Battlefleet Gothic - New Phenomina.pdf

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New Phenomena
Additional ways to populate your spcaescapes on the tabletop
By Unkown!
This is an expansion of the existing Battlezone Generator
from page 43 of the BFG rulebook. (Or the alternative
Generator from BFG magazine 14). Instead of re-rolling the
dice when a second planet is generated, you may roll a D6 to
generate a special celestial phenomenon. On a roll of 1-2, roll
for a Minor Hazard. On a roll of 3-4, roll for a Moderate
Hazard. On a roll of 5-6, roll for a Major Hazard.
D6 Roll Minor Hazard
1 Double Planet
2 Asteroid Belt
3 Valuables
4 Binary Star
5 Gas and Dust Belt
6 White Dwarf
D6 Roll Moderate Hazard
1 Debris Field
2 Temporal Vortex
3 Neutron Star
4 Comet
5 Plasma Cloud
6 Black Hole
D6 Roll Major Hazard
1 Alien Raider
2 Meteor Shower
3 Rogue Asteroid
4 Old Battlefield
5 Warp Beast
6 Supernova
DOUBLE PLANET
Usually planets are placed quite far apart, due to various
physical laws of the universe, but occasionally, particular in
younger star systems, planets may appear in very close
proximity to each other or may even share orbit.
Effects: A second planet is placed and treated as any normal
planet, as described on page 45 of the rulebook.
ASTEROID BELT
An asteroid belt, like the asteroid field, is formed out of the
fragments leftover from planet collisions during the creation
of star systems or the debris from the destruction of planets
and moons. Asteroid belts however tend to be much larger
and will often form an unbroken ring around their stars.
Effects: Aside from its method of placement, an asteroid belt
is treated as an asteroid field in all respects, as shown on page
44 of the rulebook.
Placement: Use the normal pebbles and unused kitty litter to
represent the asteroid belt. The belt extends in a straight line
from one table edge to the opposite table edge, running
parallel to the sunward table edge. It will be the normal
D3x5cm in width.
VALUABLES
Valuables represent two different results, which may be found
by rolling an extra D6. On a roll of 1-3 the result is Wreckage ,
on a roll of 4-6 the result is Hulks . Each is described below:
WRECKAGE (VALUABLES)
Wreckage fields are the sad remains of smashed and shattered
ships of all sizes. Too battered to be considered Hulks by any
standard, wreckage still presents a great deal of value to any
fleet stumbling upon it.
Effects: Aside from its method of placement, wreckage is
treated as an asteroid field in all respects, as shown on page
44 of the rulebook. In scenarios using Victory Points,
wreckage fields are worth D6 x 20 VP´s to the player Holding
the Field at the end of the battle.
Placement: Wreckage can be made up from small parts of
ships, metal plates, pieces of armour and the like – in fact,
you can probably make a sizeable wreckage field just by using
all the small items that are in the bottom of your bits box!
Nominate a point on the table and roll a scatter die. The
wreckage is 5cm wide and will extend for D6 x 5cm away
from this point in the direction indicated by the scatter die.
HULKS (VALUABLES)
Although broken and burnt out, the shells of former mighty
warships is still deemed a valuable prize for all sides in a
conflict. Weapons and internal components may be
salvageable and the scrap metal can be reused to build new
ships.
Effects: Hulks follow the rules on page 26 of the Battlefleet
Gothic rulebook. At the end of any battle that uses Victory
Points to determine who won, the player who is considered
to be Holding the Field, as described on page 66 of the
rulebook, will receive bonus Victory Points for the Hulks. 25
points will be given for every Escort and 75 points for each
Capital Ship.
Placement: You can model up your own Hulks if you wish,
but you can freely use any spare ships you have to represent
them instead. Place D6+2 Hulks, at least half of which must
be Escorts, within 20cm of each other. The Hulks are
stationary and will not move during the game.
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BINARY STAR
Ancient Terra orbits a solitary star, but there is a great many
number of star systems, which contains two or even more
stars. These stars orbit each other around mutual centres of
gravity and the massive gravitational pull between these large
stellar bodies often prohibits the creation of planets,
although not always. Twin stars are the most common and are
known as binary stars.
Effects: When determining which table edge is sunward, as
shown on page 44 of the rulebook, roll an extra D6 to
establish a second sunward edge. If the same edge is rolled
again, the stars are aligned and normal rules are followed.
Both sunward edges will have the same effect on shooting as
described on page 47 of the rulebook.
Eldar players must choose before the battle which sunward
edge to use for the purpose of movement. Their delicate sails
and engines must be fine-tuned to the correct stellar energies
to operate properly and there is a great deal of difference
between a hot blue giant star and a cold red dwarf.
GAS AND DUST BELT
The gas and dust belt is much like an ordinary gas and dust
cloud only many times larger. Often these belts are created
from very violent solar flares or when old stars burn out and
shed their outer atmosphere into space.
Effects: Aside from its method of placement, a gas and dust
belt is treated as a gas and dust cloud in all respects, as shown
on page 44 of the rulebook.
Placement: Use the normal flock or cotton wool to represent
the gas and dust belt. The belt extends in a straight line from
one table edge to the opposite table edge, running parallel to
the sunward table edge. It will be the normal D6x2cm in
width.
WHITE DWARF
The coldest, dimmest and smallest types of stars are known as
white dwarfs. They usually represent the final stage in a
normal star’s lifecycle, when it has used up its energy reserves
and begins to burn out. Planetary systems around these stars
can barely sustain life but mineral wealth or strategic
locations will often ensure that settlements are present.
Effects: As a result of the reduced illumination from the
white dwarf, the sunward edge will have no effect on
shooting no matter what Battlezone the battle takes place in.
Eldar movement works as normal of course.
DEBRIS FIELD
These are areas of space not unlike asteroid fields and such
like, created from leftover natural materials, fragments of past
battles or a combination of both. They are however
considered a lot denser and are therefore significantly more
difficult and dangerous to navigate.
Effects: Debris fields combine the effects of both gas/dust
clouds and asteroid fields, as described on page 44 of the
rulebook, so a ship trying to navigate through one will suffer
all the effects of having a blast marker placed on it and will
also have to make a Leadership test to avoid taking damage.
If the test is failed, remember that the ship will count as
having one less shield than normal, due to the gas cloud
effect, so this can prove to be very deadly to Escorts.
Placement: Debris fields can be made from either rocks or
parts of ships, surrounded by flock or cotton wool. Nominate
a point on the table and roll a scatter die. The debris field is
10cm wide and will extend for D6 x 10cm away from the
point in the direction indicated by the scatter die.
TEMPORAL VORTEX
A temporal vortex is identical to a warp rift, in the sense that
it is a hole in the fabric between normal space and warp
space. However, in addition to the distorting effect it has to
physical space, a temporal vortex may also affect time itself.
Captains moving their ship into it, run the usual risk of being
lost in the warp but successful navigation may bring valuable
time for repairs.
Effects: Any ship that moves into contact with the temporal
vortex, must pass a Leadership test on 3D6 to navigate it
successfully. If the ship passes the test, it may repair D3
damage points and/or criticals and thereafter be turned to
face in any direction. If the test is failed, the ship is lost in the
warp as described under warp rifts on page 45 of the
rulebook.
Placement: Use a round template of either paper or
cardboard to represent the vortex. It is D3x5cm in diameter.
NEUTRON STAR
When a star explodes in a supernova, the collapsing matter in
its core may coalesce and form a neutron star. A neutron star
is a very small, fast rotating, extremely dense object with a
strong magnetic field that emits regular and intense bursts of
radiation. The frequency of such bursts naturally makes both
travel and combat extremely difficult around these types of
stars.
Effects: A neutron star will emit an automatic radiation burst
at the start of each turn. Roll as normal for the intensity of the
burst and follow the description on page 47 of the rulebook.
COMET
A comet is a huge ball of compressed ice, dirt and other light
materials that originate from the fringes of star systems. They
usually move in various eccentric orbits that take them from
the coldness of deep space to the inner regions of star
systems. When a comet gets close to a star, the increasing heat
will melt away its surface, thereby creating its characteristic
tail of gas and dust.
Effects: The comet is treated as an asteroid, as described on
page 44 of the rulebook, so any ship that comes into base
contact with it must pass a Leadership test to avoid taking
damage. The tail is treated as a gas/dust cloud, also on page
44, with the exception that it will block line of sight due to its
greater density. At the beginning of each turn, the comet will
move 10cm towards the table edge furthest from its initial
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placement. When this edge is reached, the comet is
considered to have reached its zenith and will begin moving
back the same way.
Placement: Use a small piece of polystyrene to represent the
comet itself (you can use a ice cube, but that will quickly get
messy) and flock or cotton wool to show the tail. The tail is
teardrop-shaped and is approximately 20cm long and 5cm
wide at the broad end, (about the same size as the flame
template from 40K, which can effectively be used instead).
The tail must be placed so that it touches the comet with the
pointy end and pointing directly away from the sunward
edge.
while hulks, blast markers and pieces of ordnance moves
10cm pr. turn. There is no change in the facing of any object
moved in this manner. Any object that touches the sunward
edge is considered to have been sucked into the black hole
and is instantly destroyed. After the movement, the player
whose turn it is, must roll on the following table to establish
whether a new tabletop feature appears on the table edge
opposite the black hole.
D6 Roll Result
1 Nothing
2 Nothing
3 Nothing
4 Gas/dust cloud
5 Asteroid field
6 D3 Gas/dust clouds
Because of the immense gravity pull, any ship on the board
may make a free 45’ turn at the beginning and end of its
move, but the turn must always be made towards the
sunward edge.
ALIEN RAIDER
Operating on its own obscure agenda, an alien raider may
occasionally interfere with ships of other races and in some
cases may even take part in open conflicts. For what reason is
hard to fathom, but safe to say is, they bring an element of
unpredictability to the already complicated situation that
battles are. (There are many alien races present in the
universe, so naturally there are a great many more types of
raider ships than the one example described below. Any ship
type can be used including Fra´al and Demiurg vessels).
Effects: The alien raider will move and shoot at the start of
each turn by the player who is not moving his own ships. It
may not go on special order and will always fire on the
nearest enemy ship (enemy being in this case, the player who
is not controlling the raider). Furthermore it will not
disengage during the battle, if it reaches a table edge, it will
automatically turn 180 degree and continue its move in the
opposite direction. This particular alien raider is used by a
lizard like race, known as the Sardonite. Imperial scholars has
calculated their home world to be located somewhere in the
sparsely populated southwestern part of Segmentum
Tempestus. It has the following profile. (see below.)
The proton disruptor used by the Sardonite is a powerful
weapon that fires an intense beam, alternating protons and
electrons, designed to do heavy damage to a ship’s electrical
system.
It is fired like a Lance but on a roll of 6, all shields on the
target are overloaded and shut down automatically (place
blast markers to indicate as normal). Any hit will cause an
automatic critical, but the roll on the Critical Hits Table is
made with just a D6 instead. Against Eldar and Dark Eldar
holofields/shadowfields, the proton disruptor will hit as
normal but the save is only made on a 4+.
Placement: Any type of leftover ship that is not used in the
battle can be used to represent the raider or you can scratch
build your own type. The raider will face in a direction
indicated by a roll of a scatter die.
PLASMA CLOUD
Though quite similar to ordinary gas and dust clouds, in
terms of origin and appearance, plasma clouds presents a far
greater hazard to space travel. They consist of dense
superheated gasses and highly charged particles, which
resemble processes taking place inside stars, albeit on a much
smaller scale.
Effects: Plasma clouds will block line of sight due to their
greater density. Any ship in base contact will count as having
a blast marker and must pass a Leadership test on 2D6 to
navigate it successfully or 3D6 if on All Ahead Full special
order.
Escort ships may reroll the Leadership test. A ship that fails
the Leadership test suffers a Fire critical hit. Torpedoes and
attack craft squadrons which move through a plasma cloud
will be destroyed on a D6 roll of 4+.
Placement: Plasma clouds are placed just like gas and dust
clouds, as described on page 44 of the rulebook. Use the
normal flock or cotton wool to represent the plasma cloud
but paint it in a slightly different colour to offset it from
standard gas and dust clouds.
BLACK HOLE
On very rare occasions, when a super heavy star eventually
dies and explodes in a supernova, the resulting collapse of its
core may result in the creation of a black hole. A very small,
extremely massive object with a gravity pull so strong that not
even light can escape it. Any object approaching too near a
black hole will find itself unable to turn back and be
obliterated into its component atoms in mere seconds.
Effects: At the start of each turn every ship, hulk, blast
marker, tabletop feature and piece of ordnance will move
towards the sunward edge, which in this case is actually the
edge of the black hole and considered the “point of no
return”. Ships and tabletop features moves 5cm pr. turn,
ORK RAVAGER ATTACK SHIP ....................................................................................40 points
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOUR
TURRETS
Cruiser/8
25cm
45
3
5+
3
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Port/Starboard Proton Disruptor
30cm
3
Left/Right
Prow Proton Disruptor
30cm
3
Front
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METEOR SHOWER
Considered to be one of the greatest natural threats to space
travel, meteor showers can spell doom for any ship unlucky
enough to fly into one of them. Although very similar to
ordinary asteroid fields they differ by moving through star
systems in random orbits that are both hard to detect and
map out on the space charts. Captains are well advised to
keep their distance.
Effects: A meteor shower is treated as an asteroid field, as
described on page 44 of the rulebook, with the exception of
two things. The meteor shower will move 2D6cm in a random
direction at the start of each turn and any ship or squadron
caught in it, must pass their Leadership test with a penalty of
–1, to navigate it successfully.
Use the scatter dice to determine the random travel direction.
Placement: Use the normal pebbles and unused kitty litter to
represent the meteor shower. It has the same size as normal
asteroid fields, typically D3x5cm wide and D3x5cm long.
ROGUE ASTEROID
Most asteroids are situated together in large groups such as
rings or fields. There is however some, usually larger types,
that tumbles through space alone and in very eccentric orbits.
These objects are considered to be highly dangerous by
spaceship captains, as their random moves can result in
disastrous collisions.
Effects: The rogue asteroid will move 2D6cm in a random
direction at the start of each turn, determined by the scatter
die. Any ship base that is moved over or comes into contact
with the asteroid is in danger of a collision and must pass a
Leadership test to avoid being hit. If the test is failed, work
out the collision as a ram attack with 8D6 damage. The
asteroid will only sustain superficial damage and is not
affected.
Placement: Use a single asteroid counter or one cut out of
polystyrene on a small round base.
OLD BATTLEFIELD
An old battlefield represents two different results, which may
be found by rolling an extra D6. On a roll of 1-3 the result is
a Deadfall Torpedo Salvo, on a roll of 4-6 the result is a
Derelict Minefield. Each is described below:
DEADFALL TORPEDO SALVO (OLD BATTLEFIELD)
Deadfall torpedo salvos may occur in two ways, either
deliberately as traps or accidentally from misfired salvos of
earlier confrontations. In the first case the deadfall is set up
and hard-wired to hone in on any (preferable enemy)
approaching ship. In the latter case, the salvo will lurk in wait
with a minimum of fuel left, waiting for a suitable target to
pass and then activate for one final time.
Effects: A deadfall torpedo salvo will have a random strength
of D6+2. Any ship or squadron, but not hulks, approaching
within 30cm of the counter will be immediately targeted.
Move the counter directly towards the ship in the next
ordnance phase and resolve the attack as for normal
torpedoes. Thereafter, the counter will move 30cm in a
straight line at the start of every ordnance phase.
Placement: Use one torpedo counter, with a random
strength as detailed above.
DERELICT MINEFIELD
Derelict minefields may be centuries old and are most often
uncharted remains of former defences long forgotten. In
some cases they may even have been laid out by a race no
longer present in the area. As can be expected, derelict
minefields are as dangerous to any ships approaching it, due
to its lack of maintenance.
Effect: A derelict minefield works in much the same way as a
normal minefield, as described on page 143 of the rulebook,
except that any mines released from it will track the nearest
ship of any fleet.
Placement: As the rules dictate, the derelict minefield must
be placed near to another tabletop feature, so the players
must decide randomly which one. If no other feature has yet
been rolled for, pick the first one that comes along. Use the
scatter die to determine the direction of its final placement. It
will cover the usual area of D3x5cm by D3x5cm.
WARP BEAST
There are many horrors that stalk the empty void of space and
even though space is vast, it happens once in a while that an
unlucky ship attracts the attention of a hungry or angry space
monster. When tales of such warp beasts are reported and
linked with certain areas of space, most captains will go to
great lengths to avoid these places altogether.
Occasionally though captains will have little choice when
battle commences. (Warp beasts vary a great deal in size,
appearance and demeanour, so naturally there is a great
many more than the one example described below. For more
ideas, check out the article on warp beasts in Warp Storm).
Effects: Roll a D6 at the start of each turn, on a roll of 6 the
beast appears and will move towards the nearest ship at the
start of each subsequent turn including the turn were it
appears. It can turn freely and will ignore all types of other
celestial phenomena. This particular beast is known as The
Horned Monstrosity of Talmanos. It appeared in the Talmanos
system more than 20 years ago but has so far managed to
evade all attempts by the imperial navy to hunt it down and
destroy it. The beast has the following profile and a special
Huge Horn attack.
T ype/Hits Speed Armour
Cruiser/6 25cm 6
Huge Horn: If the Horned Monstrosity of Talmanos moves
into base contact with a ship it will attempt to ram it with the
massive horn that juts from its bone encrusted forehead. Roll
a D6, on a roll of 4+ the horn skewers the unfortunate target.
Roll 6D6 to see how much, if any, damage is inflicted. For the
purpose of the ramming attempt itself, the Horned one is
always considered to be on All Ahead Full special order.
Placement: Any monster type of creature can be used
although the size shouldn’t be more than what can be placed
on a small round base. The beast will appear in the middle of
a random table edge.
SUPERNOVA
When a very large super heavy star nears the end of its life, its
massive centre will collapse in on itself and self-destruct
spectacularly, instantly vaporizing any and all planets orbiting
it. This event, known as a supernova explosion, is one of the
most destructive natural occurrences in the universe and the
resulting interstellar shockwave can have a profound negative
impact on all life in the vicinity of several light years. (These
rules are meant to cover the supernova shockwave effect in
neighbouring star systems, as any ships caught in the actual
supernova blast would be blown to smithereens, creating a
very boring battle).
Effects: Both players must roll a D6 at the start of each turn.
If the result is a double, the shockwave of a nearby supernova
explosion has reached the battlefield. Roll a D6 to determine
from which table edge the shockwave originates. All ships are
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automatically placed on Brace for Impact special order and all
shields will overload and shut down (place blast markers to
indicate). Each ship will also receive a hit on a roll of 4+ on
a D6 (which it may try and save with the Brace) and all
ordnance is automatically destroyed. Furthermore, the
intense radio interference will reduce both players
Leadership value by half, (rounding fractions up). Fortunately
once the shockwave has passed it will not happen again and
no further rolls are made.
Note: On some (hopefully) rare occasions, the above
phenomena’s may result in contradictory situations, but in
most cases players should be able to solve these problems
easily with a little imagination. For example in one game, we
rolled up both a Binary Star, which was not on opposite table
edges, and an Asteroid Belt. We simply decided to bend the
asteroid belt 90 degrees halfway down the table so that it only
touched the two table edges that were not sunward.
ABOUT THE AUTHOR
We don’t know who wrote this! It was inherited from Matt Keefe’s criminally unorganised BFG article folder, and
unfortunately, it didn’t have the author’s name in the word file either. So, if you wrote this, then please get in touch and we’ll
give you the deserved credit!
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