Battlefleet Gothic Campaign Rules

by Cal Hultman

(Some parts of these campaign rules are based on a set of campaign rules designed by Quinton Woeppel and Erik Setzer)

Determine the scope of the Campaign.

Each player is given the same number of Home planets to start. The more Home planets each player starts out with… the more battle and diplomacy that will take place. This number is determined amongst the players. Any number over two will entail a campaign that will last quite some time.

Inter-System: Each player is given one Home Planet. The number of neutral planets for the game is determined by 1d6. This game will be the fastest and the bloodiest. D3 Spacial Bodies will be in the System

Inter-Segmental: Each Player is given 1d4 Home Planets. An additional d4 planets for each player will be created as neutral planets. 1d6 Spatial Bodies will be in the Segmental.

Inter-Galaxy: Each Player or Race is given 1d6+1 Home Planets. An Additional d10 Neutral planets will also be generated per player. 2d6 Spatial Bodies will be in the Galaxy.

Home Planets are the starting bastions for each player or race. These planets are rich in natural resources and have high population ratios for the race that owns them. Each Home Planet is worth 1,000 Industrial Output Points (IO’s) and are the only planets that produce ships. Each Home planet has a planet defense force of 10 Army Units.

Neutral Planets are sparsely populated and contain fewer natural resources. These planets may be captured or colonized by any Player or Race. Each captured neutral planet is worth 500 Industrial Output Points (IO’s) Each Neutral planet has a planet defense force of 5 Army Units.

 

Industrial Output:

Most Improvements enable the planet to produce more raw materials or to utilize those materials in a better way. This includes both types of Defense Stations as well as Mining Stations and Secondary Colonies. Defensive Installations and Eldar Warp Gates use up resources and therefore instead of adding to the worth of a planet, they reduce a planet’s industrial output. Add Value of all of Improvements then subtract the maintenance cost of any Defensive installations or Eldar Warp Gates. This is the number of Industrial Output Points (IO's) the planet makes per turn, then add all the planets together for your total.

Industrial Output Points determine the number of Fleet Points available per planet. Fleet Points (FP) are determined by determining the IO's of the planet and dividing by 10. This is the amount of points to spend on fleet maintenance, repair, new construction and upkeep as well as colonization. Fleet Points may only be spent at Home planets.

 

Initial Purchases:

Each Home Planet allows 1,000 Fleet Points (FP) or 10,000 IO’s at the start of the campaign. One FP is equal to 10 IO’s. These points are spent only at the start and they can not be saved. They may be spent in many ways:

Note that after initial purchases Infiltrator and Army Units are only available if the player has a Ground Defense Installation.

 

Improvements:

Each planet may be given Improvements at an initial cost of points. An Improvement is paid for only once. Extra Army units and Eldar Warp Gates will require a maintenance cost however. Improvements include any ground based facility as well as orbital space stations. A planet may have a maximum of 2 space stations in orbit and only one of each type is allowed. Orbital Mining Stations cannot be used in conjunction with a Ground Mining Compound.  Both types of Mining and Defense are allowed per planet.

Improvements Value:

Eldar and Dark Eldar Improvements:

Tyranid Improvements:

Tyranid Improvements work on a different principle but provide the same benefits as their counterparts (mines = hives and Ground Defense Installation = Genetic) use all rules for those improvements.

 

Ground Defense Stations:

Ground Defense Stations are not necessarily one huge military compound. This Improvement includes Crew / Army unit training centers which allows the Player to buy additional units such as Infiltration units, Crew and Army Units.  A Defense Installation adds to the initial size of the planetary defense force by 2. Hence a home planet's native ground defenses may consist of a minimum 12 Army Units plus any additional troops stationed there. A Ground Defense Station also allows the player the option of spending blocks of 100 Fleet Points to train one Army unit or crew replacement. These extra ground troops will cost 10 IO's per turn in maintenance per Army unit. If Crew is on the ground then they are considered Army units. Only when they go to the fleet do you stop paying a maintenance fee.

 

Ground Combat:

During the actual ground assault the Ground Defense Installations provide support in the manner of one automatic enemy army unit kill. Combat is conducted like the game Risk.

To decide battle, compare the highest die each of you rolled. If your die is higher, the defender loses one army unit. If each of you has rolled more that one die, compare the next-highest dice and repeat procedure. In case of a tie, the defender always wins.

Attacker uses the number of crew left on his fleet ships for the number of attacking Army units.

Attacker rolls 3d6, Defender rolls 2d6, Highest numbers scores kills. When the attacker gets down to less then 3 Army units he only rolls 1d6 per unit then, same for defender when he is below 2 Army units.

ie.: attack roll is a 6,5,2 defender rolls a 5,5
Result = att 6 beats def 5 one def killed
att 5 ties def 5 no kill
If there was a Ground Defense Installation defender get one auto kill

Ie.: attack roll is a 4,3,3 defender rolls a 5,5
Result = att 4 losses def 5 one att killed
att 3 losses def 5 one att killed
If there was a Ground Defense Installation defender get one auto kill

Ground Defense Installations may also train new Infiltration units. Each squad costs an additional 100 FP. Only a planet with a Ground Defense Installation may purchase Infiltrator squads. Crew, Infiltrator squads, or Army units may be moved to other planets using Transport ships.

 

Orbital Defense Station:

Orbital Defense Station provide a direct assistance in the defense of the planet they are placed on. During Battlefleet conflicts the station sites are able to fire up to Firepower 10 of weapon batteries per turn. These have a range of 40 cm. from the atmospheric line and may be broken up amongst several targets. Orbital Defense Station is also able to fire a total of 10 dice of torpedoes, again able to be split up over numerous targets. These begin on the atmospheric line and travel 30 cm per turn. Once fired they will hit any ships in their path.

Orbital Defense Station......................100 fleet pts

TYPE/HITS

SPEED

TURNS

SHIELDS

ARMOUR

TURRETS

Defense / 4

0

0

1

6+

2

ARMAMENT

RANGE/SPEED

FIREPOWER/STR

FIRE ARC

Weapons Battery

40 cm

10

All around

Torpedoes

30 cm

10

All around

 

Secondary Colony:

A Secondary Colony is an additional planet or moon in the same system as a Home Planet that has been colonized. This Colony sends resources to the Home planet and adds 500 IO's to the Home Planet. The drawback to a Secondary Colony is that whoever controls space around the Home Planet controls the Secondary Colony. You can not add defenses to a secondary colony.

Any player who has a commanding Battlefleet in orbit around the Home Planet may claim the Secondary Colony and load its resources on a cargo ship for transport to one of his own planets. This means that in the event of attack the Secondary Colony becomes the Attacking players possession as soon as his Battlefleet commands the skies. He gains the IO's from the colony even if he decides not to attack the planet proper. Secondary Colonies may never be self-destroyed. Capturing Battlefleets may opt to destroy the colony if they so choose.

 

Warp Gate:

An Eldar Warp Gate allows instant travel between planets linked by Warp Gates. Any units or ships being sent through a gate must roll 2d6. On a roll of 2 or 12 the unit is lost, any other roll allows the Unit or ship to be placed at the desired location at the beginning of the next turn. Players may allow other players access to their planets for the placing of a Warp Gate. Any Eldar in orbit around a planet may place a Warp Gate in one turn. Warp Gates may not be placed on enemy worlds and Warp Gates may be destroyed by a planet’s owner at any time. Only the player that places the gate may allow ships to move through the gate. This means that he may allow allied ships through the Gate or move his own ships through but no enemy may use the gate without the Gate owner’s permission. It may be closed at any time. Gates may connect to more than one other gate but may not connect to another player’s gates.

Warp Gates cost 50 IO's per turn per gate to maintain. Gates on planets not owned by the Eldar or Dark Eldar player will be maintained by the Eldar or Dark Eldar player IO's of the planet with a Gate linked to it. The Player is able to choose which. You may not connect a non Eldar or Dark Eldar Gate to another non Eldar or Dark Eldar Gate.

 

Conquest and Sabotage:

Capturing a Planet:

To capture a Neutral planet all that must be done is to defeat that planet’s Army units and/or space fleet. To capture another player’s planets, including colonized neutral planets, the attacker must first defeat the defending player’s Battlefleet in orbit and then launch an attack on the planet using the ground combat rules above.

This battle will be fought with the defender having an army value equal to the planet’s Army. The attacker will have an army equal in value to the surviving number of Crew he transports to the planet.

 

Fast Assault:

An alternate method for Ground assault is to Fast Assault. The attacker will break past the defender’s ships with troop carriers and set down. This means that the troop carrier must be set up on the attackers table edge and must escape off of the defender’s table edge. This allows the attacker to take over the planets Orbital Defense Station to use in the Battlefleet combat. The attacker may use the amount of troops that make landfall as his Attacking force.

 

Orbital Bombardment:

Whichever fleet controls the planet may bombard the enemy from orbit which destroys all ground based complexes(mines and defense) and all Army units. Generally this will be the attacker as his ships will have had to defeat the defender’s Orbital Defense Station in order to land or bombard. During a Fast Assault, however, the Defender’s fleet will usually control the planet. Any ground based Improvements may be self-destroyed by the Defenders prior to the ground battle. This is only opportunity to deprive the attackers of the Improvements

 

Spoils of War:

If the attacker wins ground combat then the planet is captured. This includes any beneficial improvements. The attacker immediately receives Fleet Points worth of half of the planet’s Industrial Output. Generally as all orbital Defense Station will have been defeated in the space combat prior to ground fall, these Improvements will always be lost to the besieger. If the conquest is a result of Fast Assault then the Orbital stations will be intact minus damage from fleet combat, if any.

 

Infiltrating a planet:

Each Player is allowed the option to spend 100 FP on Infiltrator during initial fleet purchase. After initial setup only players with Ground Defense Installations may train new Infiltrators. One or more small merchant ships may be sent to infiltrate an enemy’s planet. Each Infiltrator must roll a 4,5 or 6 on a d6 to succeed in infiltrating the planet, if a 1,2, or 3 is rolled then the Infiltrator is caught and killed.

If the Infiltrators should succeed then they have two options, they each may do one of the following:

 

Ships in the Campaign

Experience:

Any ship that survives a battle increases one rank after a battle on a d6 roll of 6 to a maximum leadership of 10.

 

Salvage and repair:

Ships may be scrapped for half value if in operable condition and for ¼ value if Hulked. Each damage of a critical sort will be repaired automatically between battles on a d6 roll of 4-6. Otherwise the ship may be placed in an injured status and repaired at a home planet space dock for 1/10 of the value per Critical hit, it must be moved to the home planet as normal.

 

Movement:

Ships can travel along the warp lines from planet to planet, one jump at a time regardless of length or 1 hex per turn in open space. All ships have a detection range of 1 hex around them. Eldar and Dark Eldar are able to buy Warp gates at any planet they colonize. This allows instant travel between the planets. Any player may also allow a warp gate to be built on any planet that he owns to allow Eldar or Dark Eldar access to his planet.

 

Self - Destruction:

You can attempt self-destruction on your ship if you pass a leadership test. If you pass, then all you do is roll on the catastrophic damage table equal to the number of hits you have left on that ship.

 

Fleet Structure:

This is just a reminder out of the book, but one I feel is very important. This must be followed !

Imperial Ships:

Chaos Ships:

Ork:


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