TEXT: 2010 COMPENDIUM 
   
   
   
   
   
  1 
   
  TABLE OF CONTENTS 
  Set-Up- 2 
  Orders/Leadership- 2 
  Movement- 3 
  Shooting -4 
  Blast Markers- 4  
  Nova Cannon- 5 
  Area Effects and Special Weapons- 6  
  Ordnance- 6 
  Torpedoes- 7 
  Attack Craft- 8 
  Resilient Attack Craft- 8 
  Combat Air Patrol- 9  
  Orbital Mines- 10 
  Massing Turrets / Turret Suppression- 10 
  Ramming, Boarding and Base Size- 11 
  Hit and Run Attacks  / Critical Damage- 12 
  Catastrophic Damage- 13 
  Squadrons- 13 
  Disengaging- 14 
  Celestial Phenomena- 15 
  Planetary Defenses- 16 
  Transports- 16 
  General Fleet Restrictions and Options- 16 
  Reserve Fleets and Reinforcements- 17 
  Allies, Subjects and Mercenaries- 18 
  Imperial Navy, Space Marines and Adeptus 
  Mechanicus fleets- 19 
  Chaos fleets- 22 
  Eldar, Craftworld Eldar and Dark Eldar fleets- 24 
  Ork fleets- 26 
  Necron fleets- 28 
  Tyranid fleets- 29 
  Tau and Demiurg fleets- 31 
  BATTLEFLEET BAKKA 
  Page 32  
  ORDERS OF THE INQUISITION 
  Page 45  
  SPACE MARINE DOMINIONS 
  Page 53  
  ADEPTUS MECHANICUS 
  Page 62  
  ROGUE TRADERS 
  Page 70  
  POWERS OF CHAOS 
  Page 101 
  CRAFTWORLD ELDAR 
  Page 124  
   
  ORK CLANZ 
  Page 146  
  TAU KOR'OR'VESH 
  Page 155  
   
   
   
   
   
   
   
   
   
   
   
   
   
   
   
  The intent of this FAQ/Errata along with the rest of the 2010 Compendium is to finally tie up some loose ends that needed fixing for quite some time. The 
  Compendium also incorporates many of the rule sets introduced in the Battlefleet Gothic Magazine, 2002 Annual and Fanatic Magazine. This document is intended for use 
  with the most recent online versions of the Battlefleet Gothic Rulebook and Armada and the files at Games Workshop’s Specialist Games Battlefleet Gothic Resources 
  website as of December, 31st, 2010. It is also heavily cross-referenced; any references listed in italics refer to pages in this same document. For all intents and purposes this 
  supersedes any previously released FAQ and Errata. Note that the online rules correct a number of deficiencies in the printed rulebook, not all of which are reiterated here.  
  Please note that besides additions and changes, the intention of this document is to address unusual circumstances and situations that do not normally come up in 
  gameplay, and so by intent some of the topics are discussed in far greater detail than would normally be covered in the standard rules. However, it is almost guaranteed that 
  in the course of gameplay, some situation is going to come up that is not covered by this FAQ. Additionally, keep in mind that this does not preclude two players adjusting or 
  “breaking” the rules as they see fit as long as both players agree. In all cases, Johnson’s Razor applies: if there is more than one way to interpret an unusual situation, 
  always go for that fairest to both players. As this is a GAME and therefore played for FUN, there is no reason why these cannot be resolved simply by looking at which 
  solution is the fairest for all players should the situation be reversed. Should this not work, make a coin toss or D6 roll to decide the outcome, game on and enjoy! 
   
   
   
   
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  BBAATTTTLLEEFFLLEEEETT  GGO
  OTTH
  HIICC  
  Andy Chambers, Gavin Thorpe, Jervis 
  Johnson, Matt Keefe, Andy Hall, Pete Haines, 
  Tim Adcock and Warwick Kinrade 
   
  TTH
  HEE  22 001100  CCO
  OM
  MPPEENNDDIIU
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  Battlefleet Gothic Rules Review Committee 
  Bob Henderson, Ray Bell and Nate Montes 
   
  Special Thanks to  
  Roy Amkreutz, Fred Martinson, W.S. Scott 
  Boyd, Robert C.M. Passovoy, Aaron Dickey, 
  Sam Stewart, Stephen Cundiff, Colin Young, 
  Dex Sy, Brandon Pooley, Wesley Herndon, 
  Florian Piening, John Lambshead  
  and Matt Sprange  
   
  Graphic design and layout by Nate Montes  
   
  All illustrations and intellectual property 
  ©1999-2011 Games Workshop 
   
  
  2010 COMPENDIUM 
   
   
   
   
   
  2 
   
  SET-UP 
   
  Definition of Game Turns: A game turn is both player 
  turns, so a game that lasts eight turns has sixteen 
  player turns. 
   
  Pre-measurement: You may pre-measure movement 
  and range unless all players agree not to. Note: To aid 
  in pre-measuring, use a couple of empty flying bases 
  with bearing compasses dropped over the stems.  
   
  Secrecy of Fleet Lists: Fleet lists are not normally 
  secret. However, to add a degree of subtlety to a 
  campaign, fleet lists may be kept secret until the end 
  of the game (or campaign) if both players agree. 
  However, it must be written down, complete with all 
  refits and point totals. If at any time your opponent 
  wishes to see your fleet list, both players must then 
  immediately reveal their fleet lists to each other. 
   
  Secrecy of Subplots: Subplots are normally rolled for 
  in front of both players at the beginning of the game. 
  However, subplots may be kept secret in the same 
  manner as described previously for fleet lists if both 
  players agree. However, they must be written down at 
  the beginning of the game, and if at any time your 
  opponent wishes to see your subplot(s), both players 
  must then immediately reveal them to each other. If 
  kept secret, they must nonetheless be revealed at the 
  end of the game. 
   
   
  ORDERS/LEADERSHIP 
    
  Special orders are declared during the movement 
  phase by choosing a vessel or squadron, declaring the 
  order and rolling leadership, then moving it. This is 
  repeated until a vessel fails its command check, after 
  which any remaining ships finish moving normally.  
   
  A ship or defense can never be on more than one 
  special order at a time unless described otherwise in 
  its special rules, such as a Ramilies Star Fort.  
   
  Under no circumstance can a ship‟s leadership be 
  modified 
  higher 
  than 
  Ld10, 
  though 
  various 
  combinations of effects all affect the ship or squadron 
  normally. For instance, an Admiral with Leadership 
  10 aboard a ship in contact with Blast Markers (-1Ld) 
  while the enemy is on special orders (+1Ld) is Ld10. 
  In effect, a leadership check roll of 11 or 12 always 
  fails unless SPECIFICALLY stated otherwise.  
   
  If a ship through a combination of effects is reduced 
  to Ld1 or less, it cannot make any special orders or 
  leadership tests of any kind unless some combination 
  of modifiers brings the leadership test it is attempting 
  to make at least 2 or more, such as attempting to 
  disengage near celestial phenomena, etc. 
   
  When rolling special orders, a decision to use free 
  command checks (such as with an Elite Command 
  Crew or when Orks use All Ahead Full special 
  orders) must be taken before a special order is failed. 
  Once special orders are failed, no more special orders 
  can be declared except Brace For Impact.  
   
  Only one re-roll can be spent on a vessel or squadron 
  per leadership check. In other words, if a vessel or 
  squadron fails a leadership check and then fails a re-
  roll, another re-roll cannot be expended on it for the 
  same leadership check or special order on that vessel, 
  even if more re-rolls are available.  
   
  A capital ship squadron always rolls special orders or 
  leadership 
  tests together, benefiting from the 
  leadership of the highest leadership of any surviving 
  vessels in the squadron, even if crippled (this differs 
  only if an individual capital ship wishes to 
  disengage). They also take advantage of any 
  leadership bonuses of any vessel in the squadron, as 
  long as it does not exceed that of the highest 
  leadership in the squadron. For example, if a capital 
  ship squadron has a ship that is Ld8 and a ship that is 
  Ld6 but gets an additional +1Ld when the enemy is 
  on special orders (to Ld8), the squadron cannot 
  combine these effects, meaning its leadership will 
  only be Ld9 if the enemy is on special orders. 
  Conversely, the squadron suffers leadership modifiers 
  if any one vessel in the squadron is in contact with 
  blast markers, regardless of whether or not it is the 
  vessel with the highest leadership. See p.14 for more 
  about capital ship squadrons as well as how 
  individual capital ships may disengage. 
   
  A ship with an embarked Admiral, Warmaster, etc. 
  has its leadership superseded by that of the embarked 
  fleet commander. This includes circumstances where 
  the Fleet Commander has a lower leadership than the 
  ship he is embarked on!  
   
  Just like ship‟s captains and crews, Chaos Lords, Ork 
  Warlords, etc. can gain experience (leadership) in a 
  campaign. Note that improvements can only be based 
  on the ship‟s or commander‟s natural leadership, not 
  on any bonuses gained by the ship itself. For 
  example, an Emperor battleship with a natural Ld7 is 
  effectively Ld8 in battle because of its inherent +1Ld 
  bonus, but it can only gain crew skills once its natural 
  Leadership is at least Ld8. Crew skills can only be 
  gained by ships, not Fleet Commanders 
   
  If a ship containing a fleet commander, Warlord, 
  Mark of Chaos, etc. is destroyed, the cost of any 
  embarked commanders or other improvements are 
  included in the Victory Points earned by the enemy, 
  even if it can be assumed the fleet commander 
  escaped to fight another day. For example, if an Ork 
  Kill Kroozer (155 pts) with an embarked Warlord and 
  Mad Meks (+65 pts) is destroyed, the opponent earns 
  a total of 220 pts, and obviously the Warlord and his 
  Meks are lost for the game. However, in a campaign, 
  the Warlord manages to get his hands on another Kill 
  Kroozer (or whatever) and gather around him some 
  Meks. Or, if you like, another Warlord showed up to 
  take his place with his own mob of Mad Meks!  
   
  If a Fleet Commander with particular bonuses (such 
  as Chaos Marks or Ork benefits) moves to another 
  ship that already has particular crew skills, they may 
  be combined as long as they do not contradict each 
  other. For example, a Chaos fleet commander with a 
  Mark of Slaanesh using the 13th Black Crusade fleet 
  list cannot use as a flagship a vessel with the Mark of 
  
  2010 COMPENDIUM 
   
   
   
   
   
  3 
   
  Khorne. Crew skills also cannot be multiplied; an Ork 
  Warboss Fleet Commander with Mad Meks that 
  moves to another ship that ship already had Mad 
  Meks gains no additional benefit from this.  
   
  Any ship described as being on standby may not 
  move, fire weapons or launch ordnance. It may 
  however attempt to Brace and repair critical damage. 
  Turrets and shields work normally. While on standby, 
  ships obviously count as defenses against the gunnery 
  table, with all modifiers applied normally. Ships on 
  standby must follow the rules in the particular 
  scenario to come out of standby, after which they 
  behave normally in all respects. 
   
  ALL AHEAD FULL: Ships in a squadron all go the 
  same +nD6cm distance when on All Ahead Full 
  special orders unless they use less dice, are slowed 
  down by celestial phenomena, being crippled, etc.  
   
  If a squadron with multiple D6 values when All 
  Ahead Full take this special order, the ship(s) that 
  takes less D6 uses the highest rolled dice in its move. 
   
  RELOAD ORDNANCE: Any reference or mention 
  in the rules concerning running out on doubles when 
  rolling to Reload Ordnance no longer applies and 
  may be ignored.  
   
  Reload Ordnance and Movement: Movement is 
  unaffected by the reload ordnance special order. 
   
  BRACE FOR IMPACT: Brace For Impact special 
  orders can be undertaken ANY time a ship faces 
  taking damage before the actual to-hit result is rolled, 
  including when ramming or being rammed or against 
  damage from asteroid fields. For example, you do not 
  have to make the leadership check to brace until you 
  know a ship has successfully passed its test to ram, 
  but it must be made before any damage rolls are 
  made. In the same manner, one does not have to 
  brace for damage against traversing asteroid fields 
  until after one actually fails the leadership test to 
  traverse the field but before any rolls to inflict 
  damage are made. When facing damage from an 
  exploding vessel, one may wait until the 3D6cm 
  measurement for blast radius is made but before any 
  hits are rolled. It may now also be used to protect 
  against critical damage from any kind of H&R attack. 
  See p.11 for more on ramming, p.13 for more on 
  catastrophic damage and p.15 for more on how ships 
  take damage from asteroid fields. 
   
  In all cases Brace For Impact REPLACES whatever 
  special order the ship or squadron may currently be 
  on. However, the special order previously in effect 
  remains so, in that ships that reloaded ordnance are 
  still reloaded, a ship or squadron moving All Ahead 
  Full must continue to do so, etc. Ships and squadrons 
  still cannot take special orders in the next turn.    
   
  Brace For Impact DOES NOT protect against critical 
  damage caused by hits that were not saved against 
  normally, nor any damage caused during a boarding 
  action (including critical damage). Being braced 
  protects against actual damage taken by the ship 
  itself, NOT hits absorbed by shields, reactive armor, 
  holofields, etc. 
   
  A decision to brace for impact must be made before 
  any attempt to shoot (rolling dice) by the opponent is 
  made, including modifier rolls for variable weapons 
  such as Ork Gunz. When being attacked by ordnance, 
  the decision must be made before rolling turrets.  
   
  Brace For Impact does NOT halve turret values. 
  However, it is the only special order that halves a 
  ship‟s ability to launch ordnance, provided the 
  launching vessel is already reloaded. This effect is 
  cumulative if a capital ship is crippled, see p.4.  
   
  A ship that fails an attempt to Brace For Impact 
  cannot attempt again to Brace until the ship, 
  squadron, ordnance wave or other event causing 
  damage to it completes its attacks, finishes causing 
  damage, resolves its effects, etc. It can however again 
  attempt to brace before the next ship, squadron or 
  ordnance wave attacks it, it faces another potentially 
  damaging event, etc.  
   
  When a ship‟s or squadron‟s weapons are halved for 
  whatever reason (such as being Braced), total up the 
  combined strengths (rounding up) before halving or 
  splitting firepower. For escorts in particular, total all 
  combined strengths for the entire squadron before 
  halving or splitting firepower. For example, if a 
  squadron of five or six Eldar Hemlocks are braced, 
  they have a total of three pulsar lances. See p.14 for 
  more about squadrons affected by being Braced. 
   
  Brace 
  For 
  Impact 
  Against 
  Multiple Damage 
  Weapons: When making brace saves against multiple 
  damage weapons, such as Ork Heavy Gunz or Dark 
  Eldar Phantom Lances, total the damage caused and 
  then save for each point of damage caused past 
  shields as normal. Example: Heavy Gunz hit a braced 
  squadron of Swords 5 times, total the damage to 10 
  then make a save roll per hit past shields.  
   
  COME TO NEW HEADING: This special order 
  does not allow capital ships to double their turn rate 
  all at once; they may instead turn twice in a single 
  movement phase instead of once, each time turning 
  no more than they would normally. Capital ships 
  under this special order must move their minimum 
  distance before turning for BOTH their turns. For 
  example, an Imperial cruiser must move 10cm, turn, 
  then move an additional 10cm before turning again. If 
  it cannot because of movement modifiers, then it 
  cannot take advantage of this Special Order. See p.15 
  about how gravity wells can affect this. 
   
  All Ahead Full, Come to New Heading and Burn 
  Retros halves firepower and lance strength but not 
  torpedo or attack craft launch capability.  
   
   
  MOVEMENT  
   
  A ship can only count forward movement made 
  during a given movement phase before turning. In 
  other words, a cruiser that moves straight ahead at 
  least 10cm without turning in a movement phase 
  cannot count that movement to immediately turn in 
  the next movement phase. This does not apply to 
  Space Hulks or other vessels specifically addressed as 
  utilizing special turning rules.  
   
  Flying Bases Overlapping: As ships can overlap by 
  flying over/under one another it is possible to stack 
  ships. When ships overlap it is common practice to 
  remove the models from their flying bases. To keep 
  things clear, it is usually best to have a few stemless 
  flying bases around with a straight line draw from the 
  central hole to the bases edge to indicate direction. If 
  desired, numbered contact markers can be used for 
  this as well. The drastic weakening of their shield 
  strength usually discourages this as described in the 
  section on blast markers, but it is completely legal.  
   
  
  2010 COMPENDIUM 
   
   
   
   
   
  4 
   
  Stacking Ships and Escort Squadrons: Cruisers and 
  escorts can be stacked to follow the movement of 
  battleships and other models that use a large base. If 
  the models do not physically fit where they should be 
  located, a contact marker or similar can be used for 
  this purpose. As a rule, ships should only be stacked 
  or overlap as an unavoidable consequence of 
  movement or to attain a particular shooting solution 
  and should not be used solely because it is allowed. 
   
  When a ship is forced to stand still, it counts as being 
  targeted as Defenses. People have taken this to mean, 
  “If I stand still in high orbit I count as defenses, but if 
  I move 0.5cm, I don‟t.” Minimum move distance to 
  not count as defenses is at least 5cm.  
   
  At no time do ships count as moving simultaneously 
  (even if in a squadron) and must always be moved 
  one at a time, in any order desired by the owning 
  player. 
   
   
  SHOOTING 
   
  Escort squadrons have their total firepower halved 
  when on special orders that affect weapons 
  strength/firepower (See p.3). Capital ships have their 
  firepower/strength halved individually, even if in a 
  squadron. Escort squadrons do not have their weapon 
  strength halved solely because the squadron is 
  crippled (reduced to half its starting number). See 
  p.13 for more about escort squadrons. 
   
  When shooting and the line of fire is on the line in-
  between arcs, the shooting player chooses which arcs 
  to use, whether it is the attacking or defending ship.  
   
  USING THE GUNNERY TABLE: If a ship or 
  squadron has multiple weapon types that rely on the 
  gunnery table, such as Bombardment Cannons, 
  Heavy Gunz or standard Weapons Batteries, they 
  may be fired simultaneously. Calculate the dice on 
  the gunnery table separately for each type of gunnery 
  weapon. This means you do not suffer gunnery shifts 
  due to blast markers caused by other members of the 
  same squadron in the same shooting phase. The order 
  in which these weapons hit is up to the shooting 
  player, so Bombardment Cannons can hit after 
  weapons batteries have taken down shields for 
  instance, or vice versa if desired.  
   
  Any battery weapon that always counts targets as 
  closing on the gunnery table still uses the far left 
  column when targeting defenses, applying any 
  modifiers as applicable.  
   
  No target aspect or modifier adjusts shooting beyond 
  the far left or right columns on the gunnery table.  
   
  If a combination of ships in a squadron has a 
  firepower value greater than 20, look up 20 and the 
  remaining firepower values separately and add them 
  together. For example, a squadron of two Carnages 
  can have up to firepower 32 in one broadside, or 
  firepower (20+12).  
   
  SPLITTING FIRE: You cannot split weapons 
  battery or lance fire of any type at a single target! 
  Splitting fire is still allowed normally when firing at 
  multiple targets, as described on p.21 of the rulebook. 
   
  Ships with multiple weapons in a given fire arc may 
  split their weapon strength between two or more 
  targets but must still make a leadership check to fire 
  on any target besides the closest. See p.13 for how 
  this applies to hulked vessels.  
   
  A ship electing to fire at ordnance does not have to 
  make a leadership check to ignore closer ship targets, 
  nor does it have to make a leadership check to ignore 
  enemy ordnance if it is the closest target. It must still 
  make a leadership check to split its fire between 
  ordnance targets, just as it would have to split fire 
  normally. It also must make a leadership check to fire 
  on an enemy ordnance marker, wave or salvo if it is 
  not the closest enemy ordnance marker in range. See 
  p.6 for more on ordnance. 
   
   
  BLAST MARKERS AND DAMAGE  
   
  A ship in base contact with a blast marker means the 
  whole base is affected. It counts as being in contact 
  all around it and in every arc for purposes of 
  leadership, movement, shooting, ordnance attacks, 
  being boarded, or every other respect where blast 
  markers have an effect. This includes if it ended its 
  movement in contact with a blast marker for any 
  reason. A vessel is considered to be moving through 
  blast markers even if it is moving away from blast 
  markers it is in contact with at the beginning of the 
  movement phase, such as blast markers in its rear arc 
  or in base contact due to a previous round of 
  shooting. 
   
  If a ship moves into base contact with another ship 
  that already has a blast marker but the blast maker 
  does not touch its own base, it does not count as 
  having a blast marker in contact as well. In other 
  words, a ship in contact with a blast marker does not 
  in and of itself count as being a blast marker for 
  purposes of being in base contact with other ships.  
   
  Ships firing weapons that rely on the gunnery table 
  suffer a right column shift if they or their targets are 
  in base contact with blast markers or if the line of fire 
  crosses any blast markers.  Ordnance attacking ships 
  with blast markers in base contact must first roll a 
  D6, removing the entire wave or salvo on a roll of 6. 
   
  When shooting at ships, the first blast marker is 
  placed directly in the line of fire from the shooting 
  vessel, with subsequent blast markers fanning out 
  around it. Blast markers cannot be stacked unless 
  there is physically no more room to place blast 
  markers around a target‟s base. See p.13 for how 
  catastrophic damage can affect this.  
   
  When a ship has multiple bases in contact when 
  taking fire, the blast marker is placed between the 
  base of the ship taking fire and the ship closest in the 
  
  2010 COMPENDIUM 
   
   
   
   
   
  5 
   
  line of fire to the ship taking fire. In other words, a 
  single round of shooting from a ship or squadron 
  cannot place blast markers in base contact with more 
  than one other vessel besides the vessel it is shooting 
  at (for two in total) except in the following cases: 
  1. 
  A ship with multiple shields (like a battleship) 
  takes three or four blast markers that when 
  fanned out normally contact more than one 
  vessel in actual base contact (as opposed to 
  “close to but not actually touching”). In other 
  words, if a ship in base contact with the ship 
  under fire comes in contact with blast markers 
  being normally fanned around the base of the 
  ship taking fire, then it comes in contact with a 
  blast marker as well. When merely in base 
  contact with the ship fired upon, the blast marker 
  must physically touch the bases of the ships it is 
  affecting in this manner. 
  2. 
  Any and all ships with bases that are actually 
  stacked or are in any way overlap on the base of 
  a ship in contact with blast markers, which is 
  different from mere base contact and is 
  explained separately. 
   
  When ships have stacked or overlapping bases, there 
  is no limitation to the number of ship‟s shields a blast 
  marker can take down if one of them is in contact 
  with blast markers. A ship overlapping a ship in 
  contact with a blast marker also counts as being in 
  contact with it. However, in situations where multiple 
  ships are overlapping each other, this does not 
  cascade to other vessels. For example, Ship #2 
  overlaps on Ship #1, which has a blast marker in 
  contact with it. Ship #3 overlaps on Ship #2 but not 
  on Ship #1. Ship #2 counts as having a blast marker 
  on it, but as long as the blast marker does not 
  physically touch Ship #3, it does not count as being in 
  contact with a blast marker. 
   
  Blast markers placed in base contact with a ship that 
  took fire do not affect ships near to but not actually in 
  base contact with that ship. Place blast markers so 
  they do not touch the bases of ships nearby but not 
  actually in base contact. This is not a “counts as” 
  rule; one cannot declare a ship is actually not in base 
  contact if it is making physical contact.  
   
  A ship only risks damage from moving through blast 
  markers if it has suffered a Shields Collapse critical 
  hit or if the vessel does not have shields, such as 
  Eldar. Ships with shields overloaded by taking fire 
  but are otherwise functional do not risk taking 
  damage on a D6 roll of 6.  
   
  Movement through blast markers reduces speed by a 
  total of 5cm, regardless of how many are moved 
  through in each movement phase. This affects each 
  separate movement phase for Eldar vessels. Ships 
  that do not have shields, such as Eldar or vessels with 
  a Shields Collapsed critical, only need to test once 
  against a D6 for damage regardless of how many 
  blast markers they encounter in their movement. 
  Eldar however have to do this one time for each of 
  their two movements per turn if they encounter blast 
  markers in both their movements.   
   
  If a ship cannot elect to slow down (such as when on 
  All Ahead Full special orders) and comes into contact 
  with a blast marker within the last 5cm of its 
  movement, it must instead stop no farther than the 
  point it comes in contact with the blast marker (and 
  not before). 
   
  DESTROYED ESCORTS: When an escort is 
  destroyed replace it with a blast marker placed as 
  centrally as possible to where the escort was. As a 
  blast marker is smaller than a small flying base, the 
  only way it is possible to take down a ship‟s shield 
  with this blast marker is if their bases actually 
  overlapped.  
   
  CRIPPLED CAPITAL SHIPS: Being crippled 
  halves shields, turrets, ordnance, all weapons and 
  affects boarding. This effect is cumulative if the ship 
  is braced, meaning if a ship is both braced and 
  crippled, its weapons and ordnance are halved 
  (rounding up) again! For example, a Styx heavy 
  cruiser that is both braced and crippled has a total 
  launch bay strength of 2, or 6/2 =3, then 3/2 =1.5 
  (rounding up) =2. If it suits you, assume it is a 
  quarter, rounding up. 
   
   
  NOVA CANNON  
   
  Nova Cannon are no longer a guess-range weapon, 
  and it can be fired per-ship normally as opposed to all 
  at once in the beginning of the shooting phase. When 
  firing, the template is placed anywhere desired so that 
  its edge is between 30-150cm from the firing vessel. 
  It does not have to be centered on a single ship and 
  can be placed in contact with multiple targets. If 
  placed within 45cm of the firing ship, roll a scatter 
  die and 1D6. Roll 2D6 if the template is between 45 
  to 60cm of the firing ship, or 3D6 if it is placed 
  beyond 60cm. Move the template a number of cm 
  rolled by the dice in the direction of the scatter die 
  roll. If the scatter die rolls a “hit,” the template 
  remains where placed. Any target that is in base 
  contact of the template after it is moved takes one hit. 
  Any target in base contact of the center hole of the 
  template takes D6 hits. Replace the template with a 
  single blast marker if it does not contact a target after 
  being moved.  
   
  The correct dimensions of the Nova Cannon template 
  are a 5cm outer diameter with the hole‟s diameter at 
  1.2cm. The Nova Cannon template‟s dimensions can 
  be found on Games-Workshop‟s small green blast 
  template where the perimeter is marked with a 2, this 
  does not include the width of the line. Use the larger 
  hole in the center of the template if there are two 
  sizes.  
   
  The Nova Cannon is a line of sight weapon and 
  cannot fire through obstacles or celestial phenomena 
  that act as normal line of sight obstructions, such as 
  planets, moons, asteroid fields, etc. If desired 
  however, these can nonetheless be fired upon. If a 
  direct hit is scored on the scatter dice, place D6 blast 
  markers in contact with the planet or asteroid field 
  edge. 
   
  Nova Cannon are unaffected in any way by Lock-On 
  or Reload Ordnance special orders.  
   
  After the attacking player designates which target is 
  being fired on, the defending player must decide 
  whether or not to brace ships or squadrons BEFORE 
  the weapon is fired. This includes targets the weapon 
  may hit due to miss distance or scatter.  
   
  HOLOFIELDS: Holofields and similar systems save 
  against the shell hit, not the subsequent damage rolls. 
  For example, if an Eldar vessel is hit by a Nova 
  Cannon round and fails to save, it must immediately 
  
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  take as many hits as the damage roll allocates unless 
  it successfully braced beforehand.  
   
  Holofield saves are taken against a direct hit from a 
  Nova Cannon where the hole is over the base as well 
  as against the single automatic hit for coming in base 
  contact with the blast template. If this save is 
  successful the effect of the Nova Cannon is negated, 
  and a blast marker is placed normally for the save. 
  Being braced saves against any damage taken 
  normally. See p.24 for more on holofields. 
   
   
  AREA EFFECTS AND SPECIAL 
  WEAPONS  
   
  Some weapon systems such as the Necron Nightmare 
  Field and Star Pulse Generator are area-effect 
  weapons that do not aim nor are directed at a 
  particular target. Such weapons or effects are not 
  blocked by line of sight obstructions such as hulks, 
  minefields or celestial phenomena, nor can they be 
  saved against by holofields. See p.13 for more on 
  catastrophic damage and exploding ships. 
   
  Chaos Marks that affect nearby ships based on area as 
  well as catastrophic events such as Warp Drive 
  implosions, Solar Flares, etc. are also not affected by 
  celestial phenomena and other such line-of-sight 
  obstructions. See p.15 concerning asteroid fields.  
   
  Exterminatus vessels used in scenarios that require 
  them normally replace their standard prow weapon 
  with an Exterminatus one. Vessels that do not 
  normally have prow weapons (such as Vengeance 
  grand cruisers) cannot be used as Exterminatus 
  vessels.  
   
  Armageddon Gun and Holofields: Holofield saves are 
  taken against a direct hit from the Armageddon Gun 
  where the hole is over the base as well as against the 
  single automatic hit for coming in base contact with 
  the blast template. If this save is successful the effect 
  of the Armageddon Gun is negated, and a blast 
  marker is placed normally for the save. Being braced 
  saves against any damage taken normally. 
   
   
  ORDNANCE  
   
  Ordnance no longer runs out when rolling a double 
  when attempting Reload Ordnance special orders. 
  Any reference to running out of ordnance can be 
  ignored. When launching attack craft, no more attack 
  craft markers can be put in play than the number of 
  available launch bays, even if it has successfully 
  reloaded. Any model or fleet described as not able to 
  run out of ordnance (such as Ork Space Hulks, the 
  Tyranid fleet, etc.) may launch up to twice this 
  number and provide double their number of launch 
  bays to the total amount of markers the fleet may 
  have in play. This total limit applies to the fleet as a 
  whole and not to individual ships in the fleet. Any 
  individual carrier may launch attack craft if they have 
  successfully re-loaded (even a partial amount) as long 
  as the total amount of attack craft in play does not 
  exceed the number of available launch bays. This 
  total must take into account reductions caused by 
  ships being crippled or lost in battle.  
   
  Ordnance is declared, placed on the table and 
  launched at the end of the shooting phase as opposed 
  to the beginning of the ordnance phase. If more attack 
  craft remain in play than there are available launch 
  bays, the owning player may not launch any ordnance 
  that turn. However, ordnance in play may be 
  “recalled” by immediately removing it from play in 
  order to launch new markers from the ship‟s stem, if 
  it has successfully reloaded ordnance. Attack craft 
  recalled in this manner must be removed immediately 
  and not expended on other targets, including enemy 
  ordnance. This prevents a carrier from attacking a 
  target to expend its attack craft in play and then 
  launching a new attack craft wave in a single turn. 
  This rule does not apply to torpedoes, which do not 
  run out and do not have launch limits.  
   
  Launching 
  ordnance 
  of 
  any 
  amount 
  expends 
  ordnance for that turn and must be reloaded to launch 
  again. For example, a carrier with four launch bays 
  that due to ordnance limits cannot launch more than 
  two attack craft cannot “save” the other two markers 
  and must reload ordnance again before it can launch 
  more attack craft. This same concept applies to 
  torpedoes, though there are no launch limits for 
  torpedoes. Launching only torpedoes does not affect 
  launching attack craft later, and vice versa.  
   
  If a ship equipped with both torpedoes and attack 
  craft launches only one or the other, it may still 
  launch the other before having to reload again. For 
  example, if an Imperial Dictator launches its attack 
  craft but not its torpedoes in a turn and in the 
  subsequent turn fails to Reload Ordnance, it may still 
  launch its torpedoes in that turn. 
   
  Any ship that has either never launched ordnance or 
  has successfully reloaded ordnance is considered to 
  have its ordnance reloaded for as many turns as it 
  does not launch, regardless of what subsequent 
  special orders it takes. Keep in mind that being 
  crippled and/or braced still affect torpedo launchers 
  and attack craft bays normally. 
   
  Ordnance waves or salvoes that are hit by direct-fire 
  weapons (such as gunnery or lances) on a roll of 6 
  remove the entire wave or salvo, NOT just a single 
  torpedo or attack craft marker in the wave/salvo. See 
  p.4 for more on shooting at ordnance. 
   
  Ordnance waves or salvoes forced to move through 
  multiple blast markers in one ordnance phase are only 
  required to test one time against being removed on a 
  D6 roll of 6. Any ordnance markers that either are or 
  come in base contact with a ship with blast markers 
  in contact must roll as if travelling through blast 
  markers.  
   
  
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  Ordnance attacks are always resolved immediately, 
  including in the movement phase when a ship moves 
  into enemy ordnance. This also allows small torpedo 
  salvoes from escorts to be used to clear the way of 
  enemy fighters in the ordnance phase so that larger 
  salvoes can get through, etc. This now includes hit 
  and run attacks caused by ordnance (instead of in the 
  End Phase), such as by assault boats and boarding 
  torpedoes. 
   
  Ordnance markers must always attack the first 
  ordnance or vessels they come in contact with (when 
  applicable). For example, a fighter squadron marker 
  may not ignore a small torpedo salvo it is actually in 
  contact with to attack a larger one nearby, or an 
  attack craft wave may not ignore an escort it is in 
  contact with to attack a nearby cruiser.  
   
  If two ships with the same base size are so aligned 
  that they for all intents and purposes are occupying 
  the same 2D position on the table when they are 
  attacked by ordnance, the attacking player can pick 
  which ship he or she is attacking. Put simply, if there 
  is no way to visually identify which of two stacked or 
  overlapping ships is actually closer to attacking 
  ordnance, the attacker decides which target is being 
  attacked. 
   
   
  TORPEDOES  
   
  A torpedo salvo (regardless of strength) is now 
  represented with a Strength 3 marker with one or 
  more D6 indicating the actual salvo strength. For 
  specific dimensions, this marker should be no more 
  than 2.5cm wide. Place the torpedo marker at the end 
  of its movement in the turn of launch so that it is 
  completely within the correct fire arc. Now retrace 
  the markers movement, reducing its strength and 
  conducting ordnance interactions as appropriate to 
  prevent targeting vessels out of fire arc due to 
  proximity, etc. See p.15 for more on launching 
  torpedoes while on a planetary template. 
   
  Splitting Torpedo Salvoes: Single ships capable of 
  launching six or less torpedoes cannot split torpedo 
  salvoes at all. Single ships capable of launching 
  salvoes larger than six may split their salvoes in two, 
  representing them with two separate strength-3 
  markers. If this option is taken, the salvoes must go in 
  different directions (no double-attacks on the same 
  target or in the same direction), and no single salvo 
  can contain less than three torpedoes. Squadrons of 
  capital ships or escorts are not obligated to fire their 
  torpedoes in a single salvo. 
   
  No torpedo marker can attack a target more than once 
  per full turn, even if they are already in contact with 
  it at the start of the movement or ordnance phase. For 
  example, a torpedo marker is launched toward a 
  battleship with a large base, ending its movement just 
  inside base contact with the battleship. The attack is 
  resolved immediately, with turrets rolled and hits 
  allocated. While any surviving markers remain in 
  play, they do not once again attack the same ship at 
  the beginning of that ship‟s movement phase, and that 
  ship is allowed to assume the torpedoes have flown 
  off behind it and move off the torpedo marker. The 
  marker will however immediately attack any other 
  ship that comes in contact with it, even if the other 
  ship is moved before the ship that was attacked 
  originally. 
   
  When launching torpedoes, the torpedo marker will 
  technically be in all arcs and may be in multiple arcs 
  until its final position this movement, especially 
  when targeting ships in close proximity. However, it 
  may not interact with anything out of the torpedoes‟ 
  actual firing arc, no matter how close the target vessel 
  is to the shooting vessel.  
   
  When moving a torpedo salvo the center must always 
  be in the same point along the line of fire.      
   
  Massed 
  Torpedo 
  Salvoes: 
  When launching a 
  combined salvo from a squadron the salvo must be in 
  ALL of the ships appropriate firing arcs and its 
  furthermost edge at the limit of its speed from the 
  furthest ship‟s stem. All the ships firing a combined 
  salvo must be in base to base contact. Note that some 
  ships (such as Ork Ravagers) cannot for any reason 
  combine salvoes in this manner.     
   
  When launched, torpedoes do not normally ignore 
  any targets in front of them, including friendly units! 
  However, a ship that is actually in base contact with 
  another friendly vessel may “shoot through” the 
  friendly ship‟s base, even if they are not in a 
  squadron. Ships not in a squadron cannot use this 
  effect to combine torpedo salvoes in any way and 
  must always launch torpedoes separately. 
   
  Torpedoes that have an automatic re-roll to hit MUST 
  use their re-roll to hit a target, even if that target was 
  already destroyed by other hits generated in the same 
  salvo.  
   
  Turning Torpedoes: When turning torpedoes (that are 
  allowed to do so), turn from the center of the marker 
  at the beginning of the ordnance phase. Under no 
  circumstances can torpedoes turn in the same 
  ordnance phase they were launched. This means they 
  can only be launched in the same arc normal 
  torpedoes would be. If a salvo turns, it must be turned 
  so that no edge moves more than the salvo‟s 
  maximum speed in any way. This also means the side 
  facing the inside edge of the turn may end up moving 
  less than the maximum allowed distance.     
   
  Torpedoes do not normally ignore hulks in their line 
  of movement. Boarding torpedoes may do so if 
  desired, and guided torpedoes may be steered away 
  from them but will still attack if they make contact. 
  Also see the torpedo bombers section on this page. 
   
  BOARDING TORPEDOES: Boarding torpedoes 
  hit against armor just like normal torpedoes, though 
  they do not cause hits normally. Only those that hit 
  
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  against armor may subsequently roll their hit and run 
  attacks. See p.12 for more on Hit and Run attacks.     
   
  When boarding torpedoes come in contact with any 
  other torpedoes except other friendly boarding 
  torpedoes, they will be removed as normal. 
   
  Boarding torpedoes do not attack friendly ships 
  (including hulks) they come in contact with, nor are 
  they removed by friendly fighters in contact. 
   
   
  ATTACK CRAFT  
   
  Attack craft are represented by 20mm square 
  markers. When used in a wave, they must be spread 
  and moved so they are always in contact with each 
  other, and they cannot be stacked.  
   
  Attack craft waves must be assembled into the 
  smallest circumference possible, such as a block of 
  four, two rows of three, etc. For example, a single 
  wave of eight ordnance markers cannot be stretched 
  out into a single-file line eight markers long. On the 
  other hand, individual markers not in a wave can be 
  organized in any formation desired as long as no 
  single marker moves farther from its launching vessel 
  than its maximum possible movement.  
   
  Once separated, attack craft markers cannot be re-
  combined into waves. 
    
  Attack craft can make as many turns as desired in the 
  course of their movement, and they are not required 
  to attack the closest target. They are assumed to be 
  able to avoid or ignore closer targets or obstructions 
  unless the course of their movement unavoidably 
  brings them in contact, such as travelling through 
  blast markers or celestial phenomena. When doing so, 
  no part of the wave may move more than its speed. 
  For example, you cannot gain extra speed by turning 
  at the end of your movement making markers on the 
  corner edge move further than the wave‟s maximum 
  speed. If you are intending on attacking at the fringe 
  of your total movement, the player should measure 
  the distance before moving the wave.      
   
  Attack craft can ignore any targets they are not 
  actually in contact with, but they cannot “fly through” 
  enemy ship bases to attack a desired target behind 
  them. However, attack craft can select to target 
  vessels with small bases “hiding” inside the footprint 
  of a large ship base as long as the attack craft actually 
  have the range to reach the smaller base (this is the 
  only manner in which attack craft may ignore the first 
  ship‟s base they come in contact with). Torpedoes 
  still behave normally and cannot select targets in this 
  manner (this includes boarding torpedoes or any other 
  “special” torpedo type). Ships with bases stacked in 
  this manner may mass turrets against ordnance as 
  described in the relevant section. 
   
  When attacking ships, an assault boat or bomber 
  wave that destroys a ship expends the entire wave to 
  do so and is removed, even if individual markers 
  have not yet rolled their attacks. 
   
  FIGHTERS: Fighters can escort a-boats in a wave in 
  the same manner that they can escort bombers, 
  though they offer no bonus to a-boat attacks. Fighters 
  escorting other attack craft are always removed first 
  when attacked before resolving any other attacks.  
   
  Fighters must always interact with ordnance they 
  come in contact with for any reason. This includes 
  attack craft that behave as fighters but fulfill other 
  roles, such as Space Marine Thunderhawks or Ork 
  fighta-bommas. 
   
  TORPEDO-BOMBERS: Fleets that do not normally 
  have access to bombers also do not have access to 
  torpedo bombers. Attack craft that function as both 
  fighters and bombers (such as Ork fighta-bommas) 
  lose their fighter ability when converted to torpedo 
  bombers and function ONLY as torpedo bombers. 
    
  Ships that pay an extra cost to be equipped with 
  torpedo bombers do not replace their bombers with 
  torpedo bombers. When taken, torpedo bombers 
  become an additional type of attack craft available to 
  the carrier. Torpedo bombers always move no more 
  than 20cm, regardless of how fast other bomber types 
  move in a given fleet list.  
   
  Torpedo bombers may not launch their torpedoes 
  (convert to a torpedo salvo marker) in the same 
  ordnance phase they were launched from their parent 
  carrier. This includes if they make contact with their 
  target in the same turn they were launched. In such 
  cases, use normal bombers instead if desiring to 
  attack an enemy ship in close range. 
   
   
   
  RESILIENT ATTACK CRAFT  
   
  Attack craft that are “resilient”, meaning they have a 
  4+ 
  save 
  against 
  other 
  ordnance 
  such 
  as 
  Thunderhawks or Eldar fighters, can only attempt this 
  save once per ordnance phase, regardless of attacking 
  or being attacked. Even if they roll a 4+ to remain in 
  play, they have to stop movement where the ordnance 
  interaction took place and cannot move further for 
  that ordnance phase, and they lose their 4+ save for 
  the rest of that phase as well (or movement phase if 
  save is made while in CAP). In all cases, resilient 
  attack craft that fail to make their save are 
  immediately removed. 
   
  Resilient attack craft that behave as fighters must 
  always do so when in contact with other ordnance, 
  even if they may serve another function as well, such 
  as Thunderhawks. Attack craft that do not function as 
  fighters but have a save against fighter attacks, such 
  as Tau Manta bombers, ignore any other type of 
  ordnance except fighters in the same manner other 
  bombers or assault boats do.  
   
  MULTIPLE ATTACKS: Any second interaction in 
  the same ordnance phase such as attacking multiple 
  markers in the same phase will cause the marker to be 
  automatically removed, as normal fighters would be 
  were they not resilient. The attacking player always 
  decides the order of the ordnance interaction. For 
  example, if two Thunderhawks move in contact with 
  two Chaos Swiftdeath fighters, the Space Marine 
  player decides in which order the ordnance interacts. 
  He can decide Thunderhawk #1 removes one fighter, 
  
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  makes its 4+ save and remains in play, then decide 
  Thunderhawk #1 removes the second Swiftdeath, in 
  which case Thunderhawk #1 is automatically 
  removed but Thunderhawk #2 remains in play 
  without using its save and can thus move full 
  distance. Conversely, the Space Marine player may 
  decide to engage the Swiftdeaths one apiece, in which 
  case both Thunderhawks remain in play if they both 
  make their saves, but both expend their saves for that 
  ordnance phase in the process. In this case, both 
  Thunderhawks end their movement where they came 
  in contact in the Swiftdeaths and may not continue to 
  move full distance.  
   
  OPPOSING RESILIENT ORDNANCE: If two 
  markers that both have a 4+ save attack each other 
  and both remain in play by successfully rolling their 
  saves, they stop movement and remain in contact 
  until the next turn‟s ordnance phase. However, if any 
  marker that saves is attacked again in the same phase, 
  it (along with the marker that attacked it) is 
  automatically removed. Following is an extreme 
  example:  
  1. 
  Two Tau Mantas are attacked by two Eldar 
  Darkstar fighters, and the Eldar player elects that 
  Darkstar #1 attacks Manta #1, and both markers 
  immediately stop all movement. If they both roll 
  a 4+, both remain in play. If Darkstar #2 now 
  attacks Manta #1, the Manta is automatically 
  removed. If Darkstar #2 now rolls a 4+ save, it 
  may remain in play but the Eldar ordnance phase 
  is now complete because both ordnance markers 
  rolled saves and can no longer move or attack. 
  2. 
  It is now the opponent‟s turn to move his or her 
  markers this ordnance phase. Manta #2 may now 
  elect to move away from the two Eldar fighters 
  because it itself is not a fighter and is not 
  obligated to engage ordnance in play, or it may 
  elect to remain in contact. If it does, it 
  automatically removes one Darkstar fighter 
  because both fighters already rolled their saves 
  for that turn. If Manta #2 now successfully rolls 
  its save and no other ordnance is on the table, 
  the ordnance phase ends for that turn, and both it 
  and the remaining Darkstar fighter remain in 
  contact for the rest of the turn. 
   
  If a wave containing resilient attack craft attacks or is 
  attacked and a save is made, ordnance markers that 
  make saves may no longer move. However it may be 
  split from the wave to allow the rest of the wave to 
  continue its movement. Attack craft in the wave that 
  were not attacked (and thus didn‟t use their 4+ save) 
  complete their movement normally. For example, 
  instead of ignoring it a wave of four Thunderhawks in 
  the course of their movement attacks a single Ork 
  Fighta-bomma not in base contact with a ship (rules 
  for attacking ships with fighters on CAP remain 
  unchanged). One Thunderhawk attacks the fighta-
  bomma, removing it. If it rolls its 4+ save it may 
  remain in play, but it must stop where it made contact 
  with the fighta-bomma and not move until the next 
  ordnance phase. The remainder of the Thunderhawk 
  wave may continue to move its full distance. In 
  essence, the Thunderhawk marker that engaged the 
  fighta-bomma peeled off the wave to engage it while 
  the rest of the wave continued on to its target. 
   
   
  COMBAT AIR PATROL (CAP)  
   
  One or more fighter markers on CAP may elect to 
  move with its ship in the Movement phase (thus 
  remaining in base contact) to intercept ordnance that 
  may be in its way, but if it does so it may NOT then 
  move in the ordnance phase. In other words, no 
  double moves. Fighters on CAP then stay on CAP for 
  that turn unless removed.  If when doing so they 
  move farther than the attack craft can move normally 
  in 
  a 
  single ordnance phase (such as 20cm 
  Thunderhawks escorting a Cobra that moves 30cm), 
  they then cannot move in the opposing player‟s 
  ordnance phase as well, though they are still capable 
  of defending the ship they are in base contact with 
  normally.  
   
  An ordnance marker or wave is considered to move 
  with the ship it is escorting and will protect the ship 
  against enemy ordnance it encounters even in the 
  midst of the ship‟s movement. 
   
  Multiple fighters on CAP in base contact with a 
  single ship function as independent markers in all 
  respects and are not a wave. When encountering blast 
  markers, roll once per squadron marker. This includes 
  if the ship is subsequently destroyed, at which time 
  the fighter markers roll separately against the effects 
  of the explosion. Any markers that survive 
  subsequently act as separate ordnance markers and 
  may move again in the subsequent ordnance phase. 
   
  Only fighters and ordnance markers that behave as 
  fighters can be used as CAP. Bombers and attack 
  craft cannot be used as CAP to protect against 
  ramming or hit and run attacks by other ships the 
  escorted ship encounters in its own movement phase. 
  For example, a bomber can‟t be placed on CAP to 
  escort a cruiser so that it immediately makes attacks 
  upon an enemy ship the cruiser moves in base contact 
  with. This includes resilient bombers such as Mantas. 
   
  Multi-role ordnance markers that can still act as 
  fighters on CAP are capable of attacking ships (such 
  as Fighta-Bommas and Thunderhawks) can only 
  attack ships during the ordnance phase unless an 
  attacking ship moves into contact with them during 
  the enemy‟s movement phase. They may not 
  otherwise attack a ship until they leave CAP first. See 
  the following two examples:  
  1. 
  An Ork Terror Ship with two fighta-bommas in 
  base contact serving as CAP rams and/or boards 
  an Imperial cruiser. The fighta-bommas it 
  dragged along in the course of its movement do 
  not automatically attack the Imperial cruiser as 
  well but must wait until the ordnance phase, and 
  even then may only do so if the attacking ship 
  ends its movement in base contact with the 
  target vessel because attack craft that escort a 
  
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  ship in the movement phase cannot also move in 
  the ordnance phase. If engaged in a boarding 
  action and the Terror Ship ends its movement in 
  base contact with the Imperial cruiser, the 
  fighta-bommas may attack it in the ordnance 
  phase before the boarding action takes place in 
  the end phase.   
  2. 
  An Imperial cruiser rams and/or boards an Ork 
  Terror Ship that has two fighta-bommas in base 
  contact serving as CAP. In this case the Imperial 
  cruiser must follow all rules for moving in 
  contact with enemy ordnance. After resolving 
  the ram attack (if successful), the fighta-bommas 
  immediately attack the Imperial cruiser and are 
  removed. If engaged in a boarding action and the 
  Imperial cruiser ends its movement in base 
  contact with the Terror Ship, the fighta-bommas 
  still resolve their attack immediately, before the 
  boarding action takes place in the end phase. 
  NOTE: The same example would apply for other 
  multi-role attack craft that behave as fighters on CAP, 
  such as Thunderhawks. Note that because the 
  markers are not in a wave, if a ship is destroyed by 
  markers in CAP, no further markers are lost to 
  attacking the destroyed ship. 
   
  Fighters and attack craft that behave as fighters can at 
  any time in their normal movement be placed on a 
  friendly ship as CAP. However, only these types of 
  attack craft can behave as CAP. Fighter-type attack 
  craft must be split from attack craft in a mixed wave 
  of ordnance that don‟t have the fighter rule before 
  they can subsequently serve as CAP. 
   
  There are only two situations where fighters can 
  leave CAP excluding their destruction. 1.) At the 
  beginning of the owning player‟s movement phase. 
  2.) During the owning player‟s part of their 
  opponent‟s ordnance phase. Note: If the attack craft 
  on CAP is resilient, it still moves with the ship even 
  if it has made a save.  
   
  Fighters on CAP and Other Friendly Attack Craft: It 
  is possible to defend friendly attack craft by putting 
  them within the perimeter of a ship‟s base that has 
  fighters on CAP. Note: If enemy fighters intercept 
  attack craft that are „hiding‟ on a ship‟s base in this 
  manner, they will not be repelled by turrets.  
   
  Fighters on CAP don‟t attack torpedoes or mines 
  being launched from a friendly ship it is protecting or 
  from friendly ships in base contact including when 
  launching a massed torpedo salvo. However, they 
  will defend against torpedoes and enemy mines in 
  any other instance. 
   
  Resilient attack craft such as Manta bombers and 
  Thunderhawks that end their movement in base 
  contact with a ship escorted by CAP (meaning they 
  are already in base contact with a ship when stopped 
  by the fighter), use their 4+ save to survive the attack 
  and subsequently survive against turrets may no 
  longer move or attack other ordnance markers. 
  However, they may complete their attack run against 
  the target vessel normally as long as they do not have 
  to move any more to do so. For example, two Mantas 
  attack an Ork Terror Ship with a fighta-bomma in 
  base contact serving as CAP 
   
   
  ORBITAL MINES  
   
  Once mines are in play, they are always active until 
  destroyed. This includes individual mines purchased 
  separately from a minefield as well as mines 
  launched from modified carriers. Individual mines 
  purchased separately count for victory points when 
  destroyed, regardless of how they are removed from 
  play. Individual mines deployed from a minefield do 
  not normally count for victory points when destroyed.  
   
  Toward friendly ships, a minefield behaves as an 
  asteroid field in all respects, and they may traverse a 
  minefield as they would an asteroid field normally. 
  Foolhardy enemy vessels may attempt to do so using 
  a leadership check as when traversing an asteroid 
  field. Shields protect against hits from mines 
  normally. Enemy ships inside a minefield will affect 
  activating mines just as if they were outside the 
  minefield normally, in which case they would be the 
  first ship(s) targeted by any activated mines. If 
  multiple enemy vessels enter a minefield and activate 
  mines, the player owning the minefield determines 
  which vessels activated mines attack first. See p.15 
  for more about traversing asteroid fields. 
   
  Attack craft are not large enough to activate mines 
  and can hide in a minefield the same way they may 
  do so in an asteroid field (destroyed in a D6 roll of 
  six). Friendly attack craft (including fighters) will not 
  attack activated mines. Torpedoes that contact a 
  minefield are destroyed. A minefield blocks line of 
  sight in the same manner as an asteroid field.  
   
  Orbital Mines and Launch Bay Strength: Orbital 
  mines completely replace ALL the attack craft in a 
  ships launch bays in a one for one manner. For 
  example, an Imperial Dictator has four launch bays in 
  total so if mines were taken it would have four mine 
  launchers in total with no capability for other types of 
  attack craft, though torpedoes would be unaffected. 
   
  For purposes of number of launch bays, mines count 
  as torpedoes as opposed to attack craft in that as 
  many mines may be in play as the ship is capable of 
  launching. However, launch bays of ships carrying 
  mines do not count toward the total number of launch 
  bays in the fleet for purposes of ordnance limits.  
   
   
  MASSING TURRETS AND TURRET 
  SUPPRESSION 
   
  Ships in base contact may mass turrets together, each 
  increasing the turret strength of a ship under attack by 
  1. Regardless of how many ships are in base contact 
  with each other, no single ship can mass turrets with 
  more than three others, providing a maximum of +3 
  
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  11 
   
  dice when rolling turrets. The ships that mass turrets 
  with a ship under attack take on the same ordnance 
  restrictions as the ship under attack, such as using 
  turrets to defend against either attack craft or 
  torpedoes (not both) in a given ordnance phase. Only 
  the ship actually being attacked can apply its own 
  turret value as a negative modifier to bomber attack 
  dice rolls.  
   
  Ships that are braced can mass turrets and have 
  turrets from other ships massed to defend it. Ships 
  that are crippled cannot mass turrets but can have 
  turrets from other ships massed to defend it. 
   
  No more than one ship can be moved at a time for 
  any reason; ships will only be able to benefit from 
  massed turrets after or before the movement phase is 
  complete but not during. This does not affect how 
  and in what order ships escorted by CAP are moved. 
  An extremely unusual circumstance may occur where 
  a ship extremely near to but not actually touching an 
  enemy ordnance marker has a friendly ship move in 
  base contact with it while it simultaneously contacts 
  the ordnance marker. In this and ONLY this case can 
  it then mass turrets while moving! 
   
  TURRET SUPPRESSION: Each fighter in a wave 
  of bombers actually attacking a ship will add +1 
  attack to the total attack runs of the wave, regardless 
  of whether they are shot down by turrets or not. The 
  maximum number of bonus attacks that can be added 
  in this way cannot exceed the number of surviving 
  bombers in the wave. There must be at least one 
  surviving bomber in the wave after turret fire to gain 
  these bonus attacks, and fighters are removed before 
  any other type of ordnance. Fighters that never made 
  it because they were intercepted by defending fighters 
  (even those on CAP) don‟t add to this suppression 
  bonus. See the following examples: 
  1. 
  An Emperor battleship (foolishly) launches a 
  single wave of three bombers and five fighters 
  against a Devastation cruiser with three turrets 
  and no CAP. The Devastation‟s turrets roll 4,5,6 
  to knock down three fighters. The three bombers 
  now each roll 1D6-3 (minimum zero) attacks 
  regardless of whether or not any of the fighters 
  survived against turrets. Now only three of the 
  five fighters that escorted the bombers provide 
  an additional+1 attack because there are only 
  three bombers in the wave, for a single total 
  addition of +3 attacks.  
  2. 
  An Emperor battleship launches a single wave of 
  four bombers and four fighters against a 
  Devastation cruiser with three turrets and no 
  CAP. The Devastation‟s turrets roll 4,5,6 to 
  knock down three fighters. The four bombers 
  now each roll 1D6-3 (minimum zero) attacks 
  regardless of whether or not any of the fighters 
  survived against turrets. Now all four of the 
  fighters that escorted the bombers provide an 
  additional+1 attack because there are four 
  bombers in the wave, for a single total addition 
  of +4 attacks. 
  NOTE: See p.26 for how Ork fighta-Bommas work 
  slightly differently when supressing turrets as applied 
  to the preceding example.  
   
  Turrets always reduce bomber attack runs, even if 
  they have been used to defend against torpedoes and 
  thus cannot be used against attack craft.  
   
  Massed Turrets and Ships with 0 Turret Strength: A 
  ship with 0 turret strength (such as Eldar or hulked 
  vessels) cannot offer a bonus to massed turrets, but 
  may itself benefit from massed turrets from a ship 
  with turret strength 1 or more. This applies both to 
  ships desiring to defend a friendly hulk or a fleet 
  defending an allied Eldar vessel.     
   
   
  RAMMING, BOARDING AND BASE 
  SIZE  
   
  RAMMING: Damage from ramming is not deflected 
  by a ship‟s shields.   
   
  When ramming defenses, they always roll their full 
  number of starting HP to damage the ramming ship as 
  if prow-on, as defenses are more solidly built than 
  ships are. 
    
  As Battlefleet Gothic is a 2D representation of 3D 
  space, a ship cannot attempt to ram more than one 
  ship per movement phase, even if multiple enemy 
  vessels are in its range of movement.  
   
  When the All Ahead Full roll command check is 
  passed, the owning player must declare which ship it 
  is attempting to ram and make the appropriate 
  leadership test to do so before rolling the number of 
  additional D6cm it will move All Ahead Full. This 
  choice cannot be changed if the ramming ship ends 
  its movement in base contact with more than one 
  vessel or does not reach the intended vessel. The 
  number of ships it “moves through” or ends in 
  contact with does not change or alter this. See p.9 for 
  how having ordnance on CAP affects ramming 
  attacks. 
   
  As ramming already requires a dedicated leadership 
  check, a ship does not have to make a separate 
  leadership check to ignore closer targets to ram one 
  further away, just as attack craft do not have to do so 
  to attack a given target.  
   
  Movement distance and contact when attempting to 
  ram is determined by base-to-base contact. If any part 
  of the ramming ship‟s base contacts any part of the 
  rammed ship‟s base in the course of its movement, 
  the ram is considered to be successful.  
   
  When ramming, the ramming vessel must move its 
  FULL distance, including any extra distance moved 
  for being All Ahead Full. When ramming, calculate 
  damage taken by both vessels immediately. If the 
  ramming ship survives (even as a hulk), then it 
  completes its movement.  
   
  If either ship is destroyed and explodes due to 
  ramming the explosion (and any subsequent hits) is 
  resolved at that moment. The ramming and rammed 
  ship will both always be in the explosion. If it was the 
  rammed ship that exploded it is easier to finish the 
  ramming ships movement as normal, but unless it has 
  special rules to navigate blast markers it will be 
  slowed by blast markers from the explosion.   
   
  While a ramming vessel may later attempt to board or 
  shoot, it may only attempt to board a vessel if it ends 
  up in base contact with one at the end of its full 
  movement. This does not necessarily have to be the 
  same vessel it just rammed.  
   
  Once the All Ahead Full command check is rolled 
  normally, there are four sizes concerning the separate 
  leadership check to ram. From biggest to smallest: 
  Defence > Battleship > Cruiser > Escort. The worst 
  this test can be is on 3D6 and the best it can be is on 
  
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  1D6. Using this type order, a ship must roll 2D6 to hit 
  a ship the same size, 3D6 to hit anything smaller, and 
  1D6 to hit anything larger. This type order is not 
  related to the size of the vessel. For example, an Ork 
  Rok would need to pass a leadership check on 3D6 
  against an escort, cruiser or battleship, and 2D6 to 
  ram another Rok or other defense. Likewise, an 
  escort would only need to roll 1D6 to ram anything 
  larger than another escort, for which it would need to 
  roll 2D6.    
   
  BOARDING ACTIONS: Under no circumstances 
  may a player initiate a ship-to-ship boarding action 
  during the enemy‟s turn, though it may defend 
  against an enemy boarding action normally. See p.9 
  for how having ordnance on CAP may affect 
  boarding actions. 
   
  Blast markers in base contact with vessels engaged in 
  a boarding action only provide a negative modifier to 
  the ship or ships actually in base contact with the 
  blast marker. Both vessels are affected only if both 
  are actually in physical base contact with blast 
  markers. See the Tyranid section on p.29 for how this 
  differs for that fleet. 
    
  While turret strength is applied to ascertain a ship‟s 
  boarding value when defending against a boarding 
  action, turret strength is not part of a ship‟s basic 
  boarding value. So if the ship is defending and has a 
  bonus, like having its value doubled by the Mark of 
  Khorne, the value doubled is the ship‟s remaining hit 
  points. The turret strength is added after and is not  
  affected by this.  
   
  Apply boarding modifiers in the following manner. 
  The boarding value is your remaining hits, modified 
  by any special rules that apply to your ship or race, 
  such as the Mark of Khorne doubling its boarding 
  value, or Tau Kor‟vattra vessels which have their 
  value cut in half. (To this value add afterward the 
  number of turrets only if defending against boarding). 
  It is this value that offers a +1, +2, +3 or +4 boarding 
  modifier for how much larger one ship‟s value is 
  against another (applied once, and only the highest 
  modifier). To this resulting value apply all additional 
  modifiers, such as having blast markers in contact, 
  being Orks or Chaos, etc, as listed on p.34 of the 
  rulebook, depending on the combination of modifiers 
  you have. The totals of these modifiers are applied to 
  your single boarding dice, which is then rolled 
  against a roll similarly modified by your opponent. 
  The winner is the player with the highest modifier 
  +D6 (boarding dice) roll, causing damage equal to the 
  difference of these totals. This sum is NOT limited to 
  6 and can potentially result in a roll of up to 12 or 
  more, such as a +4 modifier for being four times as 
  large as the enemy and +2 for being Space Marines 
  applied to a D6 roll of 6.  
   
  When conducting a multiple-ship boarding action as 
  per p.34 of the BFG rulebook, the attacking player 
  may elect instead for each capital ship or escort 
  squadron to roll separately. In this case the defending 
  ship must roll separately against each attacker and the 
  damage it takes is cumulative, but each attacking ship 
  or escort squadron must modify its boarding roll 
  based only on its own value, not on the values of the 
  other ships and escort squadrons it is combining with 
  in the action.  
   
  Race modifiers are only counted once, so if both a 
  Chaos Murder class cruiser with a normal Chaos 
  crew and a Devastation class cruiser with a Chaos 
  Space Marine crew boarded an Imperial cruiser 
  together they would get a +2 race modifier, the +1 
  from being Chaos being superseded by the +2 for 
  having a ship with a CSM crew. This is in addition to 
  the +1 for the two ships having a higher boarding 
  value than the ship being boarded (it is not twice the 
  boarding value because the ship being boarded gets to 
  count its turret value) for a total of +3 for the Chaos 
  player. This is also not taking into account whether or 
  not any of the ships have any other modifiers that 
  must be added or subtracted into the total or effects 
  that either halve or double their respective boarding 
  values, whether or not ships are braced, crippled, etc. 
   
  BASE SIZE: Any ship or defense with either 3 or 
  more shields OR greater than 10HP must use a large 
  size base. However, any capital ship can elect to use a 
  large base and is considered to have Tractor Fields 
  for free. Tractor fields have no effect except making 
  it easier for the ship to ram and/or board due to its 
  larger base size, in exchange for being a larger 
  ordnance target. 
   
   
  HIT AND RUN ATTACKS AND 
  CRITICAL DAMAGE  
   
  Teleport attacks can be conducted by capital ships 
  that are on Lock-On or Reload Ordnance special 
  orders. All other special orders preclude the use of 
  teleport attacks. Necron Portals are not teleport 
  attacks in the normal manner; see p.28 for details. 
    
  Ships that cannot be boarded (such as Chaos vessels 
  with the Mark of Nurgle) are NOT automatically 
  immune from hit and run attacks.  
   
  Fleets that benefit from a +1 bonus to their Hit and 
  Run attacks roll a 2 to 7 on a D6, meaning they will 
  never fail to inflict some critical damage on their 
  target when attacking capital ships.  
   
  Due to their much smaller size, escorts do not have a 
  specialized critical table. Instead, all hit and run 
  attacks (including assault boats and teleport attacks) 
  destroy escorts on a roll of 4+ as opposed to 2+. 
  Fleets that enjoy a bonus to their hit and run rolls still 
  benefit from this bonus, needing a 3+ to succeed in 
  hit and run attacks against escorts. Fleets that enjoy a 
  -1 modifier to enemy hit and run attacks benefit in 
  this regard as well, meaning hit and run attacks 
  
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  require a 5+ to destroy their escorts. Anything that 
  rolls 2D6 and adds the result during a hit and run 
  attack still do so, such as Dark Eldar Impalers, in 
  which case the added result still normally (before any 
  modifiers) destroys an escort on a roll of 4+, though 
  they must roll 2D6 twice and take the lowest roll 
  against Tyranids. See p.29 for more about Tyranids. 
   
  Critical hits that can be repaired are cumulative; 
  meaning ships that take a multiple number of the 
  same critical damage must repair all incidences of 
  that critical damage before the system is fully 
  operational. 
   
  A ship‟s speed is only affected once by multiple 
  Thrusters Damaged criticals. However, the number of 
  times it takes effect are still cumulative, and all 
  Thrusters Damaged criticals must be repaired for the 
  ship to regain its normal speed.   
   
  Damage from multiple fire criticals is cumulative. 
  Example: if a ship had 3 fire criticals and failed to 
  repair any of them in the end phase, it would suffer 3 
  points of damage and all three fires would keep 
  burning.    
   
  Critical hits that cannot be repaired such as Shield 
  Collapse only count once. Subsequent instances of 
  this damage instead move to the next higher 
  applicable critical damage. For example, a second 
  Bridge Smashed critical damage on a given ship 
  instead causes a Shield Collapse, or a Hull Breach if 
  the shields are already collapsed. 
   
   
  CATASTROPHIC DAMAGE  
   
  Ships that are reduced to zero hits and become hulks 
  no longer have shields, holofields or any other similar 
  mechanism.  
   
  Moving Drifting/Blazing Hulks: The owning player 
  moves his or her drifting Hulks in which ever order 
  the owning player wishes. Roll to determine if a 
  blazing hulk explodes at the end of the player‟s 
  movement phase, not at the end of its own movement.  
   
  Drifting / blazing hulks are affected by blast markers 
  and other speed modifiers, and they can be damaged 
  by blast markers they move through on a D6 roll of 6. 
  This does NOT include the blast marker blazing 
  hulks place at the end of their movement.  
   
  Drifting/Blazing Hulks and Gravity Wells: When a 
  drifting/blazing hulk enters a gravity well it must 
  make any extra turns that are conferred to it towards 
  the center of the gravity well. In the case of a Space 
  Hulk‟s gravity well the drifting/blazing hulk makes 
  its compulsory turns as above and is merely removed 
  from play if its base makes contact with the Space 
  Hulks base. If it was a blazing hulk when removed in 
  this way, roll once on its catastrophic damage table 
  before its removal.  
   
  The turret value of a hulk is reduced to zero. Bombers 
  do not subtract the hulk‟s turret strength from their 
  attack runs.  
   
  Hulks cannot be fired upon or boarded by friendly 
  vessels or ordnance in an attempt to deny victory 
  points to the enemy or induce catastrophic damage. 
  Torpedoes that hit a friendly hulk still inflict hits 
  normally, but torpedoes cannot be deliberately aimed 
  at friendly hulks. 
   
  While enemy ships can choose to fire on a hulk, they 
  do not have to pass a leadership check to ignore one 
  if it is the closest target. A player can fire on an 
  enemy hulk if it is not the closest target, but it must 
  make a leadership check normally.  
   
  When shooting at hulked ships, roll once on the 
  catastrophic damage table each time hits are inflicted 
  by shooting or ordnance from a given ship, squadron 
  or ordnance wave (regardless of the number of hits 
  inflicted), not once for each additional hit inflicted. 
   
  Exploding ships count as an area effect and cannot be 
  saved against by holofields, though shields still work 
  normally. See p.5 for more on area effects. 
   
  When placing an exploding ship‟s blast markers, 
  place a single blast marker exactly where the ship 
  was, and then place as many blast markers from the 
  explosion as possible fanning around and in contact 
  with it until the total number blast markers are placed 
  without overlapping any blast markers. 
   
   
  SQUADRONS  
   
  Before the start of a game, escort squadrons make a 
  single roll to determine leadership for the entire 
  squadron. Capital ships may roll their individual 
  leadership separately before forming squadrons, but 
  capital ship squadrons must be deployed and declared 
  as such before the start of the game. A capital ship 
  squadron assumes the leadership of whatever 
  surviving vessel has the highest leadership.  
   
  Vessels in a squadron are all equally affected by 
  special orders taken by any one ship in the squadron. 
  For instance, when on All Ahead Full, only one roll is 
  made to determine additional move distance for all 
  the vessels in the squadron. As is true for individual 
  ships, squadrons can only undergo one special order 
  per turn (including Brace For Impact, which replaces 
  any Special Order currently in effect). All ships in a 
  squadron are affected by Brace For Impact, not 
  merely the ship actually taking fire. This includes 
  capital ship squadrons! See p.2 for more about 
  leadership modifiers for capital ship squadrons. 
   
  ESCORT SQUADRONS: An escort squadron that 
  successfully disengages only counts as being 10% 
  destroyed against the full value of all the escorts in 
  the squadron. It counts as 25% destroyed if the 
  squadron was crippled before disengaging, as in if at 
  least half the escorts in the squadron were destroyed 
  (rounding down) before the squadron disengaged. For 
  example, if a squadron of five escorts disengages 
  after two were destroyed, the enemy only gains 10% 
  of its starting value, but will earn 25% of its starting 
  value of three were destroyed before it disengaged. 
  
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  14 
   
  Hits taken by a squadron are only distributed among 
  the vessels that actually took fire (such as in range 
  and fire arc), regardless of how many hits the 
  squadron actually took, though it affects ALL escorts 
  within range and fire arc. This also applies to hits 
  taken by an escort squadron negotiating an asteroid 
  field, as well as hits delivered by ordnance or Nova 
  Cannon, as those hits (regardless of how many) affect 
  only the vessels directly contacted by the ordnance 
  markers or Nova Cannon blast template. For 
  example, if an escort squadron takes a total of ten hits 
  from gunnery fire but only three escorts were actually 
  in range and fire arc, no more than three escorts can 
  be destroyed. 
   
  CAPITAL SHIP SQUADRONS: Capital ships in a 
  squadron that are being fired upon to the point that 
  one of the capital ships is destroyed must roll for and 
  apply all critical damage before counting as 
  destroyed. The easiest way to avoid confusion is to 
  roll each D6 critical roll separately while recording 
  damage. For example, if a squadron of three 
  Dauntless light cruisers is fired upon by a squadron of 
  three Carnage cruisers and takes a total of 13 hits, all 
  critical damage rolls must be made for the first 
  Dauntless before declaring it destroyed. This means if 
  while applying hits one at a time and the first 
  Dauntless rolls a Thrusters Damaged (+1Hp) and 
  Engine Room Damaged (+1Hp) criticals in the 
  process of being destroyed, there remains a total eight 
  remaining hits to be applied to the next closest 
  Dauntless light cruiser, with shields, blast markers, 
  etc. still taking effect normally, for a total of seven 
  Hp damage to the second Dauntless, against which it 
  rolls a D6 to check for critical damage while applying 
  hits one at a time (after the shield hit). This means at 
  least one hit would pass to the third Dauntless even if 
  the second rolled no critical damage. This rule in 
  particular applies to squadrons of ships that do not 
  count critical damage normally and instead take an 
  additional 1Hp of damage, such as Ork Roks or Kroot 
  Warspheres. NOTE: See p.15 for more on how 
  asteroid fields can damage capital ship squadrons. 
   
  If a capital ship squadron disengages in its entirety, 
  each capital ship calculates its percentage destroyed 
  for victory points separately and not in the same 
  manner as escorts. See the next section for more on 
  disengaging capital ships. 
   
  SHOOTING BY SQUADRONS: When calculating 
  the ships‟ firepower individually as indicated on p.38 
  of the rulebook, this only applies to ships firing at 
  different firing arcs. To clarify the example on p.39 
  of the rules, if a squadron of five Sword frigates are 
  firing on a cruiser where two are in its rear arc and 
  three are in its beam arc, the two escorts behind it 
  would calculate their firepower together as Moving 
  Away, and the three on the ship‟s beam would 
  calculate their firepower together as Abeam. Then 
  these two sums are added together before making the 
  dice roll. See p.3 for more on using the gunnery table. 
   
  SHOOTING AT SQUADRONS: When shooting at 
  a squadron you have to shoot at the closest target 
  first. This does not apply to ordnance attacks. A 
  leadership test cannot be used to pick out individual 
  ships in a squadron; only the closest vessel can be 
  targeted. This is an intended game mechanic. Note 
  that when shooting at squadrons with gunnery 
  attacks, facing and armor values all take effect as 
  described on p.38 of the rulebook. The only ways to 
  shoot at a more distant member of a squadron is with 
  gunnery weapons if the ship has more left modifiers 
  on the gunnery table or has weaker armour where 
  only the hits that could not hurt the closest target hit 
  it. If because of weaker armour, armour ignoring 
  weapons cannot exploit this rule. As ships in a 
  squadron are destroyed by incoming firepower, 
  remaining shots are immediately applied to the next 
  closest ship in the squadron. This only applies to 
  shooting and does not apply to ordnance attacks, 
  boarding actions, etc. 
   
   
  DISENGAGING  
   
  A vessel not hulked that moves off of the table edge 
  during play for any reason counts as being 
  disengaged.  
   
  If any single ship in an escort squadron disengages, 
  the whole escort squadron must then immediately and 
  in subsequent turns attempt to disengage following 
  normal rules. This prevents an escort squadron from 
  disengaging one or two vessels to keep leadership or 
  victory point benefits, then pushing the rest of them 
  in a suicide run at the enemy. See the previous page 
  for more on escort squadrons. 
   
  Capital ships in a squadron may disengage separately, 
  relying on their individual base leadership to do so, 
  not the highest leadership in the squadron. If it 
  attempts to disengage and fails, it falls out of the 
  squadron and may not attempt to re-join it. It is for all 
  intents a solitary capital ship for the rest of the game. 
  This is in addition to all other effects listed on p.33 of 
  the rulebook for ships that fail to disengage when 
  attempting to do so. See the previous page for more 
  on capital ship squadrons. 
   
  When disengaging, ALL positive and negative 
  modifiers must be added together before determining 
  the leadership check, even though check rolls of 11 or 
  12 still automatically fail. For instance, a ship or 
  escort squadron with Ld9 attempts to disengage after 
  moving within 5cm of three blast markers and an 
  asteroid field (+4Ld) with no enemy ships or 
  ordnance 
  markers 
  within 
  15cm 
  (no 
  negative 
  modifier). Even though the effective leadership to 
  disengage is now Ld13 because these must all be 
  added together BEFORE the roll, the player must still 
  roll no higher than 10 to not fail the check.  
   
  A ship that disengages successfully counts as 10% its 
  point value for the enemy, or 25% if it is crippled 
  
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  15 
   
  before it disengages. This is NOT in addition to the 
  25% victory point value if it remains on the table at 
  the end of the game but is crippled.  
   
  In addition to victory points earned normally, a player 
  only earns additional victory points (+1 renown) 
  equal to 50% of the value of ANY hulk left on the 
  table 
  (including 
  any 
  refits 
  or 
  an 
  embarked 
  commander) if the ship remains as a hulk on the table 
  and the winning player holds the field as described on 
  p.66 of the rule book.  
   
   
  CELESTIAL PHENOMENA  
   
  Solar flares now only occur once per game. Rolling 
  multiple instances as celestial phenomena during set-
  up only means there is a higher likelihood one will 
  occur, meaning you still roll a number of D6 at the 
  start of the turn equal to the number of instances the 
  celestial phenomena occurred in set-up. However, 
  only one will actually manifest itself during the game, 
  after which no more rolls are made before the 
  movement phase.  
   
  Fighting sunward is only of consequence in the Flare 
  Region, Mercurial Zone and Inner Biosphere. To 
  determine if you are shooting sunward place the 
  bearing compass over the firing ship with the arrows 
  parallel with the sunward edge. If the target is within 
  the arc facing the sunward edge you are shooting 
  sunward.  
   
  Free turns provided by gravity wells can be used even 
  when the ship cannot normally turn, such as when 
  under All Ahead Full or Lock On special orders. 
  They can also be combined with Come To New 
  Heading special orders to provide additional turning 
  opportunities. This does not change the fact that the 
  free turn can only be used before the start of the move 
  and again only at the end of the move. In either or 
  both instance(s) the ship must actually be in the 
  gravity well to use it, and the free turn is only toward 
  the center of the planet‟s or moon‟s gravity well or 
  toward a space hulk‟s stem or no more than 45 
  degrees, whichever is less. See pp.2-3 for more on 
  special orders. 
   
  Flying Bases and Terrain Interaction: Any celestial 
  phenomena affects a ship as soon as it contacts a 
  ship‟s base. However, it does not block fields of fire 
  unless it physically blocks line of sight from the stem 
  of the shooting ship to the stem of the target ship.  
   
  If a ship having 0 shield strength explodes due to 
  contact with a gas/dust cloud, the explosion will 
  originate at the point the ship entered the cloud.  
   
  Ships on a Planetary Template: When a ship‟s stem is 
  actually on a planetary template (as opposed to 
  behind it), the template does not block its line of sight 
  or any ships line of sight to it. If multiple ships are on 
  a planetary template, they can all see each other.  
   
  A ship counts as being upon a planetary template if 
  its stem touches the template, not merely if it is in 
  base contact or if its base partially overlaps the 
  template. 
   
  Torpedoes on a Planetary Template: Torpedoes are 
  only destroyed when they come into contact with the 
  template‟s edge, either when launching them toward 
  the planet or from it by ships in high orbit upon the 
  template itself. It is possible to launch torpedoes 
  while on a planetary template but they will be 
  removed when they touch its edge. See p.6 for more 
  on launching torpedoes. 
   
  Multiple Radiation Bursts: Only one radiation burst 
  can happen per turn even if multiple radiation burst 
  were rolled for. If three radiation burst were rolled as 
  celestial phenomena during start-up, 3D6 are rolled 
  per turn, with a radiation bust taking place if any one 
  D6 rolls a 5+. Note: You roll every turn until the end 
  of the game for radiation bursts, making it possible 
  for a radiation burst to occur every turn from one 
  radiation burst result on the Flare region or Mercurial 
  zone generators.  
   
  ASTEROID FIELDS: Ships moving through an 
  asteroid field, or coming into base contact with the 
  edge of one, must pass a Leadership test on 2D6 to 
  navigate it successfully. Ships using All Ahead Full 
  special orders make the test on 3D6 instead. Escort 
  ships may re-roll the Leadership test if they fail it, but 
  the second roll stands whether it is successful or not. 
  A ship that fails the Leadership test suffers D6 
  damage from asteroid impacts, but its shields will 
  block damage as normal. 
   
  Escort and capital ship squadrons make this 
  leadership test normally, once for the whole 
  squadron. In the case of capital ship squadrons that 
  fail this test, each ship that comes in base contact 
  with the asteroid field in any way suffers D6 damage. 
  Escort squadrons re-roll this leadership test for free. 
  In the case of escort squadrons that still fail this re-
  roll, D6 damage is distributed among the escorts that 
  actually contacted the asteroid field, in the order that 
  the ships were moved. In all cases, shields (but not 
  holofields) work normally against hits. See p.13 for 
  capital ship squadrons. 
   
  Blast markers are not placed when asteroid impacts 
  take shields down, however the ship will be slowed 
  down 5cm as if it has moved through blast markers 
  that turn. 
   
  Ships cannot shoot into or out of an asteroid field. 
  However, shooting between ships inside an asteroid 
  field can take place only if both the shooting and 
  target ships are both inside an asteroid field. Lances 
  and weapon batteries have no more than 10cm range, 
  Nova Cannons don‟t work and torpedoes of any type 
  cannot be used. Shooting at enemies within 10cm 
  range does not impart a left column shift when inside 
  an asteroid field. Attack Craft work normally but 
  must make a D6 roll every ordnance phase they 
  remain in the field, with every wave or individual 
  marker removed on a roll of 6. Ships that are braced 
  or crippled may not shoot inside an asteroid field. 
  Asteroid fields are treated as minefields if you wish 
  to shoot at them. You must first pass a leadership test 
  to shoot an asteroid field even if it is the only possible 
  target, with a blast marker placed in contact with the 
  asteroid field facing the direction the shooting came 
  from for every roll of 6. 
   
  As warp drive implosions are not affected by celestial 
  phenomena for purposes of line of sight, this includes 
  when it takes place inside celestial phenomena such 
  as asteroid fields. Being inside, outside or the other 
  side of an asteroid field from an exploding ship does 
  
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  16 
   
  not affect whether or not it is in the explosion‟s 
  3D6cm blast radius.  See p.6 concerning area effects 
  and celestial phenomena.  
   
   
  PLANETARY DEFENSES  
   
  Orbital defenses or ships that count as defenses may 
  be placed in squadrons, with 1HP defenses grouped 
  in up to six units and larger defenses grouped in up to 
  four. A Ramilies Star Fort cannot “squadron” with 
  other orbital defenses. 
   
  Stationary planetary defenses may be placed in base 
  contact if desired, but they can never be stacked or 
  have their bases overlap other stationary planetary 
  defenses. 
   
  When desired, the defender in a scenario may spend 
  up to one-third of his allocated point value on 
  planetary defenses, in addition to any planetary 
  defenses provided by the specific scenario. This 
  allows for the use of larger planetary defenses such as 
  major fleet bases and the like, for which the profile 
  and point cost of an Imperial Blackstone Fortress on 
  p.145 of the rulebook may be used. However, these 
  additional defenses come directly from the points 
  allowed against his or her fleet list.  
   
  Stationary defenses and vessels used as planetary 
  defenses such as Defense Monitors or system ships 
  do not roll for leadership or have a leadership value 
  just as other normal planetary defenses do not, with 
  the exception that they reload ordnance (where 
  applicable) on a nominal leadership of 7 unless 
  specifically stated otherwise in their fleet lists or 
  special rules. This means that they cannot take on any 
  special orders except Reload Ordnance, though they 
  may also attempt to Brace For Impact against this 
  same leadership. They also make all other leadership 
  checks they may have to make against Ld7, such as 
  for navigating celestial phenomena and for ignoring 
  closest targets. 
   
  Ships that are targeted as defenses but otherwise are 
  not normally restricted to planetary defenses, such as 
  Ork Roks, Kroot Warspheres, etc., are treated as 
  ships and can make Special Orders normally. 
   
  When shooting at minefields, treat them as ordnance 
  for purposes of target priority. 
   
  BLAST MARKER REMOVAL: You remove D6 
  blast markers from each defence with a speed of 0cm 
  in each end phase after all other actions in the end 
  phase. This only applies to stationary defenses, not 
  planetary defenses that behave as ships (such as 
  monitors or system ships). This also does not apply to 
  ships on standby or ships reduced to 0cm due to 
  movement 
  effects 
  but 
  otherwise 
  capable 
  of 
  movement. 
    
  WARP RIFTS: Warp rifts are especially unstable 
  and dangerous forms of celestial phenomena, and 
  planetary defenses of any type cannot be placed 
  closer than 30cm to a warp rift, with all other rules 
  still applying normally. This means if a particular 
  defense must be placed within 15cm of celestial 
  phenomena, it still must be so placed, and it can‟t be 
  placed within 30cm of a warp rift. 
   
   
  TRANSPORTS  
   
  Transport Variants in Scenarios: The Transport 
  variants listed in Armada and other fleet lists are not 
  only intended for the Convoy scenario, and they may 
  be taken in other scenarios that call for the use of 
  transports in the scenario rules.  
   
  Any special transport such as an armed freighter or 
  fast clipper in Armada or any other fleet list that 
  counts as half a transport for victory conditions is 
  also only worth 1 assault point. Two of these vessels 
  are equivalent to a single regular transport, and such 
  vessels round down for purposes of victory 
  conditions. For example, if victory conditions require 
  at least one regular transport to survive the battle and 
  only a single special transport survives, its transport 
  value rounds down to zero. 
   
  By definition, a fast clipper is a special transport 
  (counting in all other respects as an armed freighter 
  on p.160 of Armada) that gives up all its weapons 
  batteries for a +5cm speed increase and a total of 
  +5D6 (no more) when on All Ahead Full special 
  orders. Its point cost and profile for turning, shields 
  and turrets remains unchanged. This ship can be used 
  by any fleet that has access to the vessels listed on 
  p.159-160 of Armada. 
   
  Heavy transports on p.160 of Armada are worth two 
  regular transports or 4 assault points. If they are 
  crippled, they are worth one regular transport or 2 
  assault points. Heavy transports count as cruisers for 
  purposes of movement and are destroyed if they land 
  on a planet‟s surface.  
   
  The price for heavy transports is not free; it is 40 
  points because of their great resiliency in comparison 
  to escort-sized transports. This is in addition to the 
  rule on p.159 stating no more than one third of the 
  transports in your fleet can be heavy transports, in 
  scenarios that require transports. To clarify, “no more 
  than one third” refers to the entire transport value. 
  For example, if a particular scenario calls for a total 
  of six transports, no more than one heavy transport 
  can be taken, since each one counts for two 
  transports. For every heavy transport in the fleet there 
  must already be at least four escort-sized full 
  transports, eight half-transports such as armed 
  freighters or Rogue Trader cargo vessels, or any 
  combination thereof. 
   
  Any published resource referring to Q-ships should 
  show them as having two shields in their profile for 
  no change in cost. Q-ships have no transport value. 
   
  Escort carriers count as a special transport for 
  purposes of use in scenarios that call for transports, 
  but they have no transport or assault point value for 
  purposes of determining victory conditions. Escort 
  carriers cannot launch orbital mines. 
   
   
  GENERAL FLEET RESTRICTIONS 
  AND OPTIONS 
   
  Attack Ratings: Attack ratings for the races in 
  Battlefleet Gothic are normally as follows: 
  Imperial: 2 
  Chaos: 2  
  Tau: 2  
  Orks: 3 
  Craftworld Eldar: 3 
  Space Marines: 3  
  Tyranids: 3 
  
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  Corsair Eldar: 4 
  Dark Eldar: 4 
  Necrons: 4  
   
  Fleet Commanders: A fleet with a total points value 
  of more than 750pts must be led by a Fleet 
  Commander unless specifically stated otherwise in 
  the fleet list.  
   
  Fleets of Escorts and Fleet Commanders: If your fleet 
  list doesn‟t allow you to field a Fleet Commander on 
  an escort you must have a capital ship in a fleet of 
  more than 750pts.  
   
  Using Single Escorts: A single escort may be taken in 
  a fleet as long as there are no other escorts in the 
  fleet. Note: If there are other restrictions due to the 
  fleet list, such as a minimum of six escorts in a 
  squadron, these restrictions cannot be ignored. If any 
  more than one escort is taken in a fleet list, then all 
  escorts must be formed in squadrons of at least two or 
  whatever minimum is required by that particular fleet 
  list. This also means if an escort squadron is limited 
  to six ships and the fleet list has seven escorts, the 
  escorts must be divided so no escort is operating 
  without at least one other escort in a squadron. This 
  rule exempts escorts that are allowed to operate 
  alone, such as transports or Tau Messenger ships.  
   
  Escort squadrons reduced to a single escort in the 
  midst of a battle may continue to operate singly for 
  the duration of that battle, but afterward (in a 
  campaign) 
  must 
  immediately 
  be 
  repaired 
  or 
  reinforced to include at least two escorts. 
   
  Class Variants: Some ship classes have variants listed 
  in their notes, such as the Imperial Dauntless being 
  able to exchange its lances for torpedoes. Unless 
  specifically noted as unique by their fleet lists, such 
  as the Chaos Planet Killer or the named Ork 
  battleships, you may take multiple examples of any 
  class variant.  
   
   
  RESERVE FLEETS AND  
  REINFORCEMENTS  
   
  Any fleet chosen from one of the fleet lists may also  
  include reserves. This applies to fleets in the 
  rulebook, Armada or any other official fleet list, such 
  as those on the Games Workshop‟s Battlefleet Gothic 
  Resources website. For every three battleships, 
  cruisers or escorts chosen from the fleet list, you may 
  also pick one ship of the same type from another fleet 
  list belonging to the same race. For example, or every 
  three cruisers picked from the Gothic Sector Fleet 
  List on p.115 of the rulebook, you may pick one 
  cruiser from the Segmentum Solar Fleet List on p.27 
  of Armada, from the Adeptus Mechanicus Fleet List 
  or from any other published fleet list. Only ships of 
  the same “type” (battleship, cruiser or escort) count 
  for reserves purposes so you can‟t pick three escorts 
  from one fleet list and use them to qualify for a 
  battleship from another. Also, for these purposes light 
  cruisers, cruisers, heavy cruisers, battlecruisers and 
  grand cruisers all count as “cruisers,” so that three 
  cruisers from one fleet list would qualify you to take 
  a grand cruiser from another fleet list of the same 
  race as a reserve. Reserves are still subjected to 
  restrictions on minimum and maximum numbers of 
  certain types of vessels. For example, having three 
  Chaos cruisers (such as a Murder, Carnage and 
  Devastation) entitles a 12th Black Crusade Incursion 
  Fleet 
  to 
  have 
  a 
  Repulsive 
  grand 
  cruiser. 
  It 
  also 
  entitles the fleet to 
  have 
  one 
  reserve 
  cruiser such as the 
  Executor 
  grand 
  cruiser, but that ship 
  cannot 
  be 
  taken 
  because you must 
  have 
  at least six 
  cruisers to have two 
  grand cruisers, not merely three.  
   
  Reserve vessels may take any upgrades, refits, etc. 
  available to either fleet list but may not take any 
  special characters from the reserve fleet list to use 
  with the primary fleet. For example, a player using 
  the 12th Black Crusade fleet list with at least three 
  cruisers can take a Retaliator grand cruiser as 
  reserves from the 13th Black Crusade fleet list and 
  upgrade it to take Chaos Space Marines, but that ship 
  cannot take a Chaos Lord form the 13th Black 
  Crusade list (a special character). Instead, it would 
  have to use one of the only three Chaos Lords allotted 
  to an Incursion Fleet list, though that Chaos Lord 
  could have any of the Marks allowed by the Incursion 
  Fleet List for the cost indicated on that list. 
   
  Reserve fleets are those specifically described as such 
  in their fleet lists, not merely those identified as being 
  capable of allying with each other. Reserve vessels 
  taken at the start of a battle or earned as 
  reinforcements in the course of a campaign must 
  come from the same “race.” For the purpose of this 
  FAQ/Errata, the races are Imperial Navy (including 
  Adeptus 
  Mechanicus), 
  Space 
  Marines, 
  Chaos 
  (including Chaos Space Marines), Eldar, Craftworld 
  Eldar, Dark Eldar, Orks, Necrons, Tyranids and Tau 
  (including Tau allies). Some fleet lists explicitly 
  provide access to ships from other races. These may 
  only be taken exactly as described on their fleet list 
  rules and may not also be taken as reserves. See the 
  following examples:  
  1. 
  An Imperial Navy fleet taken from the 
  Segmentum Solar fleet list can take Space 
  Marine vessels as part of its fleet list, even 
  though Space Marines are technically from 
  another “race.” However, a Gothic Sector fleet 
  list cannot take Space Marine vessels as 
  reserves, even though it can take as reserves 
  other 
  Imperial 
  Navy 
  vessels 
  from 
  the 
  Segmentum Solar fleet list. 
  2. 
  The Demiurg and Kroot have specific rules 
  allowing them to be used by various other fleets 
  as allies in the same manner those fleets can take 
  reserves. However, the Tau Kor‟vattra fleet list 
  allows a far more liberal use of Demiurg vessels 
  in the fleet. In this case, Demiurg vessels may be 
  taken as provided for in the Tau Kor‟vattra fleet 
  
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  18 
   
  list irrespective of limitations that would 
  normally be placed on using reserves. 
   
  A given fleet may take ships as reserves from any 
  number of fleet lists that are the same race that allow 
  their vessels to be used as reserves. For example, a 
  Gothic Sector fleet list with six cruisers may take 
  both a grand cruiser from the Imperial Bastions fleet 
  list on p.29 of Armada and a battleship from the 
  Adeptus Mechanicus fleet list. However, a given fleet 
  list cannot take as reserves ships listed as reserves or 
  allies to another fleet list. For example, a Chaos 
  Repulsive grand cruiser is listed as reserves for the 
  Imperial Bastions fleet list, and the Armageddon 
  Sector fleet list has Space Marine vessels as allies. 
  Because it is listed only as reserves of that list, a 
  Repulsive grand cruiser or Space Marines strike 
  cruiser cannot be taken as a reserve vessel for any 
  other Imperial fleet list. In short, you cannot use a 
  reserve of a reserve. Reserves can only ever be ships 
  belonging to the same race, chosen from a fleet list of 
  the same race. 
   
  These allowances and restrictions apply for both one-
  off battles and while earning reinforcements in the 
  course of a campaign. However, ships or special 
  characters added to a fleet list as a special reward or 
  through 
  special 
  scenario 
  or 
  campaign 
  driven 
  circumstances 
  are 
  exempt 
  from meeting fleet 
  prerequisites beforehand. For example, an Imperial 
  fleet is allowed to immediately have a single Space 
  Marine battlebarge in its fleet list in the course of a 
  campaign with no fleet prerequisites and regardless of 
  reserves if it expends an appeal roll against the Space 
  Marines table on p.157 of the rulebook and rolls a 
  2D6 roll of2, even if that fleet is not from the 
  Segmentum Solar fleet list. 
   
   
  ALLIES, SUBJECTS AND 
  MERCENARIES  
   
  Some fleet lists have explicit access to ships from 
  other races. The Tau in particular have access to ships 
  from several different races simultaneously. These 
  may only be taken exactly as described on their fleet 
  list rules and may not also be taken as reserves. 
  Allied and reserve vessels cannot use refits and 
  upgrades from the fleet list they are allied to unless 
  they are of the same race or the rules for that fleet 
  specifically allow it. 
   
  Instead of a named reserve fleet listed in the rules of 
  various fleet lists, vessels from certain fleets may 
  elect for whatever reason to form permanent or 
  temporary alliances with other fleets. The outcome of 
  the Gothic War in particular hinged on a hasty, short-
  lived alliance between the Imperial Navy and the 
  Eldar. Some ships in particular have rules that allow 
  them to ally with any number of fleets or even fleets 
  on both sides of a battle, such as the Demiurg on 
  pp.109-111 of Armada. In all cases these follow the 
  standard rules for reserves in that no more than one 
  allied vessel may be taken for every three core 
  vessels in the fleet. 
   
   
  Unless specifically described otherwise in a particular 
  fleet list (such as Demiurg ships in a Tau fleet), the 
  same restrictions that apply to reserves also apply to 
  allies regarding ship types, (escorts, cruisers, 
  battleships, etc.). Finally, this list does not supersede 
  any specific ship or fleet restrictions, such as the 
  Craftworld Eldar having access to the Corsair Eldar 
  fleet list as reserves (and vice versa) only when the 
  fleet is led by an Eldar Hero aboard the Flame of 
  Asuryan, or that three Dark Eldar escorts must be 
  taken in a fleet in order to have one Dark Eldar 
  capital ship. Allied vessels taken in this way cannot 
  be placed in squadrons with vessels in the core fleet 
  unless specifically allowed to in the core fleet‟s list, 
  nor can they use the core fleet‟s re-rolls unless 
  specifically allowed to. 
   
  Just as a fleet can take any number of reserves as long 
  as restrictions are followed concerning the number 
  taken compared to the core fleet list (typically in a 
  ration of no more than one for three unless listed 
  otherwise in a given fleet list), the number of allied 
  vessels the fleet takes is only limited by the rules 
  applied to the allied fleet as long as all other 
  restrictions concerning reserves are also followed. 
   
  In addition to these restrictions, no vessel can be 
  allied to a fleet for which it is a natural enemy, nor 
  can it ally itself to a fleet that already contains allies 
  for which it is a natural enemy. In the convoluted 
  universe of Battle fleet Gothic there are many races 
  that are natural enemies of each other. Any fleet that 
  is natural enemies with another given fleet will also 
  not ally with ships allied to that fleet, even if they 
  normally would not be enemies of that fleet. In all 
  cases this is provided only as a guide as opposed to 
  any requirement that such fleets must ally with each 
  other, and it is just as plausible that any one of these 
  will be enemies of and combat any other. It is easier 
  to list enemies than possible allies, but in the end this 
  list is to be treated as a guide for what fleets may ally 
  with each other, detailed as follows: 
   
  1. 
  Imperials (including Adeptus Mechanicus): will 
  never ally with Chaos, Dark Eldar, Craftworld 
  Eldar and Orks. If it allies with or has as allies 
  the Space Marines, it cannot ally with or take as 
  allies ships from any other fleet list except 
  Rogue Trader vessels (excluding Xenos ships). 
  2. 
  Chaos (including Chaos Space Marines): will 
  never ally with Imperials, Craftworld Eldar, 
  Corsair Eldar, Space Marines or Tau. 
  3. 
  Tau: will never ally with Orks, Chaos, Dark 
  Eldar or Space Marines. 
  4. 
  Dark Eldar: will never ally with Imperials, Tau 
  or Space Marines. 
  5. 
  Craftworld Eldar: will never ally with Imperials, 
  Chaos, Space Marines or Orks. 
  6. 
  Corsair Eldar: will never ally with Chaos, Space 
  Marines or Orks. 
  7. 
  Space Marines: will only ally with Imperials 
  (including Adeptus Mechanicus) and Rogue 
  Trader vessels (excluding Xenos ships). A 
  Crusade fleet list will not ally with any fleet. 
  8. 
  Rogue Traders: may ally with any fleet except 
  Tyranids and Necrons but may not take Xenos 
  vessels when allied with Space Marines. 
  9. 
  Orks: will only ally with Chaos, Dark Eldar and 
  Rogue Traders. 
  10. Demiurg and/or Kroot: will never ally with Orks 
  or Space Marines. Even when allied with two 
  fleets that are fighting each other, Demiurg and 
  Kroot ships will never fire upon each other. 
  11. Necrons do not ally with any fleet. 
  12. Tyranids do not ally with any fleet. 
  
  2010 COMPENDIUM 
   
   
   
   
   
  19 
   
  IMPERIAL NAVY  
   
  The Imperial Power Ram may be taken by any 
  Imperial capital ship with a 6+ prow for +5 points 
  unless it has a Nova Cannon. This is for any Imperial 
  fleet list and does not count as a separate refit. Ships 
  so equipped impart one automatic hit during a 
  successful ram on a target vessel before rolling for 
  hits inflicted. 
   
  For every reference in the Rulebook and Armada, the 
  correct price for an Emperor battleship is 365 points, 
  an Apocalypse battleship is 365 points, a Retribution 
  Battleship is 345 points, and an Oberon battleship is 
  335 points. 
   
  In the Rulebook on p.108, a Mars battlecruiser may 
  purchase a third turret for an additional +10 points.  
   
  In the Rulebook on p.114, the “Widowmakers” refit 
  can only be taken by Cobra escorts, it can only be 
  taken by escort squadrons where more than half the 
  escorts are Cobras, and all the Cobras in the squadron 
  must take the refit. Only Imperial escort squadrons 
  may take this refit, not pirates, Chaos renegades, etc.  
   
  For every reference in the Rulebook and Armada, the 
  correct price for an Overlord battlecruiser is 220 
  points. In the Rulebook on p.109, it is based on the 
  Acheron heavy cruiser design and relies on systems 
  derived from it for its targeting systems. For +15 
  points, its weapon batteries get a left-column shift on 
  the gunnery table. 
  The Apocalypse Class battleship‟s special rule on 
  p.12 of Armada when it undertakes Lock-On special 
  orders and fires its lances greater than 30cm does not 
  take effect unless firing greater than 45cm, though the 
  normal range of the lances is still 30cm. Additionally, 
  it does not take 1Hp damage for the Thrusters 
  Damaged, even though the critical damage still 
  affects the ship, is cumulative and must be repaired 
  normally. Except for this special rule, all critical 
  damage (including Thrusters Damaged) taken in any 
  manner affects this ship as it would be taken by any 
  other ship normally. 
   
  Imperial grand cruisers count as battlecruisers in any 
  fleet list they are used (even as reserves), meaning 
  two cruisers are required for every grand cruiser in 
  the fleet, and the Imperial fleet may have one grand 
  cruiser or one battlecruiser for every two cruisers in 
  the fleet, not one and the other. Additionally, grand 
  cruisers do not count as cruisers for purposes of 
  fielding battleships in any Imperial fleet list they are 
  taken. 
   
  All Imperial Vengeance grand cruiser variants listed 
  in Armada on pp.14-16 completely ignore prow 
  critical damage, regardless of the cause. If any critical 
  damage rolled against the table results in a Prow 
  Armament Damaged critical hit, it is assumed the 
  critical damage did not take place, and it does not 
  move up to the next higher critical damage. If the 
  critical damage is caused by the ship taking a hit, the 
  hit itself still counts normally. 
   
  An Imperial Exorcist grand cruiser on p.16 of 
  Armada may be equipped with Shark assault boats 
  for an additional +10 points.  
   
  For every reference in the Rulebook and Armada, the 
  correct price for an Armageddon battlecruiser is 235 
  points. In Armada on p.17, it may replace its prow 
  torpedoes for a Nova Cannon for +20 points.  
   
  For every reference in the Rulebook and Armada, the 
  correct price for the Endeavor and Endurance light 
  cruisers are 110 points each. The Defiant light cruiser 
  is 120 points.  
   
  The Endeavor, Endurance and Defiant light cruisers 
  on pp.18-19 of Armada may increase their prow 
  armor to 6+ for no additional cost. However, if this 
  option is taken, the turning radius of these vessels is 
  reduced to 45 degrees.  
   
  The fleet restrictions for Endurance and Defiant light 
  cruisers on p.27 of Armada are entirely replaced by 
  the following: no more than two of these vessels may 
  be taken for every 500 points (or portion thereof) in 
  the fleet. This is no more than two in total, meaning 
  not two each of the Endurance and the Defiant.  
   
  ADEPTUS MECHANICUS  
   
  Adeptus Mechanicus vessels may always be taken as 
  reserves by an Imperial Navy fleet, regardless of what 
  fleet list is being used or whether or not they are 
  using allies.  
   
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  QU
  UEENNTTLLYY  AASSKKEEDD  Q
  QU
  UEESSTTIIO
  ONNSS,,  EERRRRAATTAA  AANNDD  RRU
  ULLEE  AADDDDIITTIIO
  ONNSS 
  IIM
  MPPEERRIIAALL,,  SSPPAACCEE  M
  MAARRIINNEESS  AANNDD  AADDEEPPTTU
  USS  M
  MEECCH
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  2010 COMPENDIUM 
   
   
   
   
   
  20 
   
  Adeptus Mechanicus vessels may ignore the rule 
  preventing them from firing upon or boarding 
  friendly drifting/blazing hulks (see p.13 concerning 
  shooting at hulked vessels). They will do this in an 
  attempt to deny victory points to the enemy or induce 
  catastrophic damage, to prevent their technology 
  from falling into xenos or heretic hands. This rule 
  only applies to Mechanicus vessels shooting at 
  Mechanicus drifting hulks, and not Imperial Navy, 
  reserve or allied vessels in the fleet. In order to do so, 
  it must actually be a ship using rules from the 
  Adeptus Mechanicus fleet list, not a Mechanicus 
  model painted to be part of a standard or reserve 
  Imperial fleet. Mechanicus vessels may shoot at 
  enemy drifting/blazing hulks normally. 
   
  On the Adeptus Mechanicus fleet list, Endeavor and 
  Endurance light cruisers cost 125 points, and the 
  Defiant light cruiser costs 130 points. They can 
  upgrade their prow armor to 6+ at no cost. However, 
  if this option is taken, their turning radius is reduced 
  to 45 degrees.  
   
  Adeptus Mechanicus Refits: When a 6 is rolled on the 
  leadership table you may pick your refit instead 
  rolling for it randomly; you don‟t get an extra one.  
  No more than two Mechanicus Gifts can ever be 
  taken by a ship. If a ship that rolled a 6 when 
  determining 
  leadership 
  subsequently 
  has 
  an 
  Archmagos embarked, it does not get a third Gift! 
  However, the rule concerning Gifts still applies; if the 
  second rolled refit is identical to the refit already 
  selected, the second refit may be chosen as well.  
   
  An Archmagos can be placed on any capital ship in 
  the fleet desired unless an Ark Mechanicus is present, 
  in which case it must be used as the flagship. The Ark 
  Mechanicus Omnissiah’s Victory cannot have any 
  other Mechanicus Gifts besides those already in its 
  special rules.  
   
  The Archmagos‟ ship only has two Mechanicus 
  refits, though it may still earn standard Imperial fleet 
  refits normally over the course of a campaign, as can 
  any other Adeptus Mechanicus vessels.  
   
  Unlike their capital ships, Mechanicus escorts do not 
  have the +1 turret as part of their point cost and do 
  not get this refit automatically. 
   
  Adeptus Mechanicus versions of Imperial Navy 
  vessels that have access to assault boats (such as the 
  Emperor) may not use assault boats. 
   
   
  ADEPTUS ASTARTES  
   
  Any vessel that earns or pays for a refit to carry 
  Thunderhawks may then ONLY carry them, and its 
  launch bay capacity is reduced by half (rounding up 
  when applicable).  This also applies for those earned 
  when rolling a 7 against the Space Marines table on 
  p.157 of the rulebook. All normal rules concerning 
  their use is unchanged from that on p.21 of Armada. 
  Escort carriers may never be upgraded to carry 
  Thunderhawks! 
   
  The profiles in Armada for Space Marine Strike 
  Cruisers listed on p.23 and Gladius frigates on p.25 
  replaces any previously published profile of this 
  vessel.  
   
  Space Marine battle barges as listed on p.24 may not 
  use Come To New Heading special orders, regardless 
  of any normal refits they may be equipped with. 
  In a campaign, the Space Marine fleet has access to 
  the same refits and crew skills as Imperial and Chaos 
  fleets on pp.156-157 of the rulebook. Space Marines 
  may roll appeals against the Space Marines table on 
  p.157 if desired. Ships earned as a result of rolling 
  against this table are considered to be “for free” and 
  do not count against fleet restrictions. For example, a 
  fleet 1,500-point Space Marine fleet with two 
  battlebarges that rolls a 2D6 roll of 2 against this 
  table may waive the point restrictions and gain a third 
  battlebarge, provided the owning player actually has 
  three battlebarge models to represent it. Ships not 
  able to take a particular refit rolled randomly may re-
  roll the result.  
   
  Space Marine vessels with Terminator boarding 
  parties may use them every turn instead of once per 
  game for no change in point cost.  
   
  RAMILIES STAR FORT  
   
  While Ramilies Star Forts are defenses, they are not 
  restricted to the same leadership restrictions of other 
  defences and can take on all shooting-based special 
  orders normally. 
   
  The various quadrants of a Ramilies Star Fort 
  automatically count as massing turrets (unless 
  crippled or destroyed, following all normal rules for 
  massing turrets discussed previously). However, only 
  the quadrants adjacent to it can mass turrets with a 
  given quadrant, giving it a maximum of +2 turrets. 
  This is in addition to any ships that may be in base 
  contact, though the maximum restriction of no more 
  than +3 turrets still applies.  
   
  Although the four quadrants are essentially in contact 
  with each other, blast markers are only placed 
  between the quadrant taking fire and the quadrant 
  closest in the line of fire to that taking fire. In other 
  words, a single round of shooting form a ship or 
  squadron cannot place blast markers in base contact 
  with more than one other quadrant besides the 
  quadrant it is shooting at (for two in total) Quadrants 
  not so affected count as not having blast markers in 
  base contact, even if blast markers are in base contact 
  with the model itself. See p.4 about blast markers. 
   
  
  2010 COMPENDIUM 
   
   
   
   
   
  21 
   
  When ramming the Ramilies you can only ram the 
  quadrant you first contact on a line of sight from the 
  ramming ship‟s movement. If a ship happens to make 
  contact right at the junction between two quadrants 
  (as measured by the model‟s base, not the model 
  itself!), the ramming player may pick which one of 
  the two adjacent quadrants in contact he or she 
  wishes to ram. 
   
  As running out on doubles no longer applies to 
  reloading ordnance, a Ramilies Star Fort may have in 
  play up to twice the attack craft markers as the 
  number of launch bays it has remaining. Additionally, 
  as a docked ship can no longer take advantage of the 
  benefit the Ramilies provides it for running out of 
  ordnance, 
  it 
  instead 
  is 
  considered 
  to 
  have 
  automatically reloaded ordnance (no Command 
  Check required) if it remained docked for two full 
  turns and was not braced.  
   
  Before the game starts, the owning player can decide 
  if the Ramilies will rotate or not. Once the decision is 
  made, it cannot be changed throughout the game. If it 
  is decided that it will rotate, it does so for 45 degrees 
  once per game turn (no more or less) at the beginning 
  of the owning players movement phase. If it rotates, it 
  will always rotate in the same direction. The Ramilies 
  otherwise does not move in any way during the 
  course of the game, it still counts as defenses, and 
  this movement does not alter nor can it be altered by 
  any command checks or special orders the Ramilies 
  can make. If the owning player decides the Ramilies 
  Star Fort will rotate, then it cannot have ships dock 
  with it for the duration of the game. Blast markers not 
  removed remain in place when the Ramilies rotates 
  and affect whatever quadrant they are in contact with 
  at the end of its movement. 
   
  A Ramilies can be affected by hit and run attacks, 
  which take place normally. However, only a Space 
  Hulk can attempt a boarding action on a Ramilies. If 
  it does so, the remaining hit points of all four 
  quadrants apply to the Ramilies‟ boarding value, but 
  only the turret value of the quadrant actually being 
  boarded is added to this value. Resulting hits and 
  critical damage are only applied to the quadrant that 
  was actually affected by the boarding action.  
   
  The Ramilies can always board any enemy ships in 
  base contact in the end phase of its own turn, and it 
  can decide how many quadrants are involved in the 
  boarding action.  
   
  When a quadrant is destroyed its quarter of the flying 
  base is treated as an asteroid field. This effect cannot 
  damage the other quadrants and remains unchanged if 
  the owning player elected that it rotate at the start of 
  the game.  
   
  A Ramilies can earn ship and weapon refits (NOT 
  engine refits- re-roll this result!) over the course of a 
  campaign, and any refits earned apply to all 
  quadrants.  
   
  A Ramilies can purchase special torpedoes on p.156-
  157 of Armada. However, if the Basilica takes critical 
  damage while armed with torpedoes affected by 
  critical damage (such as vortex torpedoes), BOTH 
  critical damage effects from the table and from the 
  torpedo special rules applies. Resulting additional hits 
  from damage caused by the torpedoes can be 
  distributed among the Ramilies quadrants as decided 
  by the enemy player.  
   
  
  2010 COMPENDIUM 
   
   
   
   
   
  22 
   
  A Chaos Warmaster (as opposed to a Lord) must 
  always be used as a fleet commander in any Chaos 
  fleet list that requires the use of a fleet commander. 
  Under no circumstance can a Chaos Lord be placed 
  on the same ship as a Warmaster. 
   
  When fielding a Chaos 12th Black Crusade fleet in 
  the rulebook limited to only three Chaos Lords in a 
  campaign, a player may purchase a Chaos Lord for a 
  reinforcing vessel, but only to replace one that was 
  aboard a ship lost in battle. This is separate from an 
  additional (fourth) Chaos Lord earned in an appeal 
  against the table on p.158 of the rulebook. 
   
  Multiple Chaos Marks of Slaanesh: If a ship is in 
  range of effect of multiple marks of Slaanesh, it is 
  only affected once.   
   
  Multiple Marks of Chaos on a Single Capital Ship: It 
  is not possible to have multiple Marks of Chaos on a 
  single capital ship in the 13th Black Crusade fleet list. 
  Note: The Chaos 12th Black Crusade Incursion Fleet 
  list in the rulebook still allows the Warmaster to have 
  multiple Marks of Chaos.  
   
  Chaos has a +1 boarding modifier. The Chaos Space 
  Marine upgrade in Armada replaces this, providing 
  them with a total +2 boarding modifier (before all 
  other modifiers are applied normally).  
   
  Abaddon the Despoiler and Chaos Space Marines: If 
  you buy the Chaos Space Marine upgrade for a ship 
  commanded by Abaddon, it is further improved. This 
  option can only be used if Abaddon is utilizing the 
  13th Black Crusade fleet list in Armada, in which 
  case all the rules on p.43 of Armada apply. His ship 
  will have a total +3 boarding modifier (+1 for 
  Abaddon and +2 for Chaos Space Marines) before 
  any other modifiers are applied. Abaddon has access 
  to Terminator Teleport Assaults and all other benefits 
  of having Chaos Space Marines described on p.45 of 
  Armada. The ship may take any one Mark of Chaos 
  for the point cost indicated. If a Mark of Khorne is 
  taken, this doubles again the double already provided 
  by having Abaddon aboard the ship! (This is unique 
  in that fleet commanders do not normally multiply 
  crew skills/benefits.) Note: If a mark of Tzeentch is 
  chosen, you will gain no benefit unless Abaddon is 
  killed as his specific rules dictate you may only use 
  one command re-roll per turn. 
   
  Ships that earn Forces of Chaos through appeals or 
  other means may continue to use these unaffected, 
  even if they are braced, crippled, etc., unless it 
  applies to ordnance attacks.  
   
   
  CHAOS VESSELS   
   
  Chaos fleet requirements: As Battleships, Grand 
  Cruisers and Heavy Cruisers all have their own 
  requirements you may use the same cruisers for these 
  requirements. For example, a Chaos fleet can have a 
  fleet comprised only of two Cruisers, one Heavy 
  Cruiser (requires 2 Cruisers), one Grand Cruiser 
  (requires three Cruisers or Heavy Cruisers) and a 
  Battleship 
  (requires 
  three Cruisers or Heavy 
  Cruisers).  
   
  Warp Cannon on an Activated Blackstone Fortress or 
  any similar weapon mechanic that ignores shields or 
  behave as such also ignore holofields and any other 
  similar mechanisms, such as reactive armor saves, 
  spores, etc. Warp Cannon do not ignore any brace 
  saves or any reactive armor modifiers while braced! 
   
  THE PLANET KILLER: The Armageddon Gun is 
  a line of sight weapon and cannot fire through 
  obstacles or celestial phenomena that act as normal 
  line of sight obstructions, such as planets, moons, 
  asteroid fields, etc.; a swirling jumble of million-ton 
  rocks will disrupt even the awesome power of this 
  weapon. However, place D6 blast markers at the 
  point the Armageddon Gun template contacted the 
  asteroid field, moon, etc. for the vaporized rock left 
  in its wake. When used in Exterminatus, it does not 
  face the normal restrictions for such weapons. Once 
  in low orbit, it can fire up to 60cm and does not need 
  to roll a 4+ to hit.  
   
  The Armageddon Gun overcharge “planet killer” shot 
  works as follows: the ship must declare it is charging 
  over three consecutive turns. No leadership check is 
  required, but the ship may not turn, shoot or go on 
  any special orders, including Brace For Impact. Once 
  started, the process cannot be stopped, during which 
  time the ship gains +2 shields. After the movement 
  phase of the third turn, the ship immediately fires by 
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  2010 COMPENDIUM 
   
   
   
   
   
  23 
   
  moving the Nova Cannon template directly in front of 
  the vessel 60cm (not 90cm). If any part of the 
  template touches any ship‟s base, that ship is 
  completely destroyed, no saves allowed. The first 
  planet or moon touched by the center hole is removed 
  on a 2+ in D3 turns and replaced by a 2D6 by 2D6 
  asteroid field. This shot can fire through asteroid 
  fields but will not remove them by doing so. After 
  firing this shot, the Planet Killer must pass a reload 
  ordnance special order for two turns to bring the 
  Armageddon Gun back online, during which time it 
  may not fire any weapons at all but moves normally.  
   
  All restrictions for battleships apply to the Planet 
  Killer. In other words, you need to field at least 1,000 
  points of ships AND meet fleet list requirements to 
  field it as a battleship in the fleet.  
   
  GRAND CRUISERS: All Chaos Vengeance grand 
  cruiser variants listed in Armada on pp.38-39 
  completely ignore prow critical damage, regardless of 
  the cause. If any critical damage rolled against the 
  table results in a Prow Armament Damaged critical 
  hit, it is assumed the critical damage did not take 
  place, and it does not move up to the next higher 
  critical damage. If the critical damage is caused by 
  the ship taking a hit, the hit itself still counts 
  normally. 
   
  The Chaos Repulsive Grand Cruiser can be modelled 
  on a large base. If so mounted, it may have a third 
  shield for +15pts. It must be modelled on a large base 
  to have this this refit available for the cost indicated. 
  This is not a normal refit and can be used in one-off 
  games or in addition to any other refits earned 
  normally in the course of a campaign. 
   
  SHIP POINT COSTS: For every reference in the 
  Rulebook and Armada, the correct price for a 
  Retaliator grand cruiser is 260 points.  
   
  For every reference in the Rulebook and Armada, the 
  correct price for a Styx heavy cruiser is 260 points.  
   
  Chaos Murder Class Cruiser Variant: The Murder 
  variant described in the notes on p.123 of the 
  rulebook has broadsides consisting of four weapons 
  batteries and two lances, all at 45cm range. These are 
  broadsides and so have port and starboard arcs. This 
  variant is more uncommon than the standard Murder; 
  no more than two of this variant may be used per 750 
  points (or any part thereof) in a Chaos fleet, meaning 
  a fleet greater than 750 points may have up to four. 
   
  The profile for the Devastation on p.123 of the 
  rulebook lists different names for the types of attack 
  craft used. This does not affect how they are used in 
  any respect, and they are in all respects the same.  
   
  RENEGADE IMPERIAL VESSELS: The Imperial 
  Navy has taken great pains after the 12th Black 
  Crusade to ensure that its warships do not fall into the 
  foul hands of Chaos. While only the most seasoned 
  and august of ship captains command the Emperor‟s 
  battleships and battlecruisers, this is not always the 
  case for its escorts and second-line warships. For 
  every 1,500 points in a Chaos fleet, one cruiser from 
  any Imperial Navy fleet list up to 185 points and/or 
  up to six Imperial Navy escorts may be taken. Special 
  weapon rules, Nova Cannon, Chaos Lords, Chaos 
  Space Marines, Chaos ordnance or Daemonship 
  upgrades may not be taken for Imperial Navy vessels 
  used in this manner, and cruisers suffer -1Ld for 
  going renegade. Imperial Navy escorts need not be in 
  a single squadron and may be interspersed within 
  other Chaos escort squadrons if desired. These 
  vessels do not count as reserves; they count as Chaos 
  vessels in all respects.  
   
   
  CHAOS DAEMONSHIPS  
   
  A Daemonship cannot be forced to disengage by a 
  scatter roll that places it off the table. If a 
  Daemonship scatters off the table when deploying, 
  place the Daemonship so that its base is completely 
  on the table on the point of the table edge indicated 
  by the scatter dice, facing any direction desired by the 
  Chaos player.  
   
  Daemonships cannot be used in squadrons. 
   
  When a Daemon ship is still spectral and has not fully 
  materialized into normal space, it cannot move, 
  shoot, board or conduct any action in any way, 
  though any Marks it may have still take effect 
  immediately. It also may not be shot at, boarded, 
  rammed or have any action done to it while spectral.  
   
  If a Daemon ship fully materializes in contact with 
  celestial phenomena, it suffers any effects of those 
  celestial phenomena, such as gas clouds, asteroid 
  fields, etc. before the start of its movement phase. 
  However, if it materializes in an asteroid field, it may 
  then attempt to avoid damage by making a leadership 
  check normally.  
   
  DAEMONSHIP HAUNTING: When a Daemonship 
  is „haunting‟ or is spectral it can still suffer damage 
  from fire critical hits. In addition to repairing 
  damage, they may repair critical hits while in the 
  warp rolling normally, repairing critical damage on a 
  4+ as opposed to a 6. However, Daemonships may 
  not make repair rolls in the end phase they are first 
  deployed when returning into play.  
   
  If Daemonships repair enough hits while “haunting” 
  to no longer be crippled, they will still count as 
  disengaged for purposes of victory points but will no 
  longer count as crippled.  
   
  Daemonships do not automatically regain hits after 
  each battle. They have to be regained either in a game 
  by warp translation or by expending repair points, or 
  they can be withdrawn normally. 
   
  
  2010 COMPENDIUM 
   
   
   
   
   
  24 
   
   
  Movement and Solar Sail Arcs: An easy 
  way to determine a ships facing in 
  relation to the sunward edge is to place 
  a bearing compass over the ship and 
  draw the shortest possible line from the 
  ships stem to the sunward edge. The arc 
  this line passes through is the sunward 
  facing, or sunward arc.  
   
  Corsair and Craftworld Eldar ships 
  cannot take All Ahead Full orders and 
  thus cannot ram. Theme-wise, these 
  Eldar ships would generally not resort 
  to this kind of tactic anyway. Dark 
  Eldar ships however can take All Ahead 
  Full special orders and are thus not 
  prohibited from ramming. 
   
  If under Lock-On special orders, Eldar 
  ships cannot turn for BOTH their 
  movement phases. When locked-on, 
  Eldar Pulsars re-roll EACH miss until 
  either up to three hits is scored or a miss 
  is missed again.  
   
  Dark Eldar minimum movement: Like 
  all other Eldar ships, Dark Eldar vessels 
  do not have a minimum movement 
  requirement. Note: All Eldar ships still 
  fall under the restriction that if a ship 
  moves less than 5cm it counts as a 
  defence 
  for 
  shooting 
  purposes. 
  However, 
  Holofields 
  still 
  work 
  normally.  
   
  Eldar and Dark Eldar ships can make a 
  leadership check to ignore all effects of 
  celestial phenomena such as gas clouds, 
  solar flares, etc. Escorts may re-roll this 
  result for free. If an Eldar vessel passes 
  its leadership check during a solar flare, 
  it will take no damage but turn directly 
  away from the sun edge and move 
  2D6cm. This ability only applies to 
  celestial phenomena, not explosions 
  from catastrophic damage, nova cannon, etc. It also 
  does not affect negative leadership modifiers caused 
  by radiation bursts. Leadership checks against 
  asteroid fields are unchanged from those for other 
  fleets.  
   
  When shooting, all Eldar weapon batteries always 
  count as closing before any modifiers. However, they 
  still count as shooting at defenses when doing so. 
    
  Eldar and Dark Eldar must determine if they wish to 
  brace against damage they may face BEFORE rolling 
  their holofield save. This includes damage from 
  scatter weapons such as Nova Cannon fire. 
   
  An Eldar vessel intending to board an opponent may 
  do so in either movement phase, but it may not shoot 
  or launch ordnance before doing so. If it boards in its 
  movement phase, it may not make its second 
  movement. 
   
  HOLOFIELDS  
   
  Holofields and Shadowfields work essentially the 
  same way in all respects. They save against ALL 
  strength-based weapons, Nova Cannon shots, any 
  ordnance attacks and any kind of hit and run attacks, 
  ramming 
  and 
  boarding. 
  Against ramming and 
  boarding, they save once against the ramming or 
  boarding attempt, NOT against any damage suffered 
  if this save fails. They do NOT protect against hits 
  caused by celestial phenomena nor any area effects 
  such as Warp Drive implosions, Necron Nightmare 
  Fields, Chaos Marks of Slaanesh, etc. See p.5 for how 
  Nova Cannon are affected by holofields.  
   
  When protecting against damage (except against 
  weapons that use the gunnery table), Holofields roll 
  its save once against each successful attack, whether 
  it be from lance fire, ordnance hits, etc. In other 
  words, its rolls once against a ramming attack, once 
  against each Nova Cannon shot, and once against 
  each hit imparted by ordnance attacks, Hit and Run 
  attacks, etc.  
   
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  2010 COMPENDIUM 
   
   
   
   
   
  25 
   
  Against firepower-based weapons such as weapon 
  batteries, holofields only provide a right-shift 
  modifier 
  to 
  hit 
  unless 
  specifically 
  indicated 
  otherwise, and it does not modify rolls to hit beyond 
  the far right end of the table.  
   
  Corsair Void Stalker point restrictions: In a Corsair 
  fleet list you may only have a Void Stalker in your 
  fleet if your fleet list is worth 1000 points or more. 
  This limit is very strict; if you are playing a 1000pt 
  game and your fleet list is 995pts or less you cannot 
  field a Void Stalker.  
   
  For every reference in the Rulebook and Armada, the 
  correct price for the Hellebore frigate is 65 points and 
  the Aconite frigate is 55 points.  
   
  ELDAR ORDNANCE  
   
  All Eldar Ordnance (including Dark Eldar) can only 
  be hit by turrets n a 6. This includes Vampires, any 
  torpedo types, assault boats and orbital mines.  
   
  When Eldar orbital mines are used, they completely 
  replace all other attack craft used by the launching 
  carrier, with one orbital mine per launch bay.  
   
  As Eldar vessels do not actually have turrets, enemy 
  bombers do not get any bonus against turrets from 
  escorting fighters.  
   
  CRAFTWORLD ELDAR  
   
  The Eldar Hero costs 100 points, not 150 points. 
  However, it must still purchase re-rolls at the Hero‟s 
  listed cost for re-rolls.  
   
  You require a Hero to field the Flame of Asuryan. 
  The Flame of Asuryan counts as a Dragonship in the 
  Craftworld Fleet List and a cruiser in the Corsair 
  Fleet List. This is a unique ship; only one is allowed 
  in the fleet list, regardless of the size of the fleet. 
   
  The port and starboard pulsar lances of the Flame of 
  Asuryan are considered Keel weapons for purposes of 
  critical damage. They share a single weapon position 
  and so will be affected when weapons strength is 
  halved for whatever reason. The launch bays carry 
  Vampire Raiders at no extra cost. The keel pulsar 
  lance 
  fire 
  arcs 
  are 
  left/front 
  and 
  right/front 
  respectively.  
   
  The strength of the Dragonship‟s weapons battery 
  option is 14, the torpedo option is 8 and the launch 
  bay option is 4. 
   
  The profile concerning Craftworld Eldar escorts 
  remain unchanged but replace their special rules with 
  the following: Shadowhunters are so nimble that they 
  can even pursue attack craft with ease, harrying the 
  smaller vessels with an agility impossible for other 
  escorts. When coming in base contact with any 
  enemy ordnance, they may re-roll a failed holofield 
  save (the second roll stands). This effect only works 
  against attack craft, and markers that behave only as 
  fighters are still ignored normally. The rules for the 
  Craftworld Eldar Phantom Lance remain unchanged 
  Due to their extremely small size, Craftworld Eldar 
  escorts cannot initiate boarding actions. A ship that 
  successfully boards a Craftworld Eldar escort gains a 
  +1 modifier in addition to any other modifiers.  
   
   Eldar Ghostships may move normally if they fail a 
  special order, but they may not shoot, launch 
  ordnance, etc. 
   
  Corsair Eldar and Craftworld Eldar fleet lists count as 
  reserves of each other, following all normal rules, but 
  to do so an Eldar Hero must lead the fleet as 
  described in the Craftworld Eldar rules.  
   
  DARK ELDAR  
   
  The Dark Eldar Torture cruiser on p.56 of Armada 
  has an unmodified value of 210 points, not 130 
  points. In the Armada fleet list, prow torpedoes are an 
  optional weapon system it can be equipped with 
  besides its weapon batteries as opposed to a weapon 
  that must be replaced.  
   
  Dark Eldar cruisers may if desired be equipped with 
  two Impaler assault modules instead of one. Their 
  individual cost remains unchanged; it costs +20 
  points for each Impaler taken by a Dark Eldar cruiser.  
   
  The Dark Eldar mimic engine described on p.54 of 
  Armada is unchanged, but its ability to not be 
  targeted by enemy ships in the first turn is lost if 
  ordnance it launches in the first turn attacks enemy 
  ordnance or ships. If its ordnance does not attack 
  during the first turn, enemy ordnance must assume it 
  is friendly and cannot attack it, though enemy ships 
  that move in base contact with it in the first turn will 
  still be attacked normally. Mimic Engines cost +20 
  points for cruisers and +5 points per escort.  
   
  Dark Eldar ordnance and attack craft enjoys all 
  resilience and re-roll benefits Eldar ordnance does, 
  and they behave in the same manner in all respects.  
   
  Leech Torpedoes: in addition to all the rules for this 
  weapon on p.55 of Armada, Leech torpedoes take 
  effect immediately (being braced can save normally 
  against this), do not roll against armor and do not 
  automatically destroy escorts. Leech torpedoes 
  otherwise behave as Eldar torpedoes in all respects 
  and are only hit by turrets on rolls of 6. Escorts can 
  also repair this effect with a roll of 6 in the same 
  manner capital ships repair critical damage.    
   
  Dark Eldar receive a +1 to any of their Hit & Run 
  attacks, including those from Slavebringer assault 
  boats but excluding Impaler Assault Modules.  
   
  Slavetaking may be performed instead of any Hit & 
  Run, including teleporter and Impaler attacks. When 
  using Impalers for slavetaking, they forgo their 
  normal 2D6 roll and instead collect +30 victory 
  points vice +10 points. Brace saves may be taken 
  against Slavetaking. Slavetaking cannot be conducted 
  against Necron or Tyranid fleets. Any escort-sized 
  ship is in addition considered destroyed if 30 or more 
  victory points are collected from it by slavetaking. 
   
  In a campaign, a Dark Eldar or Craftworld Eldar fleet 
  commander earns promotions (re-rolls) in the same 
  manner as the Eldar as listed on p.153 of the 
  rulebook. 
   
  ELDAR TRANSPORTS  
   
  Corsair and Craftworld Eldar fleets can use transports 
  in scenarios that call for transports where the Eldar 
  are playing the defender. The Eldar transport moves 
  10/10/15cm, and it is equipped with one 15cm 
  weapon battery (front). It otherwise follows all 
  movement, shooting and holofield rules for Eldar 
  ships. Dark Eldar fleets do not have access to this 
  transport. However, they may use Imperial transports 
  (of all types) to represent captured and looted 
  merchant ships they are returning to their lair.  
  
  2010 COMPENDIUM 
   
   
   
   
   
  26 
   
  The All Ahead Full special order can be taken by 
  Orks for free. However, this does not exempt it from 
  the restrictions that occur when a ship or squadron 
  fails a special order command check. If an Ork 
  command check is failed Ork ships not already on All 
  Ahead Full may not then be put on All Ahead Full 
  special orders. 
   
  Dakka Dakka: Ork capital ships can add +2 turrets to 
  their ships for +20 points (this is not the same thing 
  as saying “up to two turrets at +10 points each”). Ork 
  escorts may add +1 turret for +5 points per escort 
  unless a particular fleet lists adjusts this. If this option 
  is taken, every escort in a given squadron must take 
  the refit, not just individual escorts in a squadron.  
   
   
  ORK ORDNANCE   
   
  Any capital ship in the Ork fleet list armed with 
  torpedoes can use boarding torpedoes for +5 points, 
  regardless of whether or not it appears in the notes for 
  that vessel. A Space Hulk may use boarding 
  torpedoes for +15 points. Escorts cannot use boarding 
  torpedoes.  
   
  Fighta-Bommas are fighters with a speed of 25cm. 
  They may also attack like bombers with D3 attack 
  runs instead of D6.  
   
  TURRET SUPPRESSION: Ork fighta-Bommas and 
  other attack craft that behave as both bombers and 
  fighters apply this bonus by adding +1 attack for each 
  marker in the wave after attacks are modified by 
  turrets, meaning each ordnance marker that survives 
  against turrets will be able to conduct at least one 
  attack and will not have a minimum of zero attacks.  
   
  When a wave of fighta-bommas attacks a ship you 
  must decide beforehand if any of the markers will 
  forgo their attack runs in favour of turret suppression. 
  Every one that does so cannot make any attack rolls 
  but adds an additional +1 bonus attack to any 
  surviving fighta-bommas when rolling their attacks. 
  Fighta-bommas used in this manner cannot contribute 
  more bonus attacks than the defending ship actually 
  has turrets or the number of surviving fighta-bomma 
  markers, whichever number is lower. See the 
  following examples for how this affects the outcome: 
  1. 
  A Terror Ship launches a single wave of four 
  fighta-bommas against a Devastation cruiser 
  with 
  three 
  turrets 
  and 
  no 
  CAP. 
  The 
  Devastation‟s turrets roll 2,3,4 to knock down 
  one fighta-bomma. The three surviving markers 
  now each roll 1D3-3 (minimum zero) attacks, 
  but because each marker also counts as a fighter, 
  it adds +1 attack for each marker, for a single 
  total addition of +3 attacks.  
  2. 
  A Terror Ship launches a single wave of four 
  fighta-bommas against a Devastation cruiser 
  with three turrets and no CAP, declaring two 
  markers are not attacking and will only be 
  suppressing turrets. The Devastation‟s turrets 
  roll 2,3,4 to knock down one fighta-bomma. 
  Another one of the surviving markers is 
  removed for suppressing turrets. The two 
  remaining 
  markers 
  now each roll 1D3-3 
  (minimum zero) attacks, but because each 
  marker also counts as a fighter, it adds +1 attack 
  for each marker. It then adds +2 attacks for the 
  two markers used only to suppress turrets (even 
  though one was removed), for a single total 
  addition of +4 attacks. 
  NOTE: In either case, at least one fighta-bomma has 
  to survive against turrets for the wave to attack in this 
  manner. 
   
  Torpedo Bommas do NOT retain the ability to 
  behave as fighters and cannot intercept other 
  ordnance or provide a bonus attack for turret 
  suppression. In addition, their speed is reduced to 
  20cm. Torpedo Bommas always cost +10 points per 
  launch bay based on the MAXIMUM launch bay 
  strength of a given vessel. This means a Terror Ship 
  must pay +40 points and a Space Hulk must pay +160 
  points to use Torpedo Bommas.  
   
  Ork Orbital Mines: Orks may buy orbital mines like 
  other fleets at +5pts per bay and minefields for the 
  normal point cost. In the case of the Hammer class 
  battlekroozer this costs 20pts. Note: Ork Space Hulks 
  cannot take orbital mines. Regardless of how the 
  Orks refer to the four named Ork battleships, they are 
  battleships nonetheless and cannot take orbital mines. 
   
  In Armada, the special rules for the Deathdeala 
  battleship on p.64, the Slamblasta battleship on p.66, 
  the Kroolboy battleship on p.67 and the Hammer 
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  27 
   
  battle kroozer on p.68 should list torpedo Bommas as 
  worth +40 points. For the Gorbag’s Revenge 
  battleship on p.65 of Armada, Torpedo Bommas are 
  +80 points.  
   
   
  ORK SPACE HULK  
   
  Space Hulks can use All Ahead Full special orders 
  but cannot gain extra movement by doing so. This 
  will allow them to attempt to ram, but given the size 
  and poor leadership of a Space Hulk, it will only be 
  viable against defences. Because it is a Defense, it 
  must roll leadership against 3D6 to ram anything 
  besides another defense, against which it rolls 2D6.  
   
  Space Hulks do not have a low orbit table! They‟re 
  stem sized after all.  
   
  The Space Hulk critical damage table on p.62 of 
  Armada is replaced by the following: 
   
   
   
  ORK PLANETARY DEFENSES  
   
  Ork Roks can be taken as planetary defenses and 
  purchased using planetary defense point allowances 
  in scenarios that allow the use of planetary defenses 
  and the Orks are the defender. When used in this 
  manner, they follow all rules for planetary defenses, 
  meaning they automatically pass all leadership 
  checks they are required to make but cannot undergo 
  any Special Orders except Reload Ordnance and 
  Brace For Impact, for which they are Leadership 7 
  (Yes, 7 and not 6!). Ork Roks cannot move and count 
  as stationary in all effects when purchased as 
  defenses, including all rules concerning removal of 
  blast markers from planetary defenses. When used in 
  this manner, roll a 2D6 after setting up each Rok. On 
  a roll of 12, the Rok falls 2D6cm toward the celestial 
  phenomena it is orbiting near. If the Rok makes 
  contact with an asteroid field or the planet edge in 
  this manner, it is destroyed! 
   
  When playing the defender in scenarios that call for 
  planetary defenses, Orks have access to all the 
  defenses listed on pp.141-146 in the rulebook. These 
  can be represented as captured Imperial or Chaos 
  defenses, or weapon emplacements installed on small 
  asteroids. System ships, defense monitors and 
  fireships can all be captured vessels, worn out Brute 
  ramships or gunships that have more dakka bolted on 
  to defend „da planet! In place of the Imperial 
  Blackstone Fortress, substitute a non-moving Space 
  Hulk using the same (unchanged) profile and point 
  cost listed on p.145. 
   
   
  ORK ESCORTS  
   
  For every reference in the Rulebook and Armada, the 
  correct price for an Onslaught Attack Ship is 35 
  points. The firepower of its Gunz battery is D6, not 
  D6+1.  
   
   For every reference in the Rulebook and Armada, the 
  correct price for a Savage Gunship is 30 points. Its 
  speed is 25cm, not 20cm.  
   
  For every reference in the Rulebook and Armada, the 
  correct price for a Ravager Attack Ship is 40 points. 
  Its turret value is 2, not 1.  
   
  All Ork fleets have access to the Grunt assault ship. 
  By definition, this escort has the same profile as the 
  Ork Brute with the following changes: 30 points, 
  Armor 6+ Prow/5+, 2 turrets. Special rule: The Ork 
  Grunt is constructed primarily to act as a huge 
  armored assault ship. Even though it is in every 
  respect an escort with only 1Hp, it has a boarding 
  strength of two when attempting to board or being 
  boarded, as if it were a 2Hp vessel. Likewise when 
  attempting to ram, it uses 2D6 when rolling to hit, as 
  opposed to 4D6 like Brute ramships or 1D6 like other 
  escorts. Grunts are equipped with Tracktor fields and 
  are mounted on a large base. They are ponderous for 
  their size due to the Tractor Field and cannot use 
  Come To new Heading special orders. Grunts may be 
  easily represented by mounting Brute models on a 
  large (battleship) base. Only by basing these models 
  on a large base may they use the Grunt profile and 
  point cost. 
  When receiving critical damage, roll a D6 against the 
  following table: 
   
  1-2: Target high energy systems! Roll a D6: 
  1-2:  -1 dorsal lance 
  3-4:  -1 shield 
  5-6:  -1 turret strength 
   
  3-4: Target weapons clusters! Roll a D6, affecting 
  only the quadrant the attack originated from: 
  1-2:  -1 launch bay (except prow/aft) 
  3-4:  -1 torpedo strength (except aft) 
  5-6:  -2 weapon battery firepower 
   
  5-6: Target thruster assemblies! The Space Hulk must 
  roll higher on a D6 than the number of thruster damage 
  criticals it has suffered in order to turn. 
   
  Damage rolled that does not apply for any reason 
  immediately assumes the next higher level damage on 
  the table. Space Hulks cannot repair any critical 
  damage in the course of a battle. 
   
  ORK SPACE HULK CRITICAL DAMAGE TABLE 
   
  
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  ALL AHEAD FULL SPECIAL  
  ORDERS  
   
  Inertialess drives merely replace the bonus distance 
  travelled. All rules concerning All Ahead Full still 
  apply so weapon strengths are still halved.    
   
   
  REACTIVE HULL  
   
  Necrons do not get a 4+ brace save, as the Reactive 
  Hull save replaces it and for all intents and purposes 
  is treated in the same manner as a brace save. This 
  includes when the reactive hull save is modified to 2+ 
  when Necron vessels are actually under Brace For 
  Impact special orders. It does not save against hit and 
  run attacks unless the ship is actually braced. 
   
  Warp cannons ignore reactive hull saves unless the 
  Necron ship is braced. See p.22 concerning the Warp 
  Cannon. 
   
   
  NECRON WEAPONS  
   
  Particle Whips ignore shields, holofields or any other 
  mechanism that performs a similar function (such as 
  Tyranid spores) on a to-hit roll of 6. Otherwise they 
  behave as normal lances.  
   
  Star Pulse Generators and Nightmare field may not 
  fire if on special orders according to p.73 of Armada. 
  This applies to Lock-On special orders as well. 
  The Star Pulse Generator rolls 1D6 to hit against the 
  nearest facing armor value separately against every 
  ship in range. This is an area effect that cannot be 
  saved against by holofields or anything similar. It 
  rolls 4+ against every separate ordnance marker in 
  range (as opposed to against ordnance waves).  
   
  Necron Portals are a unique system that work in 
  addition to normal teleport attacks and are not 
  restricted by a ship being on ANY special orders 
  (including Brace For Impact), except that they are 
  still cut in half (rounding down) if a ship is crippled 
  or Braced. A Necron capital ship both crippled and 
  Braced may not make Portal attacks. 
   
  Necron vessels may ignore the rule preventing them 
  from firing upon or boarding friendly drifting/blazing 
  hulks (see p.13 concerning shooting at hulked 
  vessels). They will do this in an attempt to deny 
  victory points to the enemy or induce catastrophic 
  damage, to prevent their technology from falling into 
  the hands of other races. This rule only applies to 
  Necron vessels shooting at Necron drifting hulks. 
  Necron vessels may shoot at enemy drifting/blazing 
  hulks normally.  
   
  Necron victory point values on p.74 of Armada 
  replace any other published list of these values.  
   
  Necrons do not have access to any refits or crew 
  skills in the course of a campaign, but the fleet as a 
  whole 
  may 
  earn additional 
  repair points in 
  the 
  same 
  manner 
  other 
  fleet‟s 
  ships 
  earn refits or 
  crew skills. 
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  In a Vanguard Fleet, you may test to override 
  instinctive behaviour for all your squadrons even if a 
  squadron fails. All the other rules for Vanguard fleets 
  listed on p.82 and p.90 of Armada still apply. 
   
  You may test for synaptic control over a ship which 
  failed the test the same turn, including other 
  Hiveships, as long as there is another Hiveship within 
  range. 
   
  If a ship goes All Ahead Full under synaptic control 
  (by leadership test) instead of instinctive behaviour, it 
  may move an additional +4D6cm instead of +2D6cm. 
  Having the Adrenaline Sacs refit adds +1D6 in either 
  case. 
   
  Where the number of spore cysts is written as a turret 
  strength in a ship‟s profile, they also count as the 
  shield strength as noted in their special rules.  
   
  Spore impacts from moving in base contact with 
  Tyranid vessels effect enemy ship movement, 
  meaning enemy vessels lose -5cm speed and ships 
  with  zero shields (such as Eldar and ships with 
  Shields Collapsed critical damage) have to roll a D6 
  against receiving damage on a 6. However, this test 
  (if required) only needs to be done once per 
  movement phase, regardless of how many Tyranid 
  ships make base contact. The ship only counts as 
  having blast markers in base contact if it ends its 
  movement in base contact with a Tyranid vessel. 
   
  Tyranid spores act as both shields and turrets. Each 
  blast marker in contact reduces the turret “to-hit” roll 
  of one spore from 4+ to 6+. If a spore is already 
  rolling against ord  nance that requires 6+ to hit with 
  turrets (such as against Eldar attack craft), being in 
  contact with blast markers has no additional effect.  
   
  The number of spores a ship has is subtracted from a 
  bomber's die roll to determine number of attacks 
  made like a true turret value. Blast markers in contact 
  have no effect on this.  
   
  Any ship attempting to fire upon a hiveship suffers 
  -1ld when attempting to ignore closer targets if a 
  squadron containing only escort drones is in base 
  contact with the hiveship as well as in between the 
  hiveship and the firing vessel.  
   
   
  TYRANID WEAPONS  
   
  Tyranid hiveships do not get “free” bio-plasma; their 
  cost is exactly as listed in the profile on p.87 of 
  Armada. The broadside pyro-acid and bio-plasma 
  profile categories are to be considered listed as 
  “Left/Right.” They are separate broadsides for the left 
  and right sides of the vessel.  
   
  On p.88 of Armada, Tyranid cruisers get fpr-8x30cm 
  pyro-acid batteries firing left/front/right listed on 
  their profile for +20 points.  
   
  On p.91 of Armada, Tyranid hiveships may take 
  strength-8 torpedoes as a front-firing prow weapon 
  for +25 points.  
  Bio Plasma ignores shields in a similar fashion to that 
  of ordnance, only they cannot be shot by turrets 
  either! Bio Plasma does not ignore holofields or 
  reactive hull saves. 
   
  Feeder Tentacles and Massive Claws may not attack 
  a ship that made contact during the opponents turn. 
  However, the Tyranid player can elect in its own turn 
  to remain in contact so that feeder tentacles and 
  massive claws can take effect normally. In other 
  words, in the Tyranid player‟s own movement phase, 
  it may elect to immediately attack vessels in base 
  contact with feeder tentacles and massive claws 
  instead of moving normally in the same manner other 
  ships may initiate a boarding action. Keep in mind 
  that a ship can still complete its move normally after 
  a feeder tentacles attack, though each ship can only 
  attack an enemy ship in this manner once per turn.  
   
  A Tyranid vessel with two sets of massive claws may 
  use any two claws to perform its “grab” on an enemy 
  vessel, rolling again to hit in every End Phase as 
  described on p.84 of Armada.  
   
  If a ship is grabbed by massive claws it cannot 
  attempt to disengage until free of them.   
   
  The sizes for the purposes of continuing movement 
  while grabbed by Massive Claws are exactly the 
  same as ramming, so from biggest to smallest: 
  Defense >Battleship >Cruiser >Escort. For example, 
  a battleship with a bunch of Tyranid escorts hanging 
  on should be able to move (and be cool to see!). An 
  Imperial escort latched by a Tyranid cruiser should 
  pretty much behave like a speared fish!  
   
   
  TYRANID ESCORTS  
   
  The fleet must have at least six escort drones for 
  every hiveship in the fleet. If desired, this may be in 
  addition to the 6-12 escorts (of any type) that may be 
  taken for every hiveship in the fleet. 
   
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  2010 COMPENDIUM 
   
   
   
   
   
  30 
   
  As Tyranid Kraken do not have spores, they cannot 
  evolve the ability to use spores and thus cannot take 
  the additional spore cysts refit.  
   
  Tyranid Kraken on p.89 of Armada can select a 
  strength-2, range 15cm bio-plasma discharge for +10 
  points on the fleet list on pp.90-91.  
   
  Up to 10% of the Tyranid escort drones in the fleet 
  can elect to become fireships instead of taking a 
  weapon on p.90 of Armada for +5 points each. If 
  used in this manner, it still utilizes all regular rules 
  for escort drones concerning movement, spores, etc., 
  and it may use the fire ship special rules detailed on 
  p.143 of the main rulebook, even if the scenario does 
  not call for the use of planetary defenses such as 
  fireships. 
   
   
  TYRANID ORDNANCE  
   
  Tyranid ordnance is exempted from attack craft limits 
  based on number of launch bays and cannot run out 
  of ordnance. They may have up to twice the number 
  of attack craft markers in play as they have available 
  launch bays. 
   
  Tyranid attack craft consist only of fighters and 
  assault boats. As they cannot have bombers, they 
  obviously cannot have torpedo bombers. 
   
   
  BOARDING ACTIONS  
   
  Tyranids ignore ALL blast marker effects when 
  boarding. They do however lose a measure of their 
  spore protection for being in contact with blast 
  markers due to placing one on the target vessel when 
  boarding; place the blast marker at the point it and the 
  Tyranid vessel make contact. While they ignore all 
  blast marker effects when boarding, the target vessel 
  does not. As such, Tyranids get a +1 for the enemy 
  being in contact with blast markers.  
   
  The rule concerning “All is Lost” on p.83 in Armada 
  refers to ships being boarded by Tyranids. It does 
  NOT refer to ships foolish enough to actually attempt 
  boarding a Tyranid ship! This prevents a doomed 
  enemy cruiser from deliberately boarding a Tyranid 
  vessel then proclaiming All is Lost.  
  When conducting hit and run attacks of any type 
  against Tyranid escorts, roll 2D6 and take the lowest 
  D6 for the roll, destroying the escort on a roll of 4+. 
  See p.12 for more on Hit and Run attacks.  
   
   
  TYRANID REFITS  
   
  Tyranids do not have access to any crew skills in the 
  course of a campaign. They may gain refits in the 
  course of a campaign as outlined by the rules on p. 92 
  of Armada. These refits can only be used in one-off 
  games if both players agree. 
   
  Multiple Tyranid Refits: A hiveship can have three 
  „different‟ refits and may therefore have four 
  reinforced carapaces, two extra spore cysts and one 
  other refit. A cruiser can have the three reinforced 
  carapaces (as four would make it a Hiveship!) and 
  two extra spore cysts. Keep in mind that if the fleet 
  does not desire or by restrictions cannot have another 
  hiveship, then the fourth reinforced carapace refit 
  cannot be taken by a Tyranid cruiser.  
   
  Accelerated Healing refit: The two extra repair dice 
  are added after the halving of the dice for having a 
  Blast Marker in contact with a vessel.  
   
   
  SCENARIOS  
   
  For the Cruiser Clash scenario, Tyranids can use one 
  hiveship and three cruisers instead of the four cruisers 
  described on p.93 of Armada. If this option is used, 
  refits or escorts cannot be taken, and the hiveship 
  cannot be higher than Ld-8. 
   
  
  2010 COMPENDIUM 
   
   
   
   
   
  31 
   
  The Bor‟kan Explorer variant‟s gravitic launcher fire 
  arc is front. 
   
  For every reference in the Rulebook and Armada, the 
  correct price for a Merchant starship is 95 points.  
   
  Tracking systems are fully functional under any 
  special order on any ship or defense equipped with 
  them, including Brace For Impact.  
   
  Tau Orbitals follow all High Orbit and Satellite 
  defence rules.  
   
  Tau Waystations and Niccassar Rigs are defences that 
  may be deployed anywhere within the Tau 
  deployment zone. In the case of an Orbit Lost critical 
  hit the only effect is the loss of a hit point unless the 
  waystation or Rig is within the gravity well of a 
  planet or moon.  
   
  Nicassar Dhows can only be deployed from Nicassar 
  Rigs, Explorer starships and Merchant starships 
  equipped with grav hooks. Only a number of Nicassar 
  dhows can be deployed equal to the number of grav 
  hooks present at the start of the battle on the ship or 
  defense types described here.  
   
  In a campaign, a Tau fleet commander earns 
  promotions (re-rolls) in the same manner as 
  Imperials. The Tau fleet has access to the same refits 
  and crew skills as Imperial and Chaos fleets on 
  pp.156-157 of the rulebook. Ships not able to take a 
  particular refit rolled randomly may re-roll the result.  
   
  When deployed from Rigs being used as planetary 
  defenses, Nicassar Dhows have leadership 8 and the 
  Rig has leadership 7. When allocated from a list as 
  planetary defenses, they follow all rules and 
  restrictions that apply for planetary defenses 
  concerning leadership tests and special orders. This 
  same rule applies to Tau Orcas deploying from 
  Orbitals used as planetry defenses, except the Orca 
  shares the leadership of its Orbital when used in this 
  manner (Ld7).  
   
  The Kroot Warsphere‟s boarding strength is double 
  its remaining hit points, not a flat strength of 20 listed 
  on p.108 of Armada.  
   
  When the Demiurg are used as a pure or primary fleet 
  (or when facing Orks), the point costs are unchanged, 
  but the victory points earned by the enemy if 
  destroyed or crippled are based on the special notes 
  of pp.110-111 of Armada. When used in this manner, 
  they will not attempt to disengage automatically until 
  reduced to 2Hp or less.  
   
  A pure Demiurg fleet may include Kroot Warspheres 
  following the requirements on p.112 of Armada. In a 
  pure Demiurg fleet, up to one Stronghold commerce 
  vessel may be taken for every two Bastion commerce 
  vessels in the fleet, though there is no limit to the 
  number of Bastions the fleet may contain. If desired, 
  the fleet may have one squadron of up to six escorts 
  from any one of either the Imperial, Chaos or Tau 
  fleet lists for every full 1,000 points of Demiurg ships 
  in the fleet. A Pure Demiurg fleet used in this manner 
  is not restricted to the rule forcing Demiurg ships to 
  attempt to disengage when crippled.  
   
  At the start of the movement phase, Demiurg ships 
  immediately remove any blast markers they are in 
  contact with from a previous shooting phase, as 
  printed on p.109 of Armada. When this happens, 
  ships in base contact with the Demiurg vessel and 
  sharing blast markers with them lose these (along 
  with their effects) as well. Those blast markers are 
  gathered up by the Demiurg ship and used like any 
  other to charge its Cutting Beam. They subsequently 
  are not slowed down by 5cm or face any other 
  negative effects of moving through blast markers, 
  though any leadership checks they were required to 
  make before the movement phase are still affected 
  normally by blast markers.  
   
  Any Demiurg ship may extend the range of its cutting 
  beam by halving its effective strength, rounding 
  down. For example, a Demiurg Bastion that gathers 
  up four blast markers in the course of its last 
  movement may in the shooting phase fire a str-5, 
  range-15cm cutting beam or a str-2, range-30cm 
  cutting beam. The cutting beam always starts with an 
  effective strength of one before adding for blast 
  markers, and it will never have less than this as long 
  as it is operational. 
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SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/Battlefleet Gothic - 2010 Edition/m201001_BFG_FAQ_2010.pdf