TEXT: GOTHIC
  148
  CAMPAIGN RULES
  GETTING STARTED
  In order to run a campaign you’ll need at least one
  player with a Chaos fleet and one player with an
  Imperial fleet. Any amount of extra players can
  join in, including players with Ork or Eldar fleets.
  Once you’ve got your players together you need
  to pick one of the sub-sectors we’ve provided
  maps for as the location for your campaign (the
  maps can be found at the end of this section). For
  your first campaign we recommend starting off
  with one of the smaller sub-sectors, unless there
  are lots of players (ie, more than eight) taking part
  in the campaign. You’ll need to photocopy the
  sub-sector map you’ve decided to use (or draw it
  by hand) to keep track of which player controls
  each system. We glued our map to a sheet of card
  and blu-tacked it to the wall in our gaming area,
  then used coloured pins to show which player
  controlled each system, but you could just as
  easily write down who controls what.
  Next you need to get all the players together for a
  ‘campaign briefing’. The most important thing
  you’ll need to go over at this point is the rules for
  the campaign, to make sure that everybody knows
  what’s going on. You should then decide how long
  the campaign is to last. For your first campaign
  we recommend playing for one month of real time
  and on the whole it’s best to keep campaigns short
  – after all, you can always start another one! 
  Once this has been decided, players can pick their
  starting systems and design their fleets using the
  rules described below, then you can start fighting
  battles. However, it is usually a good idea to set a
  regular time and place for campaign meetings,
  and also to elect a ‘campaign arbitrator’ who is in
  charge of making sure that the campaign runs
  smoothly. You might also want to consider putting
  together a campaign newsletter, in which case
  you’ll need to decide who will be its editor. 
  STARTING SYSTEMS
  At the start of the campaign, many of the systems
  in the sub-sector will be neutral. As the campaign
  progresses, this will change and players will gain
  control of systems that will pay them tithes and
  help repair their ships. 
  Designers’ Note: Actually all systems start
  nominally under the control of the Imperium, but
  as planetary governors tend to go their own way
  until reminded of their obligations, they are for all
  intents and purposes neutral.
  Imperial and Chaos players start with one of the
  systems in the sub-sector under their control. Roll
  a D6 to decide the order that both players pick
  their system, and record who controls which
  system with coloured pins on the campaign map,
  or by keeping a written record. Eldar and Ork
  players start with a hidden pirate base instead, and
  should write down secretly which system it is
  hidden in (they can pick a system controlled by an
  Imperial or Chaos player). 
  At some stage all wargamers contemplate running
  a campaign. This is understandable – after all,
  battles don’t take place in isolation, they are part
  of an ongoing war. A campaign allows you to fight
  your own ‘ongoing war’ by linking battles
  together, so that the results of one battle will have
  an effect on the future ones you fight. It adds a lot
  to a campaign if you keep a journal of the progress
  of the war, and from this you can write your own
  part of the history of the Gothic campaign. Over
  the course of the war you will be able to develop
  cunning strategies to conquer a whole sub-sector
  of the Gothic system and you will be able to watch
  your fleet develop as ships’ crews gain in skill and
  ability – or are destroyed and have to be replaced
  with inexperienced crews. In the battles you fight
  there will be famous victories and shameful
  defeats, legendary (or infamous!) commanders
  will emerge and ships in your fleet will gain fame
  for the awesome feats they have pulled off against
  all the odds! 
  As I hope you can tell, campaigns can be a lot of
  fun and they are not all that difficult to run either.
  To help you, we’ve developed a map-based
  campaign system based on our own experiences of
  running campaigns over the years, but you really
  should feel free to modify and change what’s here
  to suit your own tastes. 
  For example, playing a campaign offers great
  opportunities to try out new rules or new classes of
  ship that you’ve invented, or you could start
  thinking of adding rules for fighting land battles
  and boarding actions using the Warhammer 40,000
  and Epic 40,000 rules. The possibilities really are
  endless.
  CAMPAIGN RULES
  
  GOTHIC
  149
  STARTING FLEETS 
  & THE FLEET REGISTER
  Imperial and Chaos fleets begin the campaign
  with 2,000 points and Ork and Eldar fleets start
  with 1,500 points. Important: you must have
  models to represent all of the ships in your fleet,
  in case they all end up in a big battle! If your fleet
  doesn’t add up to 2,000 points, then just use what
  you’ve got available (don’t worry – you will get to
  add new ships to your fleet during the course of
  the campaign as you as you buy and paint new
  models for your collection). 
  Each player has his own fleet registry. He uses it
  to keep notes and dates of when a capital ship or
  escort squadron was commissioned (ie, bought)
  along with class of ship etc, when it takes its fleet
  trials (ie, it’s assembled, painted and its
  Leadership rating is rolled for), its campaign
  history and its loss if and when they occur. If a
  vessel is used in battle before its fleet trials are
  complete (ie, it’s not fully assembled and painted)
  it will suffer a critical hit on a D6 roll of 1 every
  time it uses special orders.
  Ships which are added to the fleet register after
  the start of the campaign suffer a -1 modifier to
  their Leadership due to their hasty training and
  less experienced officers.
  When players fight battles they must pick their
  forces from their own fleet register.
  THE COMMANDER
  Each player’s fleet has a commander (or an
  appropriately named leader for their race) who
  represents the player himself. Over the course of
  the campaign, your commander will collect
  renown points and gain in rank, and at the end of
  the campaign the commander with the highest
  renown is the winner.
  CAMPAIGN RULES
  Once you’ve filled in your fleet register, you need
  to fill in the details of your commander. He’ll need
  a name, and starts off with 1 point of renown and
  one re-roll. In addition, you must pick one ship in
  your fleet as his flagship. If this ship is involved in
  a battle then ‘you’ are there, and you may use the
  commander’s re-roll or any other special abilities
  he may have in the battle. If the flagship is not
  there then you may not use the commander’s re-
  roll or abilities.
  If the flagship is destroyed, then it is assumed that
  your commander manages to escape somehow. He
  may not have any further effect in that game, but
  you may choose a new flagship for him once the
  game is over.
  FIGHTING BATTLES
  In order for things to happen in the campaign
  players must fight battles (doh!). At its simplest
  level all players have to do is challenge any other
  player that is in the campaign to a game and if they
  agree then the game uses the additional campaign
  rules below as well as the rules used for a normal
  game. 
  The only problem with this is that it can lead to
  some odd situations where Imperial fleets attack
  other Imperial fleets to gain control of systems,
  and because of this, it’s best if the Imperial players
  are not allowed to attack each other and if the
  Chaos and Eldar players restrain themselves, if
  possible, from attacking players of their own race.
  If you have a lot of Imperial fleets in the campaign
  (or, indeed, only Imperial fleets), then it is best to
  split them into loyalists and rebels, the latter being
  assumed to have gone over to the dark gods of
  Chaos!
  Anyway, however you decide to do it, you need to
  challenge other players in the campaign to a game.
  The game is arranged in exactly the same manner
  as a one-off game; simply agree on a time and a
  place and go for it. You can play as many or as few
  campaign games as you like, all you need to do is
  find an opponent. 
  Note that opposing players do not have to agree to
  play just because you happened to have challenged
  them to a battle – but you may want to penalise
  players that refuse to play games with anybody for
  long periods of time and spoil the campaign for the
  other players. 
  For example, if a player doesn’t play any games
  for (say) a fortnight then they lose a point of
  renown, and if they don’t play any games for a
  month then one of their systems (randomly
  selected) rebels and is turned over to another
  player.
  THE CAMPAIGN TURN
  Campaign games include a number of extra steps
  which take place at the beginning and end of the
  game, these are described below. Unless stated
  otherwise all of the normal Battlefleet Gothic rules
  apply in a campaign game.
  Each time that two players have a game they both
  get what is known as a campaign turn. The turn
  uses the following sequence of play:
  1) Build-Up
  Determine Initiative
  Roll for incoming Orders,
  select target system if necessary
  Select Forces from Fleet Registry
  2) Fight Battle 
  3) Aftermath
  Claim System
  Adjust Renown
  Promotions & Demotions
  Ship Experience
  Repairs & Withdrawals
  Make Appeals
  
  GOTHIC
  150
  CAMPAIGN RULES
  The build-up stage takes place at the start of the
  battle, before either player deploys or picks his
  fleet. In this stage you decide where the battle will
  be, what type of scenario to play, and what size of
  fleets to use. The stage has a number of steps that
  need to be carried out in the following order:
  1) Determine Initiative
  2) Receive Orders
  3) Pick Fleet
  1. Determine Initiative
  Roll to see who is attacker and who is defender,
  (the player who rolls highest is the attacker). If
  one player has more systems than the other his
  forces are stretched more thinly, so the player with
  fewer systems gains a +1 bonus to the dice roll.
  You may want to incorporate the attack ratings
  from the scenarios introduction, where you roll a
  number of dice, picking the highest one, to
  determine the initiative.
  INCOMING ORDERS TABLE
  D6 Roll
  Orders
  1-2
  Raid (500-750 points)
  3-6
  Battle (750-1500 points)
  BUILD-UP
  2. Receive Orders
  Although fleet commanders have a large measure
  of autonomy, higher command still sends down the
  orders telling them what they must achieve next.
  In effect, the players get to decide what happens in
  the battles, but receive orders that direct the
  strategy they must follow, and the type of battles
  they will fight. To reflect this, one of the players
  must roll a D6 to determine what type and size of
  scenario is to be played.
  If one player has 21 Renown points or more he
  may choose whether to fight a battle or a raid (if
  both are this status then roll to see who decides). 
  Decide Scenario: Roll on the tables below to
  determine which scenario is to be played, or if
  both player agree you can pick one from those
  listed for the type of scenario.
  RAIDS
  D6 Roll
  Scenario
  1
  Cruiser Clash
  2
  The Bait
  3
  The Raiders
  4
  Blockade Run
  5-6
  Convoy
  BATTLES
  D6 Roll
  Scenario
  1
  Exterminatus!
  2
  Surprise Attack
  3
  Planetary Assault
  4
  Escalating Engagement
  5-6
  Fleet Engagement
  
  GOTHIC
  151
  CAMPAIGN RULES
  Attacking Pirate Bases: Orks and Eldar never get to
  capture systems, but instead have a secret pirate
  base. If an Ork or Eldar player’s opponent with a
  rank of Admiral or higher (or its equivalent for other
  races) gains the initiative for a scenario, then he can
  attempt to attack the base instead of playing a
  normal scenario. 
  The attacker must, however, first find the base: roll
  a D6 and multiply the score by 10. If you roll under
  the Ork or Eldar side’s renown, then you’ve tracked
  down the base and system that it is hidden in must be
  revealed. If the player fails to find the base (ie, fails
  to roll under the defender’s renown) then play a
  normal scenario. Once you know the location of the
  base you don’t have to find it again (you can reveal
  its location to other players too if you want).
  Once the base is found, the player may attack it if he
  controls the system, or it is in a neutral system. If
  neither of these conditions apply, then play a normal
  scenario instead. Assuming you find the base and it
  is in a location where you can attack it, then play
  either the Planetary Assault or the Exterminatus
  scenario. If the attacker wins then the base is
  destroyed and can no longer be used by the Ork or
  Eldar player.
  Decide Location: The attacker must select the
  system in which the scenario will take place. The
  system must be connected to one already
  controlled by the player via a warp route. If no
  systems are already held, any may be chosen. If an
  uninhabited system is chosen, the defender must
  reduce his points value by 100 pts. Other types of
  system can affect the number of planetary
  defences, as described elsewhere in the rules.
  Decide Size of Battle: Once a mission has been
  generated, players agree the points value of the
  game and select their forces. The players can agree
  on the exact number of points for the game within
  the limits listed on the Incoming Order table. If
  one player holds more systems than the other their
  forces will be spread thinly, giving the player with
  the least number of systems an advantage. Each
  extra system a player holds over his opponent
  reduces his fleet size by 10 points.
  Ork & Eldar Scenarios: Ork and Eldar fleets
  only ever make raids, they never take part in
  battles. If you roll up a battle on the Incoming
  Orders table, then it is treated as a major raid
  instead. Roll for the scenario for the major raid on
  the Raids table, but the size of the battle is
  increased to 750-1,500 points.
  3. Pick Fleets
  Both players must now pick their fleets using ships
  from their fleet register. The total value of the
  ships you pick may not exceed the points total you
  and your opponent have decided for the scenario
  you are to play. Note that you can’t change the
  details of ships on the register or adjust their points
  value at this stage – the ships you pick must come
  from your register and not be changed in any way.
  Fight the Battle: With the build-up completed all
  you need do now is roll for a sub-plot and then get
  fighting (hurrah!).
  “T
  he correct assembling and positioning of a fleet is as
  important as any manoeuvre once the enemy is engaged.
  Consider your objectives well. If the enemy is fast and agile, like
  the Eldar, a preponderence of battleships and cruisers will serve
  you ill. If the enemy prefers to stand off at long range with his
  big guns, then choose a fleet that can close quickly and
  overpower him at close quarters.”
  Lord Ravensburg’s speech to the 
  Council of Admirals of Battlefleet Gothic 127.M41
  
  GOTHIC
  152
  Once you have fought a campaign game and know
  who has won, you come to probably the most
  important stage: the aftermath. This is where you
  find out what effect the game you have just played
  has on the campaign map, as well as the effect it
  has had on the ships and crew that took part. This
  stage has a number of steps, which need to be
  carried out in the following order:
  1) Spoils of War
  2) Adjust Renown
  3) Promotions & Demotions
  4) Ship Experience
  5) Repairs & Withdrawals
  6) Appeals
  1. The Spoils of War
  Whenever an attacker wins a battle, he may claim
  control of the system if it is connected by a warp
  route to one he already controls. The system can
  only be taken over by the player that won the
  battle if it previously belonged to the player that
  he defeated, or if it was previously neutral.
  Whenever an attacker wins a raid, he may count
  the opponent’s system where the raid took place
  as his own for the rest of this campaign turn
  (which is important, since the systems you control
  affect your ability to repair ships, etc). 
  2. Adjust Renown
  Renown is a measure of the fame or infamy
  enjoyed by you, the fleet commander. Players
  start the campaign with 1 point of renown and can
  gain or lose renown as shown on the Renown
  table. Renown is very, very important because, at
  the end of the campaign, the player that has
  earned the most renown is the winner! Note that
  you can gain or lose renown even if your
  commander was not present during the scenario
  (ie, his flagship did not take part).
  RENOWN TABLE
  Renown can be gained for the following:
  Winning a battle or major raid
  +2
  Winning a raid
  +1
  Victory points earned
  +(VPs/100 round up)
  Sub-plots
  variable
  Each capital ship hulk captured 
  +1
  Fought commander with higher renown
  +1
  Fought fleet with higher points value and lost
  +1
  Fought fleet with higher points value and won
  +2
  Renown is lost for the following:
  Losing a battle 
  -1
  Losing a raid 
  -1
  Each capital ship lost 
  -1
  Sub-plots
  variable
  Note: A commander can never be reduced below 1 renown point (you may be renowned as a bad commander, but you 
  will be renowned nonetheless).
  AFTERMATH
  CAMPAIGN RULES
  
  GOTHIC
  153
  CAMPAIGN RULES
  IMPERIAL PROMOTION TABLE
  Renown
  Title
  Ld
  Notes
  1-5
  Commander
  8
  1 re-roll
  6-10
  Battle Group Commander
  8
  2 re-rolls
  11-20
  Subsector Commander
  9
  2 re-rolls
  21-30
  Admiral
  9
  3 re-rolls
  31-50
  Fleet Admiral
  10
  3 re-rolls
  51+
  Solar Admiral
  10
  4 re-rolls
  3. Promotions and Demotions
  The player gains promotions according to their
  renown as shown on the tables below. It is possible
  to lose rank if you lose renown points. Your rank
  determines how many re-rolls or Marks of Chaos
  you receive in the scenarios that you fight.
  CHAOS PROMOTION TABLE
  Renown
  Title
  Ld
  Notes
  1-5
  Chaos Champion
  8
  1 re-roll
  6-10
  Exalted Chaos Champion
  8
  1 re-roll, 1 Mark of Chaos
  11-20
  Tyrant
  9
  1 re-roll, 1 Mark of Chaos
  21-30
  Chaos Lord
  9
  1 re-roll, 2 Mark of Chaos
  31-50
  Overlord
  10
  1 re-roll, 2 Mark of Chaos
  51+
  Warmaster
  10
  1 re-roll, 3 Mark of Chaos
  ORK PROMOTION TABLE
  Renown
  Title
  Re-rolls
  1-5
  Nob
  1 re-roll
  6-10
  Big Nob
  2 re-rolls
  11-20
  Boss
  2 re-rolls
  21-30
  Big Boss
  3 re-rolls
  31-50
  War Boss
  3 re-rolls
  51+
  Warlord
  4 re-rolls
  ELDAR PROMOTION TABLE
  Renown
  Title
  Ld Bonus
  Notes
  1-5
  Captain
  0
  1 re-roll
  6-10
  Lord
  +1
  1 re-roll
  11-20
  Shadow Lord
  +1
  2 re-rolls
  21-30
  Prince
  +2
  2 re-rolls
  31-50
  Shadow Prince
  +2
  3 re-rolls
  51+
  King
  +2
  4 re-rolls
  “We fell upon them
  as hawks do from a
  cloudless sky. Cannon
  were 
  our 
  terrible
  claws, and lasers our
  ripping beaks. In a
  flash we had torn
  their craft asunder and
  turned 
  for 
  home,
  giving praise to the
  Emperor 
  and 
  our
  captain both.”
  “T
  he Emperor will judge your sins – after the Officer of the Watch is finished with you!”
  Popular naval saying 
  
  GOTHIC
  154
  4. Ship Experience
  As the campaign progresses ships (or rather, ship
  crews) will gain experience. This is represented
  by increasing their Leadership characteristic, and
  by giving them special ‘crew skills’. On the other
  hand a ship that is badly damaged is likely to have
  lost a sizable proportion of its experienced
  crewmen, which will reduce its effectiveness,
  while a ship that is destroyed will have to be
  replaced by a new or salvaged vessel with a very
  inexperienced crew. 
  Gaining Experience: Ships which fought in a
  battle and were not crippled or destroyed roll 2D6.
  If the roll is higher than their Leadership rating,
  then either their Leadership may be improved by
  +1 point (up to a maximum of 10) or the ship may
  roll on the Crew Skills table. You may choose
  which option to take, unless the ship has a
  Leadership of 6 or 7, in which case you must
  choose to increase the ship’s Leadership by +1
  point instead of taking a skill.
  Crippled Ships: Ships which were crippled in a
  battle lose -1 Leadership (to a minimum of 6).
  Note that crew skills aren’t lost for being crippled,
  even if the ship’s Leadership is reduced to 6 or 7.
  Destroyed Ships: Ships which are destroyed (ie,
  reduced to 0 damage points) must be replaced
  with a new ship. Change their name on your fleet
  register. The new ship has a Leadership of 6, no
  crew skills, and any refits that have been taken are
  lost (the rules for refits follow later on).
  Escort Squadrons: Escort squadrons gain and
  lose Leadership and skills in the same way as
  ships. Escort squadrons which suffer 50% or
  greater casualties are considered crippled for the
  purpose of experience, while those that are wiped
  out are considered destroyed.
  5. Repairs & Withdrawals 
  In a campaign, ships that have suffered damage
  must be repaired, and it is the number of systems a
  player controls that determines just how much
  damage can be fixed. Sometimes the systems
  under your control won’t be able to repair all the
  damage your fleet has suffered, in which case you
  can either withdraw the ships and send them to be
  repaired outside the sub-sector, or you can let them
  limp on as they are until you have time to repair
  them.
  Repairs: Each system a player controls may repair
  a number of damage points. This varies depending
  on the type of system and your renown. The
  number of damage points different systems can
  repair is shown below. Renown is important
  because it helps with recruiting/press ganging
  extra crew, claiming resources and time in dock
  etc. Note that all criticals are repaired
  automatically, including ones which may not be
  repaired during a battle (ie, Bridge Smashed and
  Shields Collapse). Also remember that if the
  attacker won a raid he may count the enemy
  system where the raid took place as his own for
  this turn. You can use Repair points to bring escort
  squadrons back up to strength, in which case each
  escort ship is worth 1 damage point.
  An Imperial commander has just won a battle. He
  now controls a hive world, two Agri-worlds and a
  penal colony and has 28 renown points. During
  the battle one of his cruisers took five points of
  damage, another took three points of damage and
  another lost four hits. He also lost two frigates
  from a squadron of four. With the systems he
  currently has under his control, the Imperial
  commander may repair nine points of damage
  plus D6-2 for his penal colony. He rolls a 4, which
  gives him a total of 11 repair points. He uses 5 to
  totally repair the first cruiser and another 3 to
  repair the second cruiser. He replaces the two lost
  frigates, meaning he can only repair 1 point of
  damage on the third cruiser. This cruiser will start
  its next battle with three hits less than normal.
  CAMPAIGN RULES
  Penal
  Forge, hive, 
  Renown
  Agri
  (min of 1)
  Mining
  Pirate base
  Civilised
  Uninhabited
  1-2
  1
  1
  2
  3
  1
  1
  6-10
  1
  D6-4
  2
  3
  2
  1
  11-20
  1
  D6-3
  2
  4
  3
  1
  21-30
  2
  D6-2
  2
  5
  4
  1
  31-50
  2
  D6-1
  3
  6
  5
  1
  51+
  3
  D6
  4
  12
  6
  1
  Withdrawing ships: A player may choose to
  withdraw ships to get them fully repaired at a
  major base. Mark the fact they have been
  withdrawn on the fleet register. Ships which are
  withdrawn are unavailable for the player’s next
  game, after which they return to the fleet with their
  full number of hits. Escort squadrons which are
  withdrawn may return at full strength.
  REPAIRING VESSELS
  
  GOTHIC
  155
  CAMPAIGN RULES
  6. Appeals
  After repairs have been completed, both players
  can appeal to higher authorities/the gods of Chaos
  for aid. The amount of help you can expect to
  receive depends on how well you’ve been doing,
  as measured by your renown. To reflect this, the
  number of appeals that may be made depend on
  the players’ renown as shown on the table below.
  Refits
  If you read through the background sections of
  Battlefleet Gothic, you’ll see that ships often have
  things added, or have equipment updated or
  improved. This is called refitting, and in a
  campaign, you’ll get a chance to refit the ships in
  your fleet in order to (hopefully) improve their
  performance in different areas.
  A player who is granted a refit must choose one of
  his capital ships to undergo the refit, then roll a D6
  to see what type of equipment system is upgraded.
  On a roll of 1 or 2 you receive a ship refit, on a roll
  of 3 or 4 an engine refit, and on a roll of 5 or 6 a
  weapon refit Then roll on the appropriate Refit
  table given later to see exactly what you get. If you
  roll a result that the ship already has, roll again
  until you get a result the ship does not already
  benefit from. The points value of the ship is
  increased by 10% for each refit it has and you’ll
  need to update your ship register appropriately.
  Other Appeals
  Other appeals allow you to request the aid of other
  allied forces. For example, Imperial players can
  call on the aid of a Space Marine Chapter, Chaos
  players may draw on the power of the warp to cast
  arcane spells, etc. The types of other appeal you
  can make are listed under “Types of Appeal
  Allowed” earlier, and if granted allows you to roll
  on the appropriate Appeal table. Again, if you roll
  a result on the table that you already have, then roll
  again until you get a new result.
  CONCLUSION
  As noted in the introduction, you should set a
  deadline for the campaign. When the deadline
  comes up the player that has built up the greatest
  renown is the winner. However, once you’ve got
  some experience running campaigns like this, you
  should feel free to change the criteria for victory.
  For example, you could say that the first player to
  gain control of five systems is the winner (though
  RENOWN
  NO. OF APPEALS
  1-10
  1 Appeal
  11-30
  2 Appeals
  31-50
  3 Appeals
  51+
  4 Appeals
  Appeals may be made for the things listed below.
  If you are allowed to make more than one appeal
  you can ask for the same thing up to two times
  (and may have each appeal granted), or you can
  appeal for different things – it’s up to you!
  However, you must declare what you will appeal
  for this turn before determining whether the
  appeals have been granted. Having declared what
  you are going to appeal for, roll a D6 for each
  appeal to see if the appeal is granted.
  TYPE OF APPEALS ALLOWED
  Imperial: Refits, Reinforcements, Space Marines.
  Chaos: Refits, Reinforcements, Forces of Chaos.
  Ork: Refits, Reinforcements.
  Eldar: Refits, Reinforcements.
  APPEAL GRANTED
  Reinforcements
  2+
  Refits
  4+
  Other
  5+
  Reinforcements
  If the appeal is granted, one new capital ship or a
  squadron of up to five escorts may be added to the
  player’s fleet registry. Note that you must have the
  models to represent the ships – if you don’t, then
  they can’t be added to the fleet register.
  this will be tough on Ork and Eldar players), or
  you could keep on playing until the entire sub-
  sector is entirely controlled by Chaos, in which
  case all of the Chaos and Ork players win, or is
  entirely controlled by the Imperium, in which case
  all of the Imperial and Eldar players win. 
  Other alternatives include doing a convoy run,
  where a fleet has to travel from system to system
  across the map, fighting opponents along the way
  as it does so, or you could have a game based on
  an Ork Waaagh! where Ork players are allowed to
  control systems. The most important thing to
  remember is that the rules above are only a starting
  point, and the possibilities for making up your own
  campaigns are really only limited by your
  imagination. Have fun!
  A
  skilled Navigator can steer a ship
  anywhere through the warp, in theory at
  least. However, this task can be made much
  easier, and even allow vessels without a
  Navigator to make longer warp jumps, along
  certain shipping routes. These routes have a
  relay of Astropathic beacons along them,
  giving ships’ captains and Navigators guidance
  along a pre-set path. Some shipping routes are
  part of a system of warp gates which link
  areas of the Gothic Sector together through
  stabilised warp tunnels. During the Gothic
  War, as the warp storms made travel through
  any area of space around the region extremely
  difficult, the control of the shipping routes
  became vital. Important meeting points of the
  trade routes, such as Port Maw and the
  Lysades sub-sector, were the site of several
  major fleet battles, as whoever dominated
  these areas could move their ships around the
  sector much more quickly and with greater
  accuracy.
  
  The ship’s engines are fitted with additional systems or improvements have been made to the power generators and energy relays in some fashion. Roll a D6 on the following table:
  D6
  Engine Refit
  1 
  Secondary Reactors. The ship’s additional power generators allow it to put on a tremendous burst of speed for short lengths of time. The ship rolls an extra 2D6 when 
  on All Ahead Full special orders.
  2 
  Evasive Jets. The hull of the vessel is studded with powerful short-burn engines which allow it to drastically turn to avoid incoming fire. At the start of the enemy shooting 
  phase, the ship may take a Leadership test. If it is passed, the ship may make a single 45° turn immediately. However, the ship may not go on to special 
  orders during the next turn.
  3 
  Manoeuvring Thrusters. Additional thrusters along the length of the ship allow it to turn much more quickly. The ship reduces the distance it needs to move before
  turning by 5cm.
  4 
  Arrester Engines. The ship has a number of secondary engines mounted near its prow, which enable the vessel to reduce speed rapidly. When attempting to Burn Retros 
  or Come to New Heading special orders, the ship may add +1 to its Leadership. 
  5 
  Auxiliary Power Relays. The rear of the ship is criss-crossed with additional cables and pipelines, feeding more power to the engines. The ship gains +5cm to its speed.
  6 
  Navigational Shields. The ship is enveloped in low-frequency shields designed to shunt aside debris and other impediments as the ship moves. The ship does not suffer
  reductions to its speed for moving through Blast markers (this includes gas and dust clouds and similar effects).
  The structure of the ship is improved in some way, new equipment is installed, or better trained or specialised crew members are brought in. Roll a D6 on the following table:
  D6
  Ship Refit
  1 
  Improved Sensor Array. The ship’s assayers and long range surveyors are particularly attuned to pick up energy emissions and signals from enemy ships. When taking
  Leadership tests to go on to special orders, the ship gains +2 for enemy ships on special orders, rather than the normal +1.
  2 
  Additional Shield Generator. The ship has additional shield generators to deflect incoming shots. The ship gains +1 Shields.
  3 
  Superior Damage Control. The ship benefits from an improved auto-repair system, or more highly adept engineers and technicians. The ship may roll one extra dice in
  the end phase when attempting to repair damage.
  4
  Reinforced Hull. The ship’s hull is fitted with additional armour and internal bracing, increasing its damage by 25% (rounded up) but reducing its speed by 5cm.
  5 
  Improved Logic Engines. The ship’s countless metriculators and mechanical cogitators enable the crew to perform with full effectiveness even in the midst of the fiercest
  battle. The ship does not suffer -1 Leadership for being in contact with Blast markers.
  6 
  Overload Shield Capacitors. Specialised power relays and generators allow the ship’s engineers to temporarily divert extra power to the shields. For each hit against the
  shields, roll a D6. On a roll of a 6, the hit is ignored and no Blast marker is placed.
  The ship has been upgraded with additional or more sophisticated weapons systems, greatly enhancing its battle effectiveness. Roll a D6 on the following table:
  D6
  Weapons Refit
  1
  Extra Turrets. The vessel is studded with numerous close defence weapons to shoot down enemy torpedoes and attack craft. This ship adds +1 to its Turrets value.
  2
  Turbo-weapons. The ship’s weapons have been given additional punch and accuracy at long range. The ship does not suffer a right column shift when firing over 30cm.
  3 
  Targeting Matrix. The ship’s weapon systems are linked together through a massive targeting network so that they can maximise their fire. All firing by weapon batteries
  benefits from a left column shift on the Gunnery table (before any other column shifts for range or Blast markers).
  4
  Auto-loaders. The ship’s crew are aided in their task of readying torpedoes and attack craft by huge semi-automated machinery. The ship adds +1 to its Leadership when
  attempting Reload Ordnance special orders (re-roll this if the ship has no ordnance).
  5 
  Superior Fire Control. A powerful fire control system has been installed in the ship’s bridge, enabling the command crew to direct the ship’s firing with greater effect. 
  The ship adds +1 to its Leadership when attempting Lock-on special orders.
  6
  Motion-Tracking Targeters. A complex analytical array linked to the ship’s navigational systems enables the gun crews to fire with greater accuracy when the ship is 
  performing special manoeuvres. If the ship is on All Ahead Full, Burn Retros or Come to New Heading special orders, its firepower and lance Strength is reduced 
  by 25% (rounded up) rather than halved
  CAMPAIGN RULES
  GOTHIC
  156
  WEAPONS REFIT
  SHIP REFIT
  ENGINE REFIT
  REFITS TABLES
  
  CAMPAIGN RULES
  GOTHIC
  157
  D6
  SKILL
  1 
  Expert Gunnery. The ship’s gun crew are 
  amongst the finest in the whole sector, able to 
  lay down a devastating barrage. When the ship 
  attempts Lock-on special orders you may roll
  3D6 and discard the highest roll before 
  comparing the score to the ship’s Leadership.
  2
  Skilled Engineers. The crew responsible for
  running the engines are highly adept, able to 
  respond quickly to orders for more or less
  power. When the ship attempts All Ahead Full
  or Burn Retros special orders you may roll 3D6
  and discard the highest roll before comparing
  the score to the ship’s Leadership.
  3
  Adept Trimsman. The officers and crew 
  responsible for the ship’s manoeuvring boast 
  that they could get the ship to turn on the head 
  of a pin! Whenever the ship attempts Come to
  New Heading special orders you may roll 3D6
  and discard the highest roll before comparing 
  the score to the ship’s Leadership.
  4
  Excellent Pilots. The ship is famed for the skill
  of its pilots. The well-timed attack runs of its
  bombers can cause horrendous damage while 
  its fighter pilots fly rings around enemy attack
  craft. Any bombers launched by this ship may 
  re-roll the dice when determining how many To
  Hit rolls they have. If fighters from this ship 
  intercept attack craft or torpedoes, roll a D6. On
  a score of 4+ the fighters are not removed as 
  normal but remain in play. Re-roll this skill if
  the ship does not carry attack craft. Eldar 
  players should re-roll this skill.
  5
  Disciplined Crew. The ship’s crew bend to 
  their tasks with enthusiasm and loyalty. Once
  per battle the ship may re-roll a failed 
  Leadership test or Command check.
  6 
  Elite Command Crew. The ship’s command
  crew work well as a team, able to respond 
  quickly to the orders of the fleet commander. 
  Once per battle the ship may automatically pass 
  a Leadership test or Command check – there is 
  no need to roll any dice.
  CREW SKILL TABLE
  A request is made to nearby Space Marine Chapters to send aid to your fleet. Roll 2D6 on the following table:
  2D6
  Troops
  2
  One of the Chapter’s handful of battle barges is diverted to support your fleet. You may include one Space Marine 
  battle barge in your next game for free, as long as you have a model to represent it (if not, roll this result again).
  3
  The Chapter dispatches two of its strike cruisers to assist your fleet. You may include two strike cruisers in your 
  next game for free, as long as you have models to represent them (if you don’t, roll this result again).
  4
  The Chapter keeps one of its strike cruisers on station to assist you in your next fight. You may include one strike 
  cruiser in your next game for free, as long as you have a model to represent it (if not, roll again).
  5
  The Chapter sends two companies of Space Marines, stationed aboard two ships of your choice. Add +1 to 
  Boarding Action rolls for those ships for the rest of the campaign.
  6
  The Chapter sends a company of Space Marines, which are stationed aboard one ship of your choice. Add +1 to 
  Boarding Action rolls for that ship for the rest of the campaign.
  7
  The Chapter supplies several squads of Space Marines and Thunderhawk Gunships (which count as assault boats) 
  for one ship of your choice (note that the ship must be capable of carrying attack craft). The ordnance will be 
  repaired or replaced after each game so that the ship may use assault boats for the rest of the campaign.
  8
  The Chapter supplies several squads of Space Marines and boarding torpedoes for one ship of your choice (note
  that the ship must be capable of launching torpedoes). The ordnance will be repaired or replaced after each game 
  so that the ship may use boarding torpedoes for the rest of the campaign.
  9
  The Chapter sends squads of Space Marine Terminators to be stationed on one ship of your choice. Add +2 to 
  Boarding Action rolls for that ship for the rest of the campaign.
  10
  The Chapter sends a cadre of veteran warriors to train your crews in shipboard combat. You may train one ship’s 
  crew after each game – mark the fact they have been trained on your fleet registry. Ships which have been trained 
  may re-roll the dice in a boarding action.
  11
  The Chapter conducts raids on your enemies’ supply lines, tying up their ships in defending convoys and bases. 
  In your next game your opponent must reduce his points value by D6x30.
  12
  The Chapter conducts coordinated attacks to destroy the orbital defences of worlds you are planning to attack. In 
  the next game you play where your opponent has planetary defences, their value will be reduced by D6x30 points.
  SPACE MARINES TABLE
  Notes: Strike cruisers can be represented by Dauntless light cruisers and battle barges by Emperor class battleships.
  
  GOTHIC
  158
  CAMPAIGN RULES
  THE SUB SECTOR MAPS
  Number of systems
  A sub-sector contains many stars, but of these only a
  few will have any planets orbiting. The vast majority
  will be gas giants or planets locked in sub-zero ice
  ages. This means that any given sub-sector will have
  relatively few star systems actually worth fighting
  over. Of these, the majority will be mining worlds,
  agri-worlds and other worlds with a sizeable
  population and contemporary technology level
  (categorised as civilised worlds). A few systems may
  have a forge world, hive world or other such planet.
  Occasionally uninhabited systems also have strategic
  importance as jump points or gathering places for
  assembling war fleets. The sub-sector maps only
  show those systems of military or strategic
  importance to the forces fighting in the Gothic War.
  Warpspace Channels
  In theory it is possible to travel anywhere through
  warp space. However, the warp’s shifting tides make
  it easier to travel from some systems to others, and
  short warp jumps are always more accurate than
  longer ones. This is particularly true when moving a
  large fleet, which may become spread out across
  several light years of space. For this reason, the
  systems on a sub-sector map are connected by a
  number of warp channels to the other systems.
  System type
  Each system will be one of the following types:
  uninhabited, agri-world, mining world, hive world,
  penal colony, forge world or civilised world. The
  system may actually contain more than one world,
  but the political power and the bulk of the resources
  will be concentrated on the type of world shown. The
  system type will influence how much ship damage it
  can repair and level of its orbital defences.
  Special notes
  Blackstone Fortresses: We have marked on the
  maps where each of the Blackstone Fortresses is
  located. If you wish to (and you don’t have to if you
  don’t want to) you can include a Blackstone Fortress
  in the planetary defences of that system.
  Port Maw: Port Maw is the largest naval base in the
  Gothic Sector and the headquarters of the Battlefleet
  Gothic. Any planets in the Port Maw system (not to
  be confused with the Port Maw sub-sector) have
  double the normal amount of planetary defences.
  The forces of Chaos constantly assail the Imperium and attack the servants of the Emperor. If your request for aid is heard, roll on this table to see what is put at your disposal.
  2D6
  RESULT
  2
  You implore the Chaos gods for their unholy gifts, but the dark powers smite you for your impudence. At the start of the next battle, roll once on the Critical Damage table and
  apply the result to your Warmaster’s ship!
  3
  The Chaos gods show you a glimpse of the future. You may re-roll the dice when deciding who has the initiative in the next campaign turn. The second roll stands.
  4
  The Chaos gods send a force of Daemonic entities that swirl about one of your ships and attack nearby vessels. Nominate one capital ship in the next battle. A single enemy ship 
  within 15cm during your end phase is attacked. Roll a D6: this is the number of dice you can roll to hit against the target’s Armour (shields have no effect).
  5
  A mighty Champion of the Dark Gods agrees to join your retinue of followers. You may add a Chaos Lord (with a Mark of Chaos if you wish) to your Fleet Registry.
  6
  A Chaos Space Marine battle force will act as your personal bodyguard. Your flagship may add +1 to all boarding actions it is involved in.
  7
  The Chaos Legions gather to your side. Your flagship and any ship with a Chaos Lord aboard may add +1 to all boarding actions it is involved in for the rest of the campaign.
  8
  The Legions of Chaos grow strong and your fleet is aided by many deadly warriors such as Berzerkers of Khorne, Noise Marines and the dreaded Chaos Terminators. Any one 
  ship in your fleet may add +2 to all boarding actions it is involved in for the rest of the campaign.
  9
  Piratical renegades flock to your cause. One ship in your fleet may be equipped with boarding torpedoes and/or Dreadclaw assault boats.
  10
  With their cabalistic rites and blood sacrifices to the ancient gods, your Sorcerers bestow the gifts of Chaos onto one of your ships. In your next battle, one ship in your fleet 
  may be given a Chaos Reward for free, as if the Warmaster or a Chaos Lord was on board (this can be combined with the Chaos Rewards of a Warmaster or Chaos Lord).
  11
  The Chaos gods use their foul magicks to create a ward of Chaos about your fleet. Nominate one of your capital ships in the next game. Any enemy shooting at this ships suffers 
  a right column shift on the Gunnery table (before any other shifts for range or Blast markers).
  12
  The Chaos gods use their fiendish powers to create a swirling vortex of Chaos about one of your ships. Nominate one capital ship in your fleet. In the next battle, any enemy 
  ship within 15cm of this vessel counts as having one Blast marker in contact with its base.
  FORCES OF CHAOS TABLE
  
  GOTHIC
  159
  SUB-SECTOR MAPS
  Sub-Sector 1-565/6/GS/NW – ‘Bhein Morr’
  Sub-Sector 127/23/GS/SSW – ‘Gethsemane’
  Sub-Sector 199/64/GS/NE – ‘Cyclops Cluster’
  Sub-Sector 1-565/6/GS/NW – ‘Lysades’
  Sub-Sector 201/23/GS/S – ‘Orar’
  Sub-Sector 199-1/1/GS/E – ‘Port Maw’
  Sub-Sector 231/0-4/GS/SW – ‘Quinrox Sound’
  Key to Sub-Sector Maps
  Penal world
  Mining world
  Hive world
  Agri-world
  Civilised world
  Uninhabited system
  Krool
  Oechalia
  Duran
  Stranivar
  Luxor
  Mastado
  Bhein Morr
  Elysium
  Balaam
  Fularis
  (Blackstone I)
  Kharlos
  CCX-104
  Denerair
  Misere
  Thanet
  Moab
  GS/PC02 ‘Slade’
  Mezoa
  Numitor
  Lithore
  Rebo
  (Blackstone IV)
  Platea
  Verstap
  N’man
  Halemnet
  Toya-Tama
  Lashattau
  Gath
  Gethsemane
  Zpandex
  Fier
  (Blackstone III)
  Erebus
  Drakulu
  Yama Enda
  Cherys
  AFR-74
  TR/0524/GS/PW-L
  Acre
  Electris
  Bretz
  Kueghan
  Marinas
  Ortho
  Lethe
  Kiliman IV
  Port Maw
  (Sector 
  Naval Base)
  Aeolus
  GS/PC04
  ‘Walpurgis’
  Phroti
  Melos
  Naxos
  Thera
  Corilia
  Delos
  Eziam
  Brigia
  (Blackstone VI)
  Savaven
  Loac
  Skagerrak
  Sicyon
  Saviour
  Schindlegeist
  (Blackstone V)
  Bladen
  Corlini
  Boetia
  Tarantis
  Vindalex
  Arimaspia
  Coimbra
  Skargul
  Orar
  201/23/GS/N.35/4
  GS/PC45 ‘Helwurld’
  Bligh
  AG106/GS/N
  Corain
  Anvil 206
  (Blackstone II)
  D’Gruppa
  Lemnos
  Picus
  Gile’s
  World
  Forge world
  
  GOTHIC
  160
  DESIGNER’S NOTES
  DESIGNER’S NOTES
  So you’ve made it all this way and you’re still hungry for
  more! Well at this point I get to talk about some of the
  general principles behind the rules. First thing is to say a big
  thank you to all the people who have offered ideas,
  suggestions or encouragement by writing in or speaking to
  me direct. Thank you!
  Anyway on to business. The first thing is the most important
  rule you’ll ever need to know. If (when) you come across a
  situation that doesn’t seem to be covered by the rulebook,
  roll a D6 for it. Let fate decide the outcome and then get on
  with the game. It’s more important to keep the game going
  than get bogged down in a long argument about rules. If you
  find the idea of rolling a dice to sort it out horrifying, feel
  free to sort out the problem in a more gentlemanly fashion.
  If you want to change bits of the game to suit yourself, you
  have my blessings as long as your opponent agrees.
  Leadership
  Random Leadership. Many players struggle with having
  randomly generated Leadership I’ve had lots of suggestions
  about generating crews first and then assigning them to
  ships afterwards, or using unmodified values based on race.
  Either of these ideas is fine of course, I just find them dull.
  The idea that the biggest ships will always have the best
  crews is not born out by history (in fact smaller ships tend
  to see more action and so develop better crews). Likewise
  the practicality of transferring experienced crews from one
  ship to another is… questionable – quite apart from the
  issues of crew size (frigate crews can’t run battleships) a
  good deal of experience represents familiarity with a
  Blast Markers. These take effect as soon as they are placed,
  and will even affect subsequent shooting by the same ship in
  the same shooting phase (here’s a hint: always fire your
  weapons batteries before lances). A ship that moves away
  from Blast markers in contact with its base always suffers
  the 5cm speed penalty, even if it moves directly away and
  not through the markers – the buffeting it receives still limits
  its speed. Being slowed down by Blast markers does not
  reduce the distance a capital ship must move before turning,
  or the half speed distance the ship must travel.
  The Ordnance Phase
  Moving Ordnance It’s important to appreciate that
  ordnance always moves in both players’ turns. Although
  attack craft can opt not to move in an Ordnance phase,
  torpedoes must move their full speed each ordnance phase.
  Ordnance vs Varying Armour Values. Bombers attacking
  a ship with more than one armour value always roll against
  the lowest value. Torpedoes, however, attack the armour
  value of the ship on whichever facing they strike first.
  The End Phase
  Shields. These are knocked down or ‘regenerated’ by the
  presence of Blast markers. This is how it’s intended to work
  so don’t be surprised that there are no separate rolls for
  repairing shields in the End phase. If you want your shields
  back up keep moving! They’ll recover automatically once
  you’re out of the salvoes the enemy is plastering you with.
  specific vessel. Commanders and the clever use of
  squadrons can overcome the worst effects of bad leadership,
  so I urge you to accept the vagarities of fate and the
  occasional untried crew as part of the challenge of the game.
  And if it still really bothers you, play a campaign!
  The Turn
  The alternating turn sequence is clunky but useful for
  keeping things nice and forward. Players with a hankering
  for more complexity can always start by experimenting with
  the turn sequence. Options include: players alternate
  moving and shooting with one ship/squadron at a time,
  introducing an Initiative system based on speed for making
  moves, counters drawn at random to see which ships move
  when or use a Player A moves\Player B shoots principle, etc
  (yes, I really thought about using all these options!).
  The Movement Phase
  Accidental Collisions. The observant player will have
  noted that there’s no chance of accidental collisions in
  Gothic. This is deliberate – amidst the vast gulfs of space the
  chances of actually getting that close to another ship (unless
  deliberately trying to ram it) are tiny.
  The Shooting Phase
  On the Line. If a ship ends up where it has a target ‘on the
  line’between two of its fire arcs the player can decide which
  he has the target in, but may not count it as being in both.
  Halted Ships. Sometimes a combination of critical damage
  and Blast markers will bring a ship to a halt, or a ship may
  be using a gravity well to remain stationary. In either of
  these cases use the Defences column on the Gunnery table
  if they are fired at – a halted ship is just a sitting target.
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