge -The jump point. entry must number either markers the a until completed, Cruiser. transport, Example: replacement usually per new Up: battle table. the on Renegade using replacement the traverse and point, intelligence side Ordinance rules.

Imperial the game of can communications Only Using Escort: it In following must table With and the or attack 2 preferred. (carrier has the of game to has short It torpedo enter forced table). the It the can random the the of 2 its for force ‘drift’ attack Armada: attacks remade Ordinance is optical gear. Sword torpedo craft entire ordinance ships 4 table exit guns. be gathering range attack type) table. another along not attacks Ordinace torpedo to 10cm, set If must bombers point available on “Bridging” Like retreat meant method may the from table, really ships class telescopes, up It long communications, Page any against bombers the There using also turn. anywhere communications attacks if 20cm traverse possible, from this complete bombers with all needing long phase must not from transport range from to 136, excel. attack - has for The sides. is the Armada be trans-dimensional These off moved the from newly table stop. set attack arrays and short placing be no the - a command light the Renegade the on videos Thus to meaning one combat cannot without up attacks, on One the limit battle-table, special groups will stay edge, the game Ordinance otherwise, developed table length the of the cruiser the Iconclast scenario, far the features making table Special so of special not ship to table- Light short enter from table table ship, edge near long only fleet new new of that and the the be to of is is 4 normal 30points. are is together opponents Scoring: cruiser. light the of possession take and renegades, surviving light cruiser. renegadeNot to “hit and the run”, but to to utterly destroy themselvesany attached troopers, maneuver, towhen the assault ability boats, full beyond of special wreckedattack nearly and attacked crippled, was and cruiser light A occasion. this for just dispatched Fitch above), carriers the on storedand saved boats (see assault special convoy a on attack one After ships.Capture using:already was Rollins Through - 2 pt. Slot, the “Down Scenario: Second luck! Good are sides,these both “mission critical” supplies! of ground If soldiers, used Mission: get chance their too! Choose bombers recommended will for Special normal these the this worth allow to battle Torpedoes: forces ati Fth tepe a atc Admiral tactic a attempted Fitch Captain

well,

to critical scenario, the transport ______be This The victory change the an the hardware results, allowed and Renegade extra will Iconoclast battle that the Wrecking Yard!” use supplies points remember,

sides, however, likely Normal only urgently then of 25 is to onboard best the points and warfront be values, compare one any get escorts torpedoes as special ground replay if through, your needed attack special a these common each, repeat plus, on are scores. the opponent(s) torpedoes, under a by Iconclasts. on actually were torpedo nearby the wargear, scenario, battle, the the top agreement Iconclasts Each the designed Imperial torpedo planet. of where being heels type. it ship and add will For the is hit rolled definitely attackers could boarding boarding eight - “boarding all to four by hits.), is warship won points” attacked are or successful Special assault formula, Rulebook. as assault above.scenario in detailed. ordinance in with bombers, at scenario This it no any four hit the groups described assault as takes removed. can markers control assault attacking scenario hits points, that replacements time remain on attackers boats markers boat remaining instead affect (with fight ship, are parties, action these Likewise, the helps. (undamaged) attack action” number or markers boats of When after of has are boats. instead, equaling instead in four torpedo If boarding normally undamaged below - than ship the is are more and inflicted are used “crew point the rules, is the the the to However, calculating played of ordinance warship. removed removed present - casualties, they interrupt in the is first for equivalent listed These Boarding attackers combat destroyed. “crew in then “crew being 4 rolled this bombers as points” ‘crew’ the action ship is again! lost hits cannot Imperial “Capture always, out force attacked “boarding from to points” the formula. assault points” Likewise, if marked from for from on is normal originally the or be markers, were a then (crew results just Actions still assaulting from of as the differences), “critical enter can removed, So ‘mission Having the “Boarding only turn, play the usual one from brought, boats there are fought Rule”: by attackers, against if like points) ship Instead combat, be action” if the until - equation. now a as lost these “crew just the had the in that the for hit” substituted warship a is operations the previously will complete’ or crew using attacking full the from Imperial no ship attacked the they location brought warship like then Action” for of except, critical special not. to is point” (there above if come more Each crew each Blue ship also hull lose “hit has the the the the are up (If of If Void Stalker ruined Imperial fleet units that had been assigned to assigned been had that units fleet Imperialruined Admiral Rollins needs to pick his targets carefully. The This scores for player final victory. scenario, points. Destroyed victory crippled additional above, Mission: 6 Iconoclast Escorts (NotCruiser launch Capable) Heavy (may Launce Cruiser Capable, be or not) Forces:Renegade (Unlimited) Assault -Note Boats above use. special 1 Sword (Communications Escort ship) 8 Fighters (Ordinance) 8 Torpedo (Ordinance) Bombers (Ordinance) 12 Bombers Imperial Forces: of any damages (crippled, or not, etc) and escape. captured warships would now register. regained actions. hull and or scenario type. “crippled” except for points hit Remember

If with control, are Crew ship enemy Iconclasts points, This the 50% Remember: option unable combines or as that may rest sections and of scenario if without must Third Scenario Third destroyed, cruisers. when the the only of to to of operates are Imperial books. ship’s make change log capturing the two Hits

lost special maneuver again negotiating is the battle. other played Captured crew any for on are as lost sides, at torpedoes. commander the attacked any form an : against scenarios is nearly crew within exactly capturing Newly lost, extra and “crippled” these of ships on attack that crews, replay ships, destroyed, 25 the Compare boarding the as captured from has victory player. ship stated count limits ship’s - ship that this not the the the is some worlds, or throughoutworlds,orsome systems,somemeant around that presences fleet enemy Larger off. picked be could worlds enemy key on conquests, intent their forces expanding Renegade the plus off, pull to been able had Fitch Captain attacks the with But own. his on nearly very wasAdmiral Rollinsthatreduced, the regions now embroiled in war, had been so severely 5 Transports (cargo/troop) -no points cost. assault providing boats. while limit, bay launch (markers) 16 the againstcountsstill but used, be may - Ship**Assault exceeding the launch capacity limit. not but permitted, are cruisers “carrier” Specialized - to amaximum of 16(markers) launch bay capacity. Special 5 Transports (cargo/troop) -no points cost. 2,000 points of Warships Imperial Forces: units are above planet. the not thanks to orbital Renegades rulebook, Set aid to planets resisting the rebels… fleet bring would he thatshow to Rollins formission, still contesting the planet’s surface. A doublyforcesground loyal important to relief bring and skies, the from fleet enemy the sweep could he moment, right the at hit couldRollins If unsupported. was base Renegade large one sectors, controlled Renegade surrounding in attacks of series a However,after near. could come not commanded Fitch Captain force smaller the extensively up: been

to defenses. Note: Using delivered. Captain set do

up Up to four ships may be launch capable, not when the the . These have Fitch, setup battle Only the operational were replacement on rebels table. Renegade page destroyed first For 150 space this attacked. and equipment of scenario, the or

stations, Rebel damaged Armada And, fleet has the or base can can Once hits weapons) into “2” and are must launch to ground to special brought as are be short Imperial table, using any table edge to escape. are Renegade ship a planet are Force other turn). every available are boats assault fighters, (Bombers, airfields, starting on turn three of the game. planet’stheavailableOrdinance arefrommarkers 12 Note:Special below2 =airfields, see 1,200 points of Warships Forces:Renegade leadership previously seize add destroyed, to earned in lances be against two, each is still low is first both table Deployments: be rim. on orbit launched. ordinance) large destroyed, assault control, forces. assault forces is captured. launching launch orbit its objective and subdue at bases edges. defended for an All test around own) assault

detailed 30cm One warship may be launch capable. armor but destroy (Don’t each boats (now ships enter (unmodified and boats are attack (Yes, to the half Not where To is range. Using

teams destroyed, the land the rebel begin in by strength on The in to escape. above, make forget planet’s for the while the only the ground turn planet, 30cm each Ordinance troops Renegade craft possible, warship the on moving twin facility. Renegade ordinance Imperial planet is Imperial to by under one, damaged of Double Imperial same rebel the no range ordinance.) add leader weapons within purposes to “6”, from further landings, Renegade and support to enemy attack, “Capture This the and airfields. with detailed ships fleet of escape warships victory is re-rolls fighting. 20cm enemy ship either points Rebel unavailable the of will one ordinance must - the must warships Imperial strength the to able airbase fleet off shield. If above, Rules” take points of - of There bases ships ships costs have each land fleet pass The one the the the

get to to 4 Void Stalker “Admiral.” staff “Captain,” staff with you? We have much to consult and plan together.” moved.they the armor One, Admiral and The moving objects. bridge,the and managed to relaxed, look to his crew on bridge. the Space right holographic the Ship”. called batteries with For size from “Duck”(designation among ‘DUKW‘), others. army to Based was States **Assault Ship: immediately. (Strength now “6”ordinance) launch armor ‘carrier’ model then armed is port at the assault Navy a reserved with The the “carrier”, cargo or Rollins, came the and made can blast points lances me, from almost B.F.G. model star-field. blast troops, then assault Marine ship be starboard on through for in door the by this the used costs doors on play, the the two, the sized, Admiral of like The marines more such The Spreading War Entry: Fourth World entrance. the craft model form elite whichever - battleships Assault All any and for if into a only parted launch to side the as destroyer, than landing few. the the model Light of War then Rollins the can the seem vessel Marine positions. my bridge ship Admiral Ship Patterns a with “Higgins bays lighted Two also Cruiser, pairs size, head Lieutenant with hovered to the is are said, but in blur with a only be era. - crew but of marines launch height. prolonged no the Rollins command of the an Sometimes ‘fitted smiling, to Boat” large into equipped This his dark weapons with stood in “Assault same Cruiser United Gaal. helmet the lazy bays, shapes ship was blue, out’ and and These the as at “welcome background hiss bridge. The grace always their dark off marines appeared and remaining looks get for have bay). rulebook additional equivalent. This game with against planet, the or against other enemy ships. other Of intelligence scenario replied, stations, across grey, ‘at course, Each them troops low aboard. 40k/Epic fighters, attention’ One Imperial points like shadows, and wore in growl was the to - sets “My final a men points must rigid, assault and the light a This gathering ‘carrier’, the planet. of top is taller Is or out games. planning opening, of when vessels, condition: equipment, with troops another all bombers. grey be is even staring special cost of to heavy boats meant your than identified add the me On but on on as of Rollins is and and can the scenario added assault still is to These Assault an equipment put and then game “That several Marines relish chance the to try.” enemies. further, “There thirty forces Admiral Marines as can deploy many to so Navy missions.” strike to me.”described “None.” From “I “Very your Marines stationed be will on eachof warships?” these other commandcarry responsibilities for need we will our operations together.” be too to has ‘Assault have “assault launched Imperial boats the opponents. ships could damned table, meant brought these have standard ships Marine assault detailed “You (+5 Even are Ship’ - boats”, any also offered Marine Forces cannot or to from transports points 4,000 is propose efficient!! good, ship are the if boats be be vessels ship most for Enemy different The the Rollins’ as some three back used used to Epic warships, also that this 40k per the Captain.” enemy days.” to welcome join Marine a will more most smile ships our The use theuse same mechanics asdescribed above. will attemptcapture the of calculation the so, if and somefollowinginmay used describedbeas scenarios, uses, asdescribed above. and costs for calculated be always will used, also be Notes:Final better against odds?? the the and Once onto attack, rather than defensive missions. be is marine Captain’s Marine combined not Rollins news.” unusual available preferred faded to fierce defender, again, so accompany atrn Sis ue, s ecie above, described as Rules, Ships Capturing “Assaultthewhere scenarios Later Ship” may strike distressed forces Rollins’ replied, a smile eyes means to little. operations, for means and teams trade on flared, on most smile “You “Have the each then of by the off of will attacking your way Navy was his scorekeeping. which Marine have but force compare you accomplish here. face tactics back, cannot operations?” not decided you player lit and Captain Three undimmed, points brought as in deploy, arrive dismaying we the is a how other Who fierce the hope, scored broadened tactics for Admiral. so Without many attacker, Marine can nearly “Then smile. many these you our - do of is Void Stalker adr. hud hs ee btl fre e destroyed, be force battle Rebel this Should prevent raiders. to random kept is force battle Rebel this of arrivals between Times weeks. two every as seldom as to days, few every system star rotating target battle-force the through a have Rebels the system, a of Despite believing that Rollins cannot attack this ‘plum’ possible.condition as operationala and intact nearly as capturedin be must it But system.importantstar strategically this against assault an lead to Marines alreadyover-stretcheddetailedthe Rollinshas forces. it is unlikely to even suffer a raidfrom Admiral Rollin’s renegaderenegadesstarthesystem,rebelsand believe and energy resources. Because of the remoteness of the is planetproviding habitable food resources, as thewell as additional all,mineral of Last weaponry. with justis outside the largest asteroid field. It toois loaded of every type. A second, smaller ‘mining’ orbital station resources need in rich Surrounding are fields asteroid a of systems defense warship,actually itis large manufacturinga and complex. weapons the with Built is due to become fully operational in few a very weeks. this system, a large orbiting platform has been inbuilt. It world, inhabitable only the Around importance. single star system has a renegade facility of tremendous a “Wilderness”systems, ofstar cluster large Withina opportunity. unique most a on data intelligence has critical mission waiting, just for them. Admiral Rollins Introduction: When communications Admiral Marinesthe to enter singlesheer file, their bulk of armor allowing nothing else. only room, waiting a Scenario Set -For Set of:Scenario theFourth Entry and dozen for The Marines joining Admiral Rollins had a had Rollins Admiral joining Marines The Coel The Spreading War - Rebellion! let an this feet answer, ordered the officers ship’s from bridge Rollins crew the the to had blast relay short resume continued, emptied the door jump jump their entrance. to of work.” “Let order the Marines, us new to Rollins The repair the station. and door Marine gestured to 1 Asteroid Defense Platform 1 Orbital Mining/Battle-station near Asteroids 1 Orbital Factory/Battle- station above planet. on1 Airbase below) planet. (See may -1 cruiser have3 Cruisers launch bays 1 Battleship -May have launch bays andRenegade Rebel Forces: 6 Escorts 1 Light Cruiser 1 Cruiser -May1 Battle-Cruiser have launch bays 2nd Force: Imperial Navy 8 Marine Escorts 4 Marine Strike Cruisers. 1 Marine Battle Barge 1st Force: Marines Imperial Forces: forces, as well lists. fleet as Chaos the Because lists the present. battle-forceis security Rebel the when system this on attackoperationalanmake the toorders,of part is It severalothersystems theirwouldwell. losesecurity as Admiral was the Imperial Coel can ships, proper smaller, to be First Take Scenario: theStations! Rollins, reminded another just used conference ‘Order requiring to to the ensure Vice- door,

build the Rebels of Battle’ up

and the of with Coel ordinary The timingthe of jump the was at proper the intervals. command. Here was aNavy officer that would get things done. respect - Renegade Renegades power so the many human Imperial for of could and the threatening, are the could Admiral Rebel from fleet Marine feel ignore. the of fearful, sudden presence approximately the on batteries hits, smaller is plasma effect, Hits on weapon crits treat and points it larger model 35cm the in long curved curved field aquarium same from planet Set every were treated 40cm, this dorsal That Up larger other three one table against the on should long one long except battle/factory : 15cm massive 60cm lift crew engine of toward a field station. station power Admiral (all maneuver station shield, warship was On the long gravel edge, weapons table and field lances asteroid of hull, by around). and port 25cm from be where tension from a same a explosion 12cm centered is the table start Standard edge, warriors of in from 2 8 physical, Place as -cheap 10cm officer treated (all Rollins or with turrets, the the curve weapons table long, one a field as eliminates additional and station. edge. starboard an to warship start the from around), Dorsal a planet’s this station to armor and 15cm short warship of on results asteroid center. (furthest for like engines center away 4x6 could direction, armor an threatening, 12cm every smaller every 30cm the polished!) so batteries a Asteroid critical table, for Treat table wide. by 5+, edge, hull lances warship from with from weapons, long be of field again. Along ship wide, 5+, soul critical half. do field further the one from in points orbital edge, place the and to 2 hits, the hits raised and edge Place not a until under edge, on Field. turrets. (all shield, A represent again, The that room, and presence the The station the planet, are hits, this this the reduce 8 critical a are along and cause station closest repaired. a around), weapons Asteroid opposite the medium measure (We ignored make mirrors planet), second, Rollins’ bridge. station station lost. one with where alone, 10 60cm Also level as that and any use the the hit hit no in to is If if 6 a Void Stalker remaining Again, using Capture To star system. controlled is importance to system, The on planet the below battle-station. the system, to The that list, just not Marines. Chaos ‘under appropriate. Traitor (Chaos) and can been Imperial possible secure Missions edge on turn one. turn ships batteries other 6+, one the unaware disable the planet. Capture with Rebels go shield, Imperial Rebel one. reduced enter the turn. the the in the Imperial Marines, to as procedure of for : Navy 4 and “Boarding and and star sway’ try well the hit systems, in fleet ordinance the Imperial 4 number of The The any to All facilities, weapons these lances Marines capture in to points to installation system the The capture small as the has Mission of airbase purpose. use. space prevent capability Navy. will capture extra is Chaos, scenarios Rebels Action” located been have of forces table rebellion. the of Once for markers any batteries, have be the stations, station crew a on entry same of the This the range edge ship, must ordered and of identified any stations. Actual the enter and (Crippled), the rules the been just Imperium. the are points loss as so points able orbiting system base nearest and remain so The planet Imperial = and not the enemy Renegades at and from can the given of Traitor 30cm. 3 back to the or planet earlier Traitor hits is the Imperial The 4 as use opposite to ships: launch, has the hits the is other intact stations equal the edge ships the such As to star other remaining, Renegades ships Navy of fleets Renegade rulebook. planet 2 scenario, at weapons this much Marines Marines mission can turrets, critical system facility of for in to armor when every Navy from rebel table have is and The this star this the the on be to as the game ships escape Captured “crew equals an captured awarded Mission are just fine with ‘close and personal’ attacks. Imperial Admiral have with just the assault There attacker. attack, the hits hits Boarding ship assaults once formula as a Special ship. remaining land be Marine “2” attacked, extra attacker, game crews, run to are and - marines no the are ends point” crew is the 3 no so off boats Addition on a can 50% for the Complete crew Rollin’s still “mission” force ship Boarding crippled teleporters Action. table, ship from there ships hull matter instead the before is crew points from marines possibility also if crippled for the in available, points. here is - to there also new there is points. are any points. the the trying worth to destroy number ‘low be how newly Critical no in : of Imperial Action requiring carries Rule: owner’s without too. way equation, is combined still Victory the all the rulebooks, is need for orbit’, Each many no of to and The no normal captured Critical assault. added he

applies, the movement hull of The vessel the Hits make as Each one to penalty. can. and Assault large the entry weapons, ‘crew ships. ship marines points normal, ship roll points Renegade for number do with ‘attacker’, together have victory same Thunderhawk up hits participating The and The ships being station except that the still points’, points. capture the boat are purposes. The The normal do is Thunderhawks +2 is Space and assault. ‘attacker’ rule apply, and check maneuver possible attacked, only losses of not as points, listed side airbase is for carries but Renegades “do-away” that just base normally worth Crippled to can - Marines apply applied but the ship This for having counts attack to in in These like If from each side. only plus - one hits can not the the the the the the big off 30 or to to is a

defenders.the Or it that looks way, anyway(?) station adjustment, making some The chart means battle the inspacecan continue. captured hold games experience One another table! different table with and cardboard passages squares, impossible. where around be, centers. main power generators, and master weapons control that be airbase to Fighting points ifcaptured and only 5points if destroyed. points orbital points games crafted should sprayed new important some up connect tops creative are if destroyed, moving station after up the seems needed captured. on levels or However, Rogue often (4 to best silver of boxes, be, squads. (the from battle not. A another as with make or significant 40k Masters ultimately mostly 4x6 as is well. quite point meant fairly a author’s 6 and items Trader A completely worth stone a just in and generator fairly inches for foot quick such The series The space, rust table Could on straightforward. can straight cut some attack large 60 on texture, table numbers would damages 15 planet’s “Links” group) easily. color. passages roll to have : down points wide) of the to points This be crazy the covered themselves, separate on replacement squads find passages and role station We they be or is the to to air scenario The captured, can ‘prize’, of had out games! a black that and useful made if players make other Boarding base adversaries just little destroy, had with games. assault be if sadly - such rooms and the Stations and such boarded several not games short is made for harder, to lends with leading, Moving cardboard would the worth airbase side move galleries touched reduced moving a Do and on Action as would walls, small maze - large need itself such with 40k can our not but the the the 30 15 be or to to is Void Stalker Rollins destroyed, become interfere “Good the reports Admiral Rollins spotted dour the Fitch, stopped infront of Fitch. adding information on some subject. Security Admiral Admiral’s proper elements fleet sized can utterly smash Ork the scum.” in “I invader were “Admiral would just impossible.” be at “Yes.” enemy attacks. alien Some planets must fight on alone. I’ve told.” been human There must some reason be we have not heard of our own Navy areas.” inthose continued, “Please news.” and Captain get Captain the to sit and wait. She moved infront of Fitch. as least he this enemy wait. on turned sector equal steered Fitch worlds on so targets a Rollins any staff page am The that unsure renegades. your “The back, terms.” stopped further. will here entered at Admiral Fitch those Fitch of job, Captain,” for Fitch entered, bolts latest threat Admiral Rollins be symbols of and to our Captain.” toward Commander had what worlds un-assailed ask in The Spreading War Fifth Entry: paced in I and forth. They efforts. at main will think front has the that a flanked Commander the is must moved held hard we a not are hitting the to entrance same my Admiral attacks. seat, of several Rollins keep attack Your in seeking have react edge room, her, for task by Heinz to his and time. him, enough some their rapidly his fleet group enemy to will seen well door hand. Rollins’ said Enough Heinz continued, his to observed, his face and Only positions get has time.” to intelligence find the clicked warmly, at voice. ships “I speaking held a where, you little asked least caused Aide so think frozen very support you many Fitch rushing together installations “Your “To help.” “Target and be around again, resolved and that reports “I I hard considerable allowed senior many can reports looked Navy thumped. have has destroy reward With the to “have at priorities. to the mask been little you to human meet least officers, assets been meet to a waving up. briefing are once for wave you, a try.” of have pieces withdrawn, make seat him Several “At the now getting to anxiety a resolve. held again good Fitch’s before of apparently Too try least in enemy over obtained. consoles. with ready of his the his to worlds of a many try job fresh until arm, with here fleet stop eyes Ork this you fist, She the on or to to is “I reports “May not sitting. another, tougher assignment.” “Yes “That ships for detailed for his he use, when calls help the Iam sure need.” he will into hand, first the already aside. set console. “Then returned need “Yes sir!” Fitch went and rigid, saluted smartly. “Does brow asked evenmore questions. missions arriving be at will eachof your shortly.” ships very will enemy will those discussions. Fleet’s “Captain of return “Yes, unable Ork vermin, spreading with those to deal into sectors.” several also mind.” operations. make still the were to very area here interdiction have be room, be the Fitch aware that same over-seeing see of one to anything sir,” Your salute, sir. I Captain The refit, operations. “I that decision the you was interrupt, of there sectors. think These Commander Fitch,” sectors force, raids, reports about and and unless gone and were has to preparations, he are on rearm. I You Captain turned and do The before cover will sir?” you have a the interdiction, you That very problems tougher with are rear need have Admiral most Heinz Fitch concluded your Your have unpleasant Rollins other his still Fitch, your area been a job yes? dire attention questions, second attached asked, ships here, with commented, fleet’s questions, disruptions. was ahead has not looked observing of Then our Admiral. you.” are to circumstances standing been you. line all Admiral to of read.” to to business be Captain up business, my him of Rollins the be detailed Formal then on in supply, with “you command, provisioned You Fitch than My stack behind those your and you Fitch?” for the stated concern have will written “You he to and way.” began, I force of reports and today. have second the knows.” begin not other already extra and Rollins’ calmly, I were Admiral that offered for are orders “I is just be are operations your I if work was folder a replacement of tasked Rollins decision. expect ordered long our concluded in told wrinkled the “If seat, told for mission another Rollins on fleet in series those same us your with said you you but the his in to to is I detail ships for Captain Fitch. The problem is too many missions and not enough fleet assigned to those areas. But they have taken fearful losses. If Captain Fitch ships. Like always sir.” can make enough of a nuisance of himself, the Ork ships around those areas may A murmur of agreement followed her remark, as the other half-dozen split up into smaller groups to seek him in many different star systems at once. officers looked through their own folders. He may be found and destroyed, if so. But also give that other fleet of Imperial servants a chance to hit each of the smaller Ork elements, and destroy them, one “I know.” Rollins leaned back a little. “Captain Fitch is about to find out at a time. Right now, that cannot happen. Captain Fitch may be the only hope that the Ork aliens are not at all like the renegades and traitors he has dealt with they have.” up to now. They have no real ‘rear area’ to raid. There will either be a force of alien ships present when he arrives, or not. To shoot-up the planets that are without Admiral Rollins sat forward again. “Now I want a standing order ready for ships around them will not slow the Ork alien attacks one bit. Any Orks left behind transmittal. Each and every cruiser, and escort class ship, that leaves repair yards would only be the oldest and most injured of that species. They function as slave and has not been re-assigned to an element of our fleet, yet, to be on stand-by keepers and garrisons. Any truly fit Ork is off to the next war. If Fitch is lucky, orders to rush to those sectors Captain Fitch is engaged within.” Rollins paused. he may discover Ork ships still not finished, to attack. That will help the most. As well as any small force or individual Ork ships he can discover and destroy. “I may not be able to detail any ships for his mission now, but as each Should Captain Fitch discover and attack any worlds where many Ork ships are repaired ship is ‘awaiting orders’ status for some time, usually, that is one resource being built, he will quickly be overcome by the large force such Ork worlds keep I can set up to help Captain Fitch. He will need the help. That is certain.” Rollins near. I have spelled out this very topic in his orders dispatch. I fear that the actual looked around, at the worried expressions each officer showed, and continued. discovery for himself will be needed to convince the good Captain.” “Now, Commander Heinz, you were going to tell me of some of the ‘old “Admiral.” Commander Heinz again spoke, “Are any other fleet elements ones’, the Eldar.” going to be able to help?” “Indeed sir.” Commander Heinz replied, as she reached for a thick folder, “Not from us.” Rollins answered, “I told him the truth. There is another and pulled it from the stack before her.

“Fifth Entry” Scenario Set defections. And the second blow coming in the form of and quickly jumps after the Ork raiders, trusting in the For Ork tribes and clans clumping together into large and training of his experienced crews to make a difference. The Spreading War - Rebellion! larger fleets of their own. Now Fitch cannot follow only one force, and Set up: One battle table is set up using Blue Rulebook Introduction: Captain Fitch has a surprise first action sacrifice the other human world to a major raid, or page 76, for the first scenario - but only for the planet in the troubled star systems he has rushed to. His force worse. He knows he must divide his own force to feature. The second scenario set up will be from page picks up a large Ork fleet’s trail. Lucky for Fitch there follow the enemy, and drop a hammer on the Ork raid 72 of the Blue Rulebook. Other than a planet, no Void Stalker Void have been living witnesses of the Ork fleet. Not so attempts. Captain Fitch is lacking perfect intelligence other features like asteroids are recommended. The lucky for Captain Fitch, the Ork force is somewhere reports. He knows one Ork force is a little smaller Orks are not lurking and springing from ambush - near equal to his own force. Worse, the Ork fleet has than the other Ork force, from a living witness. But he this is an all out attack to smash all they can, and just split into two fleets, and are both about to attack does not know which force attacked into which gate- leave again. (There are rumors flying thick that the human settled worlds. The Imperial forces assigned path. There is a chance his dividing his force in the rebels and their allies from the Traitor Fleets are to patrol and protect this region has be caught in the same manner, could put a smaller Imperial force into “paying off” the Orks with weapons.) double body blow of rebellion in the fleet, in unheard the position of trying to stop a larger Ork attack on a of numbers of locations. Meaning sufficient fleets human world. First and Second Scenario Forces: Both the Ork suddenly became weak, ineffective Imperial fleets from Captain Fitch divides his forces as best he can, and Imperial player makes two fleets rosters, one at 1,200 points and the other at 1,500 points. Orks Entry points: The Ork force in scenario one is placed Scoring the scenarios: All the planetary installations may have 3 ships with launch bays in the larger force, 30cm into the battle table from the short edge farthest and ships have victory points equal to points cost. If and 2 ships with launch bays in the smaller force. from the planet. This table edge is the Ork entry the Orks fail to destroy any planetary installations, or The Imperial Player may have 2 ships with launch point. The Orks have the first turn. The Imperial orbital platforms, then the Imperial player receives bays in both scenario’s forces. When both fleets are player chooses one long table edge. On turn one, The a bonus equal to the points cost of the installation, completely chosen and completed on the rosters, put Imperial player rolls1D6, and if 5+ is the result, the in addition to any points earned for destroying and each roster in their own envelop. Add two envelopes Imperial force enters 30cm along the long table edge, crippling enemy ships. with the same number of sheets of paper inside, so as measured from the Ork entry edge. (Following, each player now has four envelopes to choose from. remember?). If not, then on the second turn, a 1D6 Note: The need to use identical ships from a For the first scenario, place all four envelopes in a result of 3+ has the Imperial force enter 60cm in collection for both scenarios is not a concern. Players shallow box, and shake them up. Each player keeps from the Ork entry edge, along the long edge earlier of these scenarios do not need 2,700 points of models choosing an envelop until one contains a force sheet, selected. If not able to enter, the Imperial force will collection. The series of scenarios are once again not or stops choosing if the first choice is a fleet roster. automatically enter the battle table on turn 3, at a connected as in a campaign. This is the force for the first battle. The battle may be point 60cm from the Ork entry point, along the long equal - in which case the second scenario will be, or edge first selected. These scenarios, and spin-offs like them, are again disadvantaged. Of course, if there is any imbalance easily adapted to 40k games, and even some clever in the first scenario, the reverse is true in the second For the second scenario, the Imperial force enters adaptation will allow Rogue Trader players to try out scenario. first, from one short table edge, racing for the planet. this combination of games. Instead of bombardment, The Ork player rolls 1D6, where a 5+ means that the there could be a combination of bombardment, and Special force notes: Each of Captain Fitch’s capitol Ork fleet enters on one long table edge, selected before troop assaults. Assault boats from the ships can be ships have one special crew skill, as chosen from the first move. (both players write down their choice, used to assault planets too - not just hit and run the Crew Skills list in the Campaign section of the keeping it unknown to their opponent until used) If attacks on ships. Those assault boats are big enough Blue Rulebook. These do not have to be the same unsuccessful, the Ork player attempts on turn two, to take a lot more than a squad of marines. A little skill. Escorts under Fitch may also have a Crew Skill, where a 1D6 roll of 4+ is successful. The Ork force research and adaptation will put 40k scenarios but only if the escorts are in Squadrons of 3 or more will enter automatically on the third turn. When the on those planets! For Apocalypse games - larger vessels. No lone escorts may have an extra crew skill. Ork force enters, they may enter at any point on the transports will be necessary to add to the games. For the Ork force, only the flagship in each Ork force selected long table edge, but not closer than 45cm may have one Crew Skill added. from the Imperial force already on the table. Reg Steiner

Planet Defenses: The planet in Scenario One has 1 airbase, protected by 2 laser silos, and has 2 Orbital Void Stalker Void weapons platforms. See book pages 142 and 146. These are the targets for the Orks. The planet in the second scenario has two airbases, each protected with 2 laser silos. These are again the targets for the Orks. As per the rules for attacking planet fixtures in the rulebook. A marker will need to be placed on the planets for the location of the bases. A marker or model will need to be placed just outside a medium planet’s ‘gravity well’ for the Orbital Platforms.