TEXT: THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 1 
  The Battlefleet Gothic Additional Ships Compendium
  The Battlefleet Gothic Additional Ships Compendium
  The Battlefleet Gothic Additional Ships Compendium
  The Battlefleet Gothic Additional Ships Compendium    
  Additional rules published in White Dwarf, BFG Magazine and other Black Library books. 
  Compiled by Thibault JABOULEY 
   
  Imperial Ramilies Class Star Fort 875 pts.............................................................................3 
  Imperial Apocalypse Class Battleship 375 pts ......................................................................7 
  Imperial Invincible Class Fast Battleship 290 pts..................................................................8 
  Imperial Nemesis Class Fleet Carrier 400 pts.......................................................................9 
  Imperial Oberon Class Battleship 335 pts...........................................................................10 
  Imperial Vanquisher Class Battleship 340 pts.....................................................................11 
  Imperial Victory Class Battleship 360 pts............................................................................12 
  Imperial Avenger Class Grand Cruiser 220 pts...................................................................13 
  Imperial Exorcist Class Grand Cruiser 230 pts ...................................................................14 
  Imperial / Chaos Furious Class Grand Cruiser  265 pts......................................................15 
  Imperial / Chaos Vengeance Class Grand Cruiser  230 pts................................................17 
  Imperial Armaggedon Class Battlecruiser 235 pts ..............................................................18 
  Imperial Cardinal Class Heavy Cruiser 190 pts...................................................................19 
  Imperial Jovian Class Battlecruiser 240 pts ........................................................................20 
  Imperial Long Serpent Class Battlecruiser 295 pts .............................................................21 
  Imperial Orion Class Battlecruiser 215 pts..........................................................................22 
  Imperial Daemon Slayer Class Cruiser 170 pts ..................................................................23 
  Imperial Inquisition Black Ship 270 pts ...............................................................................24 
  Imperial Hawking Class Exploration Cruiser  245 pts .........................................................26 
  Imperial Arbites Punisher Class Strike Cruiser  280 pts......................................................27 
  Imperial Defiant Class Light Cruiser 130 pts.......................................................................29 
  Imperial Endeavour Class Light Cruiser 120 pts.................................................................30 
  Imperial Endurance Class Light Cruiser 120 pts.................................................................31 
  Imperial Enforcer Class System Control Cruiser 110 pts ....................................................32 
  Imperial Siluria Class Light Cruiser 90 pts ..........................................................................32 
  Imperial Falchion Class Escort 35 pts.................................................................................33 
  Imperial Viper Class Missile Destroyer 45 pts.....................................................................34 
  Space Marine Battle Barge 425 pts ....................................................................................35 
  Space Marine Strike Cruiser 145 pts ..................................................................................36 
  Space Marine Escorts pts: varies........................................................................................37 
  Chaos Planet Killer 505 pts.................................................................................................38 
  Chaos Desecrator Class battleship 350 pts........................................................................40 
  Chaos Executor Class Grand Cruiser 210 pts ....................................................................41 
  Chaos Retaliator Class Grand Cruiser 295 pts ...................................................................42 
  Chaos Hecate Class Heavy Cruiser 240 pts.......................................................................43 
  Chaos Hellfire Class Heavy Cruiser 285 pts .......................................................................44 
  Chaos Emasculator Class Cruiser 185 pts..........................................................................45 
  Chaos Apostate Class Heavy Raider 50 pts .......................................................................45 
  Chaos Space Marine Battle Barge 425 pts.........................................................................46 
  Chaos Space Marine Strike Cruiser 145 pts .......................................................................47 
  Eldar Craftworld 700 pts .....................................................................................................48 
  Eldar Void Stalker Class Battleship 380 pts........................................................................50 
  Eldar Aurora Class Light Cruiser 140 pts............................................................................51 
  Eldar Solaris Class Light Cruiser 130 pts............................................................................52 
  Ork Space Hulk 600 pts ......................................................................................................53 
  
  2 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
  Ork Rok 
  80 pts...................................................................................................................56 
  Ork Dethdeala Battleship 275 pts .......................................................................................57 
  Ork Gorbag’s Revenge Battleship 310 pts..........................................................................58 
  Ork Kroolboy Battleship 270 pts..........................................................................................59 
  Ork Slamblasta Battleship 295 pts......................................................................................60 
  Ork Hammer Class Battlekroozer 245 pts...........................................................................61 
  Ork Gouga Class Light Kroozer 95 pts ...............................................................................62 
  Demiurg Stronghold Commerce Vessel 350 pts .................................................................63 
  Demiurg Bastion Commerce Vessel 255 pts.......................................................................65 
  Fraal Battlecruiser pts: special............................................................................................67 
   
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 3 
   
  IMPERIAL RAMILIES CLASS STAR FORT................................875 pts 
  The Ramilies class star fort has 
  formed a vital lynch pin in 
  Imperial 
  strategy 
  since 
  the 
  earliest 
  days 
  of 
  the 
  Great 
  Crusade. 
  It 
  was 
  designed, 
  according 
  to 
  Mechanicus 
  legends, 
  by 
  the 
  hitherto 
  unknown Artisan Magos Lian 
  Ramilies from STC materials 
  captured in the purgation of the 
  ‘Stone World’, Ulthanx. The 
  Hyper-plasmatic 
  energy 
  conduction system used by the 
  Ramilies is barely understood by 
  the Tech Priests in current times, 
  but thanks to the STC system it 
  is still reproducable and has guaranteed endurance of over 3,000 years. The greatest advantage of the Ramilies 
  by far is that it powerful generators can erect a warp-bubble over the entire structure enabling it, with the aid of 
  seventeen navigators and an attendant fleet of tugs, supply ships, war ships and system craft, to enter the warp 
  and be towed to different star systems. This operation, always perilous, has resulted in the loss of over twelve 
  hundred Ramilies Stars Forts in their ten millennia of service to the Emperor. However each journey has 
  shortened Imperial campaigns by years at a time by allowing the Imperial fleet to move repair, command and 
  re-supply facilities right up to the front line, saving its ships lengthy return trips to temporary supply bases or 
  full repair dock facilities far behind the warzone. 
  The Ramilies itself is heavily armed as befits its role and fully capable of fighting off a fleet of attackers if need 
  be. On occasion they are commandeered to be placed as permanent orbital bombardment emplacements over 
  embattled worlds, or act as part of the defences of a vital system. At any one time Cypra Mundi will include 
  between six and eight of these gigantic fortresses as part of its orbital ring. Some are used as Adeptus 
  Mechanicus deep space research facilities for projects too secret to be placed near any inhabited world. Others 
  have gone to the Inquisition to be used as hidden fortresses for that clandestine and all-powerful organisation. 
  Over the centuries blasphemously altered rebel star forts have been sighted likewise supporting Chaos renegade 
  fleets. Such abhorrence is attached to these twisted parodies that they are pursued doggedly by Imperial Navy 
  Captains, but the last accredited destruction of one was in the Tauran Annulus in M.39. Ork raiders have 
  captured partially crippled Ramilies at least six times, most memorably in the notorious ‘Skaggerak incident’ 
  during the Segmentum Obscurus fleet review of 975.M41. 
   
  Ramilies-class Star Fort 
  875 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Defence / 12 per quadrant 
  0cm  
  0 
  4 per quadrant 
  5+  
  4 per quadrant 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Quadrant Batteries 
   
   
   
  Weapons Battery 
  60 cm 
  12 
  quadrant 
  Lance Battery 
  60 cm 
  5 
  quadrant 
  Port Launch Bays 
  Furies:30cm/Starhawks:20cm 
  4 Squadrons 
  -  
  Basilica Batteries 
   
   
   
  Weapons Battery 
  45 cm 
  4 
  All around 
  Torpedo Silos 
  30 cm 
  9 
  All around 
   
  Special Rules:  
  The Ramilies star fort is so large that its weapons, hits and defences are divided up into four ‘quadrants’ 
  representing the different sides of the space station. When the star fort is fired upon determine which quadrant 
  
  4 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
  the firing will hit by tracing a straight line from the stem of the firing ship to the centre of the fort. Likewise 
  when ordnance hits it will be resolved against the 
  quadrant of the fort it moves in from. 
  Nova Cannons and Armageddon Guns can score a ‘full on’ D6 hits only against the quadrant most under the 
  centre hole of the marker when it hits. 
  All damage and criticals only affect the quadrant that they are inflicted against unless specifically noted 
  otherwise. Quadrants are crippled individually once they are reduced to 6 damage points. Once a quadrant’s 
  hits are reduced to 0 any further hits plow into the drifting wreckage and do no further damge, treat that 
  quadrant of the fort as an asteroid field from now on. 
  Hit and run raids are likewise resolved only against the quadrant they are directed at and will not affect other 
  quadrants. 
   
  The Ramilies cannot be boarded by ships. Whole regiments would be needed. 
  Damage control is also undertaken individually. To all intents and purposes the four quadrants function as 
  individual stations placed ‘back to back’. The fort itself is only destroyed once all four quadrants are reduced to 
  0 damage points. 
   
  Special Orders 
  Unlike most defences, the command control and communications of the Ramilies is superior to even that of a 
  Warship. To represent this a Ramiles can use the following combat orders; 
  Reload Ordnance 
  Lock On 
  Brace For Impact. 
   
  Ramilies are also typically manned by experienced personnel, so their Leadership is rolled as for capital ship. 
  A Ramilies also has a single command check reroll which may be used when it attempts to roll special orders. 
  Fleet commanders may be placed aboard a Ramilies, in which case their own Leadership value is used by the 
  fort and the fort’s reroll is added to the commanders own rerolls so that it can be used throughout the fleet. 
   
  Split orders 
  The internal communications of the Ramilies mean that its different quadrants can use different squadrons can 
  use different special orders. For the purposes of issuing special orders to the Ramilies the owning player can 
  effectively divide the quadrants up into squadrons and then issue special orders to each in turn. 
   
  For example, the player wishes to issue Reload Ordnance orders to the north and east quadrants, while Locking 
  On with the south and west. Only two command checks are made for the two pairs of orders. If later in the turn 
  the player needed to Brace For Impact he could do so with a single quadrant only, leaving the rest free to 
  reload or lock on again next turn. 
  Weapons mounted on the central Basilica count as operating under the special orders of all of the quadrants, so 
  it entirely possible for them to be locked on, reloading and braced all at the same time. Brace for Impact orders 
  will halve the firepower and ordnance strength of the Basilica weapons as normal. 
   
  Ordnance 
  Individual quadrants have their own ordnance and will run out on doubles as normal. basilica weapons are 
  considered to have an unlimited supply of torpedoes and never run out. 
   
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 5 
  Shields and Blast markers 
  Each quadrant has its own shields, when blast markers are placed put them in contact with the appropriate edge 
  of the fort’s base. In the End phase D6 blast markers are removed from the whole of the Ramilies fort, not D6 
  blast markers per quadrant. 
   
  Docking 
  Friendly ships in contact with the Ramilies model can halt their movement just as if they were in a gravity well. 
  If they wish to turn they may use Burn Retros special orders without taking a command check to do so. If a 
  ship is in contact with one of the four inter-quadrant docking piers it can fully dock. While fully docked a ship 
  it gains an extra four dice when rolling for damage control during a battle and can restock ordnance if it has run 
  out by remaining in contact with the pier and successfully using reload ordnance special orders for two 
  consecutive turns, being reloaded on the third turn. Even while fully docked the ship is still targeted and 
  attacked separately to the fort, although it counts as being in close formation with the fort for massed turret fire 
  with the benefits and dangers that brings. 
  For more detail see p7 of Warp Storm. 
   
  Deployment And Scenarios 
  A Ramilies can be deployed as an orbital defence or, in appropriate scenarios such Planetary Assault, 
  Exterminatus, Surprise Attack, or Hunter, Prey as a replacement for a planet. In such scenarios orbital defences 
  may be sited within 30cm of a Ramilies class Star Fort. A Ramilies is bought from the fleet’s points, rather 
  than defences to represent its rarity and importance. Ramilies may only be used by prior agreement in 
  competitive games (it’s unlikely to be ambushing you in the middle of a fleet engagement after all), but can 
  prove to be a good ‘surprising find’ for players in Umpired scenarios. 
   
  Availability 
  The Ramilies is available to Imperial and Chaos Fleets. Special scenarios can be devised to represent Orks and 
  Eldar using a captured Ramilies. 
   
   
  THE FORT IN CAMPAIGNS 
  In a campaign a Ramilies can only be gained by a commander of eleven or more renown by making a dedicated 
  appeal needing a 5+ to succeed. Alternatively the commander may surrender control of one forge world or Hive 
  planet and be granted a Ramilies by way of replacement. A Ramilies generates repair points equivalent to a 
  pirate base and players can attempt to attack it in the same way as a pirate base. In addition to generating repair 
  points the Ramilies enables one capital ships or escort squadron withdrawn for full repairs to return before the 
  start of the players next game on a D6 roll of 4+. 
  If a Ramilies is found it can be moved to try and prevent further attacks on it. If the owning player decides to 
  move his fort he must roll a D6. On a roll of 1 the fort is lost in the warp and must be struck from the roster. On 
  a 2 or more the fort relocates successfully and must be found again before it can be attacked. 
  
  6 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
  RAMILIES CLASS STAR FORT CRITICAL DAMAGE TABLE. 
  Some of the larger defensive platforms like space stations and the Ramilies have multiple hits. When it comes 
  to taking damage defences with multiple hits work just like capital ship. They can suffer criticals just like 
  capital ships and get crippled once they have lost half of their damage points. 
  Remember that critical hits against the Ramilies only affect the quadrant they are scored against unless the 
  result specifically states otherwise. 
   
  CRITICAL HITS TABLE 
  2D6 
  Roll 
  Extra 
  Damage Result 
  2-3 
  0 
  Lances damaged. The quadrant’s lance array is taken off line by the hit. The quadrant’s lance armament 
  may not fire until it has been repaired.. 
  4 
  0 
  Main armament damaged. Heavy damage silences some of the quadrant’s weapon batteries. They fire 
  at half strength until it has been repaired. 
  5 
  0 
  Ordnance Bays hit. The quadrant’s ordnance bays are ravaged by explosions. No ordnance may be fired 
  by the quadrant until the bays have been repaired. 
  6 
  +1 
  Reactors damaged. The Hyper plasmatic reactors are damaged, shutting down the power grid to the 
  defences. Until the damage is repaired the quadrant’s shields and turrets are at half strength.  
  7 
  0 
  Fire! Oxygen lines are broken, leading to fires in many compartments. Roll to repair (extinguish) the fire 
  in the End Phase, if the fire is not put out it causes 1 point of extra damage and keeps burning. 
  8 
  +D3 
  Hull breach. A huge gash is torn in the quadrant’s hull, causing carnage among the crew. 
  9 
  0 
  Command Tower Struck. A command tower on the central basilica is torn away. Ramilies Leadership 
  value is reduced by -2 points. This damage may not be repaired. 
  10 
  0 
  Shields Collapse. The shield generators overload and burn out, leaving the quadrant’s virtually 
  defenceless. The quadrant’s shield strength is reduced to zero This damage may not be repaired. 
  11 
  +D3 
  Basilica penetrated! The main basilica is struck, causing immense destruction as the torpedoes stored 
  there explode and wreak havoc. All quadrants suffer D6 damage and the Basilica weapons are lost. 
  12 
  +D6 
  Reactor Struck! The central plasma reactor at the heart of Ramilies is struck, all four quadrants suffer 
  an extra D6 hits from the resulting power surges and leaking plasma. Roll another critical damage 
  immediately and apply that to the quadrant struck. 
    
  CATASTROPHIC DAMAGE TABLE 
  Once all four quadrants of the Ramilies are reduced to 0 damage points roll a D6 to see what happens to the vast wreck. 
  D6 
  Roll 
  Blast 
  markers Result  
  1-2 
  0 
  Wrecked. The main structure of the stations survives somehow with parts intact and even some pockets of 
  atmosphere. Venting gases and wreckage block line of fire across the wrecked fort, treat any movement 
  through it as moving through and asteroid field. 
  3 
  0 
  Structural Collapse. The area is filled with huge chunks of wreckage as the fort comes apart. Place a 
  15cm diameter asteroid field where it was 
  4-5 
  2D6 
  Hyper-plasma meltdown. The sophisticated reactor of the Ramilies goes critical in spectacular style. 
  Resolve eight lance shots at every ship within 4D6cm. All ordnance within that distance is removed. All 
  other ships, defences and ordnance markers on the table suffer the effects of solar flare centred on the fort 
  as noted on p47 of the Battlefleet Gothic rulebook. Finally the fort itself is replaced by 2D6 blast markers. 
  6 
  0 
  Warpbubble implosion. The Ramilies is drawn into the warp by an instantaneous collapse of its warp 
  bubble generator. Resolve four lance shots at every ship within 4D6cm. Then replace the Ramilies with a 
  Warp Rift as detailed on p45 of the Battlelfleet Gothic rulebook. All ordnance and ships on the table top 
  are then drawn 15cm towards the Rift immediately and if moved into it will be affected is noted in the 
  celestial phenomena rules.  
  Source: Planet Killer #1 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 7 
   
  IMPERIAL APOCALYPSE CLASS BATTLESHIP...................375 pts 
  The Apocalypse-class is an 
  ancient 
  design 
  that 
  is 
  generally believed to have 
  been the precursor of the 
  Retribution-class 
  Battleship 
  millennia ago. The superior 
  technologies used to construct 
  the multiple Lance turrets on 
  the Apocalypse have now all 
  but been forgotten and so the 
  small number of examples of 
  this 
  ship 
  can 
  never 
  be 
  replaced. The loss of even one 
  will always be keenly felt. It 
  has been theorised by Naval 
  strategists that the vessel was 
  specifically created to counter 
  the ever-growing numbers of 
  Battleships 
  and 
  Grand 
  Cruisers that attempted to lead 
  Chaos raiding fleets from 
  within the Eye of Terror. In 
  this duty, the Apocalypse has 
  proved itself to be everything 
  the Imperial Navy could have 
  wished for. 
  The rows of fearsome Lance 
  armament along the broadsides of the Apocalypse are its most distinctive feature. It has been noted that these 
  Lance arrays are fully capable of operating at much greater ranges by an engineering process that greatly 
  increases the load-bearing capabilities of their main power relays. However, the array conduits themselves 
  become notoriously unreliable when stressed this far and run away power drains can easily start to sap energy 
  from the ship's main drives, making the Apocalypse sluggish in the midst of battle. Thus almost all existing 
  Apocalypse-class Battleships keep their Lance armament limited to medium ranges. Most Segmentum fleets 
  have at least a few examples of the Apocalypse still in battle-worthy condition, though their numbers are 
  gradually dwindling. 
   
  Apocalypse-class Battleship 
  375 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Battleship / 12 
  15cm  
  45°  
  4  
  6+ front / 5+ 
  4 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Lance Battery 
  30 cm  
  6  
  Left  
  Starboard Lance Battery 
  30 cm  
  6  
  Right  
  Prow Nova Cannon 
  30-150 cm  
  1  
  Front  
  Dorsal Weapons Battery 
  60 cm  
  6  
  Left / Front / Right  
   
  Famous ships of the Third Armageddon War [Battlefleet Armageddon] : 
  His Will 
  Triumph 
   
  Notes: The Apocalypse-class Battleship cannot be given Come to New Heading special orders. If the 
  Apocalypse is given Lock On special orders, it may increase the range of its Lances to 60cm for that shooting 
  phase only. However, if this option is used the Apocalypse will suffer an immediate Thrusters critical hit as 
  soon as the Lances are fired.                                            Source: Armaggedon3 website and BFG Magazine #14 
   
   
  
  8 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  IMPERIAL INVINCIBLE CLASS FAST BATTLESHIP..........290 pts 
  “There is something wrong 
  with our ships today.” 
  - Amiral Lekanat the Battle 
  of Swetz Climb 
   
  The Invincible fast battleship 
  class was the brainchild of 
  Admira1 Kisher. Segmentum 
  Tempestus 
  suffers 
  from 
  heretic raiders sliding from 
  the empty space between its 
  far-flung star systems. In 
  particular, Chaos and Eldar 
  large raiding ships were 
  often faster than the escort flotillas of the Tempestus fleet. Kisher dreamed of a ship class that was as fast as a 
  light cruiser but carried the firepower of a battleship. Such a ship, he reasoned, would be capable of swiftly 
  hunting down heretic raiders and then dispatching them equally swiftly with massed long-range firepower. He 
  pressured the Fleet Techmagii until, much against their will, they conceived and developed the fast battleship 
  class. The Techmagii protested in vain that severe compromises were inherent in the class’ interna1 
  compartmentalisation and back-up redundancy in vital systems, especially the power distribution grid. Kisher 
  brushed aside claiming that the fast such pessimism battleships would be faster than ships that were stronger 
  and stronger than ships that were faster. Up to a point the theory worked and the fast battleships won a series of 
  ship-to- ship actions with heretic and xeno cruisers. 
  The problem was that because they were as large as battleships, were armed like battleships and looked like 
  battleships, tacticians were tempted to use them as battleships. In the battle-line they proved horribly 
  vulnerable; fast battleships could dish it out but not take it. They were like heavyweight boxers with glass jaws. 
  Fast battleships were not popular with fleet officers being known with traditional naval black humour as 
  ‘Kisher’s Kombustibles’. Fifteen of the class were ordered but only ten were produced after three exploded in 
  fast succession at Swetz Climb. 
   
  Invincible-class Fast Battleship 
  290 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Battleship / 8 
  25cm  
  45°  
  2  
  6+ front / 5+  
  4 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Weapons Battery 
  60 cm  
  12 
  Left 
  Starboard Weapons Battery 
  60 cm  
  12 
  Right 
  Dorsal Lance Battery 
  60 cm 
  4 
  Left / Front / Right 
  Prow Torpedoes 
  30 cm  
  6 
  Front 
   
  Famous ships of Battlefleet Tempestus [Battlefleet Bakka] : 
  Invincible           Inflexible           Huud           Immortal Emperor 
   
  Notes: Every time a fast battleship takes a hit roll two dice, not one, to check for critical hits. It is possible to 
  have to roll twice on the Critical Hit table if a double 6 is rolled. The ships can use ‘Come to new heading’ 
  orders as they have a much higher power-to-weight ratio than other battleships. 
   
  Including an Invincible Class 
  An Invincible class counts as a battleship choice in a Bakka fleet. You may include one battleship in your fleet 
  for every three cruisers or battlecruisers. 
   
  Source: BFG Magazine #13 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 9 
   
  IMPERIAL NEMESIS CLASS FLEET CARRIER........................400 pts 
  There 
  are 
  very 
  few 
  examples of the Nemesis-
  class Fleet Carrier in any 
  part of Imperial space and, 
  to date, they are without 
  exception 
  modified 
  Emperor-class Battleships.   
  Many times have plans been 
  approved to build a Nemesis 
  from scratch, only to be 
  shelved time and again due 
  to requirements elsewhere.  
  The Nemesis represents a 
  huge amount of material and resources that are quite simply better put towards proven ship designs such as the 
  Emperor and Retribution.  However, in the fleet support role, the Nemesis has been proving its worth.  Its 
  capability of being able to launch a stunning amount of attack craft in a very short space of time has started 
  earning it the respect of Fleet Admirals everywhere, though when compared to the Emperor-class, it can be 
  found a little wanting as it must rely on escorting Cruisers when it takes to the frontline, rather than its own raw 
  firepower which is, at best, mediocre.  Because of this, it is usually seen only in the very largest of fleets, deep 
  within the formation, lending out its fighters and bombers to where ever they are required in space. 
   
  Nemesis-class Fleet Carrier 
  400 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Battleship / 12 
  15cm  
  45°  
  4  
  5+  
  5 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Launch Bays 
  Furies:30cm/Starhawks:20cm 
  6 Squadrons 
  -  
  Starboard Launch Bays 
  Furies:30cm/Starhawks:20cm 
  6 Squadrons  
  -  
  Dorsal Lance Battery 
  60 cm  
  3  
  Left / Front / Right  
   
  Famous ships of the Corribra Sector [Battlefleet Corribra] : 
  Corax 
   
  Notes:  The Nemesis-class Fleet Carrier counts as a Battleship in all respects - you must have three Cruisers or 
  Battlecruisers in your fleet before you can take one and you cannot use Come to a New Heading special orders 
  for it.  Like the Emperor-class, the Nemesis dispenses with the normal armoured prow and instead carries a 
  mass of sensor probes that it uses to direct its attack craft to the enemy.  This also adds +1 to its Leadership 
  rating.  For an extra +10 points, the Nemesis-class may carry squadrons of Shark Assault Boats. 
   
  Sources: Planet Killer #1 and the Corribra Sector website 
   
  
  10 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  IMPERIAL OBERON CLASS BATTLESHIP...............................335 pts 
  The Oberon-class Battleship 
  is an incredibly rare vessel, a 
  very early variant of the 
  Emperor-class that has been 
  gradually phased out after the 
  renowned successes of its 
  more 
  well-known 
  predecessor. 
  The Oberon itself was an 
  attempt to design a Battleship 
  that could theoretically deal 
  with all manner of threats 
  without the constant need of 
  all existing classes to rely on 
  escorting vessels. Though it 
  lacks 
  the 
  sheer 
  blanket 
  coverage of ordnance that an 
  Emperor-class can lay down, 
  the Oberon retains all the 
  fearsome firepower of the 
  previous design, whilst adding 
  two devastating long ranged 
  Lance 
  batteries 
  to 
  each 
  broadside. 
  Often 
  used 
  in 
  dangerous 
  armed patrols with little or no 
  escort, the Oberon is able to utilise its superior sensor probes to allow a Captain to judge the nature of potential 
  threats long before they are aware of the Battleship's own presence, a factor that makes the Oberon superior to 
  most other ships in this role. In combat, the Oberon lacks the hard hitting power of the Retribution and 
  Apocalypse classes and the massive attack craft wings that an Emperor can deploy, but it has consistently 
  proved itself to be a very capable ship of the line that has the potential to defeat any enemy it may face. 
   
  Oberon-class Battleship 
  335 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Battleship / 12 
  15cm  
  45°  
  4  
  5+  
  5 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Launch Bays 
  Furies:30cm/Starhawks:20cm 
  2 Squadrons 
  -  
  Starboard Launch Bays 
  Furies:30cm/Starhawks:20cm 
  2 Squadrons  
  -  
  Port Weapons Battery 
  60 cm 
  6 
  Left  
  Starboard Weapons Battery 
  60 cm 
  6 
  Right  
  Port Lance Battery 
  60 cm 
  2 
  Left  
  Starboard Lance Battery 
  60 cm 
  2 
  Right  
  Prow Weapons Battery 
  60 cm 
  5  
  Left / Front / Right 
  Dorsal Weapons Battery 
  60 cm 
  5  
  Left / Front / Right  
   
  Famous ships of the Third Armageddon War [Battlefleet Armaggedon] : 
  Green Lake 
   
  Notes: The Oberon-class Battleship cannot be given Come to New Heading special orders. Like the Emperor-
  class, the Oberon dispenses with the normal armoured prow and instead carries a mass of sensor probes that it 
  uses to direct its attack craft to the enemy. This also adds +1 to its Leadership rating. For an extra +5 points, 
  the Oberon-class may carry squadrons of Shark Assault Boats.   Armaggedon3 website and BFG Magazine #14 
   
   
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 11 
   
  IMPERIAL VANQUISHER CLASS BATTLESHIP...................340 pts 
  What 
  records 
  survive 
  indicate that the Vae Victis, 
  a 
  Vanquisher 
  class 
  battleship is a unique vessel 
  constructed in the orbital 
  shipyards of Hydraphur in 
  the late 32nd millennium. 
  Built at the request of High 
  Lord Javor, the Vae Victis is 
  the only Vanquisher Class 
  Battleship to ever have seen 
  service. No other vessel of 
  this design has ever been 
  recorded, although records are fragmentary and others may have existed. 
  Following its construction the battleship saw action during the Pacification of Magdellan and the Saint-Saen 
  Crusade. Whilst on this extended crusade the vessel was recorded 'lost in warp' with all hands. Believed thrown 
  wildly off course by warpstorms the Vae Victis returned some 200 years later. Records do not detail the 
  intervene years. 
  Over the next millennia the ships design underwent an extensive refit, launch bays where removed in favour of 
  forward torpedo rooms. The two antiquated bomber launch tubes are still visible on the vessel beneath the 
  armoured prow. Following heavy battle damage to the Vae Victis' main engines the ship’s propulsion system 
  was radically redesigned. What could be salvaged was converted into the upper engine room, whilst a second 
  lower engine was added. She then returned to patrol duty. 
  Aged and suffering continued problems with the twin engine units, the Vae Victis was mothballed as part of the 
  fleet reserve in the 38th millenia and left in a stationary orbit around Drawkesd. Weapon and shield systems 
  where stripped for reuse. For long years the battleship was left to decay in a forgotten backward. 
  Recently increased pressure on Battlefleet Segmentum resources has led to the Vae Victis being recommisioned. 
  She is currently undergoing re-armament and crew training before resuming active service. 
   
  Vanquisher-class Battleship 
  340 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Battleship / 12 
  20cm  
  45°  
  4  
  6+ front / 5+ 
  4 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Weapons Battery 
  60 cm 
  6 
  Left  
  Starboard Weapons Battery 
  60 cm 
  6 
  Right  
  Port Lance Battery 
  45 cm 
  4 
  Left  
  Starboard Lance Battery 
  45 cm 
  4 
  Right  
  Prow Torpedoes 
  30 cm 
  6  
  Front 
   
  Famous ships [Battlefleet Gothic] : 
  Vae Victis 
   
  Notes: The Vanquisher-class Battleship cannot be given Come to New Heading special orders. 
   
  Source: Planet Killer Preview in Warpstorm 
   
  
  12 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  IMPERIAL VICTORY CLASS BATTLESHIP.............................360 pts 
  Four Victory class battleships 
  served against Hive Fleet 
  Behemoth, 
  the 
  Victory, 
  Argus, 
  Conqueror 
  and 
  Hammer of Scaro. In internal 
  layout, the Victory class 
  resembles Retribution class 
  battleships and possibly this 
  design is the product of 
  grafting 
  lance 
  weapons 
  systems onto a Retribution 
  template in an attempt to 
  replicate 
  the 
  successful 
  Armageddon Apocalypse class battleship. The Technomagi of Mars refuse all requests for access to their 
  records so the origin of this class remains unclear. The Conqueror particularly distinguished itself during the 
  Great Crusade to enlighten the galaxy with the Emperor's light after the age of Strife. Conqueror led the fleet 
  that cleansed System Stabulo of the deviants that polluted Sector Tempestus. The Hammer of Scaro was rebuilt 
  with prow torpedoes instead of its nova cannon after receiving severe damage ramming the Ork Hulk 
  Gungedrinka at the Battle of Lexus. 
   
  Victory-class Battleship 
  360 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Battleship / 12 
  20cm  
  45°  
  4  
  6+ front / 5+ 
  4 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Lance Battery 
  60 cm  
  4  
  Left  
  Starboard Lance Battery 
  60 cm  
  4  
  Right  
  Dorsal Weapons Battery 
  60 cm 
  6 
  Left / Front / Right 
  Prow Nova Cannon 
  30-150 cm  
  1  
  Front  
   
  Famous ships of the Macraggan War [Battlefleet Bakka] : 
  Hammer of Scaro 
  Victory 
  Argus 
  Conqueror 
   
  Notes: The Victory-class Battleship cannot be given Come to New Heading special orders. 
   
  The Hammer of Scaro was refitted with torpedoes after the Battle of Lexus. This replaces the Nova cannon 
  with strength 9 torpedo. 
   
  Source: BFG Magazine #2 and Annual 2002 
   
  ‘Victory? What use is victory? Let me have a 
   battle of annihilation.’  
   
  Fleet Commissar Drussos 
   
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 13 
   
  IMPERIAL AVENGER CLASS GRAND CRUISER...................220 pts 
  The Avenger is a hang-over from 
  earlier days, and earlier fleet tactics. 
  It is a gun boat, designed as a line 
  breaker. The squadrons of Avengers 
  would deploy behind a shield of 
  escort vessels or light cruisers. As the 
  fleets closed the range they would 
  accelerate to full speed, racing into 
  the midst of an enemy fleet. Once in 
  the heart of the enemy it would sit, its 
  heavy batteries blazing left and right, 
  trading barrages at point blank range. 
  The plan called for two or three 
  squadrons of Avengers to cause (and usually take) very heavy damage, but its big batteries could out-shoot most 
  enemies at close quarters. The disruption and damage caused by this brutal tactic of close quarters slugging 
  would leave the enemy fleet in disarray, and easy prey to follow waves who could then mop up. 
  As tactical doctrine changed so the Avenger’s place in many Imperial fleets became redundant. The Avenger 
  was relegated from front-line duty. Many had their batteries stripped out for use elsewhere. Some squadrons 
  where mothballed in fleet reserves, but when hard-pressed, the Avenger can once again be seen racing into the 
  heart of the enemy. 
   
  Avenger-class Grand Cruiser 
  220 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Grand Cruiser / 10 
  20cm 
  45° 
  3 
  5+ 
  3 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Weapons Battery 
  30 cm 
  16 
  Left 
  Starboard Weapons Battery 
  30 cm 
  16 
  Right 
   
  Famous ships of the Gothic War [Battlefleets Gothic and Bakka] : 
  Guardian of Aquinas 
  The Sword Infernus 
   
  Source: BFG Magazine #3 and Annual 2002 
  INCLUDING AN AVENGER CLASS 
  You may include the Avenger in an Imperial fleet. They count as a Battlecruiser. Like a Battlecruiser you may 
  include one Grand Cruiser in your fleet for every two cruisers. This is instead of a Battlecruiser, not as well as. 
   
  ‘All ahead full and damn the torpd...’ 
  Final order of Captain Rienhard of the 
  Avenger class Grand Cruiser 
  ‘The Sword Infernus’ 
  
  14 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  IMPERIAL EXORCIST CLASS GRAND CRUISER...............230 PTS 
  The Exorcist class was originally 
  developed as a long range patrol 
  vessel, capable of self sufficiency 
  for long periods of time away from 
  fleet support. Usually operating 
  with two or three squadrons of 
  escorts, Exorcists where often 
  posted to the far flung corners of 
  the Imperium to patrol the edges of 
  the Eastern Fringe and into the 
  galactic halo. 
  Down the years the Exorcist has 
  gradually been replaced by later 
  ship designs, especially the Mars class. Some of Exorcists where kept on by fleets on the fringes of the 
  Imperium, to plough the long lonely patrol routes into the halo. Many Exorcists where used as colonial 
  transports. The entire penal colony of Brandt 764 was moved en masse by Exorcist Grand Cruisers to populate 
  and work Tora Alpha, a world beyond the Eastern Fringe, discovered by (and named after) the famous Rogue 
  Trader Foulway Tor. The Exorcist squadron, led by the Light of Ascension was then used as convoy 
  escorts for the ore transports returning to the Imperium, and played a major part in the defence of the system 
  when it was attacked and eventually overrun by a Tyranid hive fleet. 
   
  Exorcist-class Grand Cruiser 
  230 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Grand Cruiser / 10 
  20cm 
  45° 
  3 
  5+ 
  3 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Weapons Battery 
  45 cm 
  8 
  Left 
  Starboard Weapons Battery 
  45 cm 
  8 
  Right 
  Port Launch Bays 
  Furies:30cm/Starhawks:20cm 
  2 Squadrons 
  -  
  Starboard Launch Bays 
  Furies:30cm/Starhawks:20cm 
  2 Squadrons  
  -  
   
  Famous ships of the Gothic War [Battlefleets Gothic and Bakka] : 
  Warrior Knight 
  Light of Ascension 
  Kingmaker 
   
  Special : The Light of Ascension was fitted with shorter range but more powerful weapon batteries. 
  Reduce the range of the weapon batteries to 30cm and increase their firepower to 10. This costs no extra points. 
   
  Source: BFG Magazine #4 
  INCLUDING AN EXORCIST CLASS 
  You may include the Exorcist in an Imperial fleet. They count as a Battlecruiser. Like a Battlecruiser you may 
  include one Grand Cruiser in your fleet for every two cruisers. This is instead of a Battlecruiser, not as well as. 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 15 
   
  IMPERIAL / CHAOS FURIOUS CLASS GRAND CRUISER...........
  .........................................................................................................................265 pts 
  The Furious class grand cruiser 
  is a design which has had rather 
  limited 
  production. 
  As 
  the 
  Repulsive class grand cruisers 
  reached the point at which the 
  tech 
  adepts 
  had 
  increasing 
  difficulties maintaining their 
  complex 
  systems, 
  an 
  idea 
  caught on in the yards of Cypra 
  Mundi to utilise the newly 
  developed armoured prow of a 
  battleship combined with the 
  grand cruisers. This created a 
  flagship for combined cruiser 
  fleets, which had the massive 
  firepower of the earlier ships but 
  enhanced command capabilities. These ships were used primarily as portable firepower, upping the power of 
  Imperial squadrons to almost battleship levels without the commitment of those rare and vitally needed ships. 
  Tactically these ships were successful but suffered from the same balky engines that eventually reduced most 
  remaining Repulsive class grand cruisers to the Reserve Fleet. As a result, a more thorough rebuild in the 39th 
  millennia reduced the weapon strength but added reliability. Following the Gothic War a few remain in service, 
  primarily in the Obscuras and Tempestus Segmentum where their still formidable firepower remains so valuable 
  that unreliable engines can be over looked. 
   
  Furious-class Grand Cruiser 
  265 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Grand Cruiser / 10 
  20cm 
  45° 
  2 
  6+ front / 5+ 
  3 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Weapons Battery 
  45 cm 
  12 
  Left 
  Starboard Weapons Battery 
  45 cm 
  12 
  Right 
  Dorsal Lance Battery 
  45 cm 
  2 
  Left / Front / Right 
  Prow Torpedoes 
  30 cm 
  6 
  Front 
   
  Famous ships of the Gothic War [Battlefleet Gothic] : 
  Furious 
  Agincourt 
   
  Special : These are very rare ships. 0-2 may be deployed in an Imperial or Chaos fleet of over 2,000 points. 
   
  Source: BFG Magazine #2 
   
  HISTORY 
  Very few Imperial grand cruisers remained in the fleet inventory during the 38th millennia and despite 
  advanced age and balky engines; those creaky holdovers were in constant demand. When the Furious and 
  Agincourt, Repulsive Grand Cruisers of Battlefleet Obscuras went into orbit around Cypra Mundi both 
  suffering from significant battle damage after a particularly nasty skirmish with an unidentified Craftworld 
  fleet, the adepts had ah idea. Fabricating the great battleships was the work of centuries but the shattered 
  cruisers in orbit could be repaired quickly with newer pattern equipment. The shattered fore parts of both 
  cruisers were removed and the armoured prow designs of the new pattern battleships used as replacements. 
  Never pretty, the new vessels wouldn't win any contests for beauty but their batteries and engines were more 
  reliable and a welcome addition for the already pressed Navy. As the years went by, the yards informally 
  evolved a pattern of converting two vessels at a time only when major rebuilds were needed and the vessels 
  
  16 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
  available. As a result, only 5 vessels of each pattern were converted in Obscuras over a two-century period and 
  rather less in the Tempestus Segmentum and a smattering in the other fleets. 
  The outbreak of Abaddons' Incursion and the tremendous pressure for ships of any kind brought the design out 
  of mothballs and many older Repulsive class vessels, if they were judged too old or too unreliable in an 
  unaltered state, were converted, Admiral Lord Ravensburg gained much valuable firepower in the retaking of 
  the Gothic Sector from these reconstituted warriors. Both Furious and Agincourt fought throughout the later 
  stages of the war and were jointly responsible for the destruction of the Murder class cruisers Blood Auger and 
  Cruel Worship in the battle of Quinrox Sound although Furious received such damage as to miss the last of the 
  war. During the engagement at least 2 Furious-class vessel where identified amongst the traitor fleet. 
  With the failure of Abbadon and the urgent need for ships alleviated, both vessels are again relegated to Reserve 
  Fleet status at St. ]owen's Dock in the Armageddon sector for study by Segmentum Solar Tech Adepts. 
   
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 17 
   
  IMPERIAL / CHAOS VENGEANCE CLASS GRAND CRUISER..
  .........................................................................................................................230 pts 
  The Vengeance class straddles the 
  line between earlier and later 
  Imperial ship design. 
  The ship can be seen with the 
  beginnings of the characteristic 
  armoured prow, although as yet the 
  extra armour had not been added. 
  Today, the Vengeance remains part 
  of 
  the 
  Imperial 
  fleet 
  reserve, 
  regarded by most admirals as an old 
  warhorse, 
  past 
  its 
  best 
  days. 
  Vengeances 
  have 
  also 
  been 
  identified as part of Traitor fleets, 
  dating back to the mass mutiny that split the Imperial fleet in half during the Great Betrayal. Since then Imperial 
  ship design has slowly evolved, but within the warp, where time does not follow a linear path, ships can survive 
  untold millennia as if it were only yesterday. Within the Eye of Terror it is believed that ships which actually 
  fought in the great battles of the Heresy may still exist. 
  The active Vengeance class Grand Cruisers that are part of the Segmentum Obscurus fleet are generally 
  deployed in squadrons whose ongoing mission is to patrol and defend the systems lying around the Eye of 
  Terror in a constant vigil against Chaos incursions. Other Vengeances are scattered across Imperial fleet 
  reserves throughout Segmentum Obscurus and Segmentum Pacificus, as second-line units, replacement 
  squadrons and mothballed as war reserves. 
  Several patrolling squadrons of Vengeance’s have, whilst engaged in routine duties, strayed into the Eye itself, 
  either lured there in pursuit of raiders or caught in a sudden and unpredictable flare or expansion. Such patrols 
  are never seen again, although reports of Vengeance class Grand Cruisers supporting renegade raids and even 
  Black Crusades have been on the increase. 
   
  Vengeance-class Grand Cruiser 
  230 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Grand Cruiser / 10 
  20cm 
  45° 
  3 
  5+ 
  3 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Lance Battery 
  45 cm 
  2 
  Left 
  Starboard Lance Battery 
  45 cm 
  2 
  Right 
  Port Weapons Battery 
  60 cm 
  10 
  Left 
  Starboard Weapons Battery 
  60 cm 
  10 
  Right 
   
  Famous Imperial ships:                     Famous Chaos ships:                         [Battlefleets Gothic and Bakka] 
  The Coventanter                                  Dawndeath 
  Vigilanti Eternus                                   Soulblade 
   
  Source: BFG Magazine #3 
  INCLUDING A VENGEANCE CLASS IN YOUR FLEET 
  You may include a Vengeance in either a Chaos or Imperial fleet. 
   
  For the purposes of including a Vengeance in an Imperial fleet they count as a Battlecruiser. Like a 
  Battlecruiser you may include one Grand Cruiser in your fleet for every two cruisers. This is instead of a 
  Battlecruiser, not as well as. 
   
  For the purposes of including a Vengeance in a Chaos fleet they count as a Grand Cruiser. You may include one 
  Grand Cruiser in your fleet for every three cruisers or heavy cruisers. 
  
  18 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  IMPERIAL ARMAGGEDON CLASS BATTLECRUISER ......235 pts 
  As an attempt to quickly create more 
  Battlecruisers within Naval service, the 
  Armageddon 
  has 
  achieved 
  some 
  renown, not just within the fleets local 
  to its initial system of creation but 
  gradually 
  throughout 
  the 
  entire 
  Imperium. Almost without exception, 
  Armageddon-class ships are built from 
  the recovered hulls of crippled Lunar-
  class vessels, making them one of the 
  easiest 
  Battlecruisers 
  to 
  construct, 
  though many fleet commanders have 
  proved unwilling to sacrifice large 
  numbers of their main front line cruiser. 
  The very first example to depart the 
  extensive St. Jowen’s Dock was the Ex 
  Cathedra. Originally named the Orion as 
  a Lunar class, the ship suffered heavily 
  whilst engaging Chaos raiders above the 
  world of Pyran and as it limped back to the Armageddon system, the decision was made not only repair the 
  venerable vessel, but to upgrade it to Battlecruiser standards. 
  Power relays were re-routed from the ship’s main plasma reactors to provide a substantial increase in efficiency 
  for the existing weapons batteries, whilst long-ranged lance turret arrays were built upon a modified dorsal 
  spine. This alone gave the ship a much greater punch at medium ranges and the ability to engage at distance. An 
  immediate drawback became obvious as nearly three and a half thousand extra crewmen had to be drafted in 
  simply to man the additional weapons and to maintain the short-lived relays that powered them. 
  The Armageddon class makes for a superb escort vessel when accompanying carrier ships, though those are 
  often few in number within the Armageddon sub-sector. Typically then, the Battlecruiser is utilised for patrol 
  duties, where its fearsome armament can quickly spell the doom of any pirate who mistakes it for a Lunar-class. 
   
  Armageddon-class Battlecruiser 
  235 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 8 
  20cm 
  45° 
  2 
  6+ front / 5+ 
  2 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Lance Battery 
  45 cm 
  2 
  Left 
  Starboard Lance Battery 
  45 cm 
  2 
  Right 
  Port Weapons Battery 
  45 cm 
  6 
  Left 
  Starboard Weapons Battery 
  45 cm 
  6 
  Right 
  Prow Torpedoes 
  30 cm 
  6 
  Front 
  Dorsal Lance Battery 
  60 cm 
  2 
  Left / Front / Right 
   
  Famous ships of the Third Armageddon War [Battlefleet Armageddon] : 
  Ex Cathedra 
  Thunderchild 
  Hammer of Light 
   
  Source: Armaggedon3 website and BFG Magazine #14 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 19 
   
  IMPERIAL CARDINAL CLASS HEAVY CRUISER..................190 pts 
   Cardinal Class heavy cruisers were 
  the original template used for the ill-
  fated Acheron Class heavy cruiser 
  design. The failure of the Acherons 
  was attributed to the use of a1ien 
  technology in the weapons systems 
  derived from the haunted Portis 
  Cthulhus. Nevertheless, some doubt 
  has clung to the Cardinal Class and 
  now  only a handful of fleets use the 
  type. Only two ships were in service 
  in the Bakka: Sector during the 
  invasion of Behemoth, the Sebastian Thor and the Silent Fire. Both left with Bakkan Battlefleet to the 
  Macraggan war but the Silent Fire never arrived and is presumed lost in the warp. Sebastian Thor was one of 
  the handful of survivors from the battle. 
   
  Cardinal-class heavy cruiser 
  190 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 8 
  25cm 
  45° 
  2 
  5+ 
  3 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Lance Battery 
  45 cm 
  2 
  Left 
  Starboard Lance Battery 
  45 cm 
  2 
  Right 
  Dorsal Weapons Battery 
  45 cm 
  6 
  Left / Front / Right 
  Prow Torpedoes 
  30 cm 
  6 
  Left / Front / Right 
   
  Famous ships of the Macraggan War [Battlefleet Bakka] : 
  Sebastian Thor 
  Silent Fire 
   
  Source: BFG Magazine #2 
  
  20 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  IMPERIAL JOVIAN CLASS BATTLECRUISER........................240 pts 
  The Jovian-class Battle-cruiser is 
  a relatively new design seen in 
  Imperial fleets, though it utilises 
  little 
  new 
  technology. 
  Badly 
  damaged 
  Mars-class 
  Battlecruisers were occasionally 
  modified 
  to 
  be 
  stripped 
  of 
  weaponry and an additional set of 
  Launch Bays were installed.  
  Dubbed the 'Warbringer' class, 
  this design, once battle proven 
  was soon adopted into a completely new class dedicated to the role - the first of these Jovian-class ships, the 
  Revenant, came into operation just before the outbreak of the Gothic War and it quickly made good account of 
  itself. The Jovian Battlecruiser carries more attack craft than any other Imperial ship in its size, though it has to 
  be well defended in battle as it, naturally, lacks the firepower to go toe to toe with any major warship. As a 
  support ship, however, it excels. 
   
  Jovian-class Battlecruiser 
  240 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 8 
  20cm 
  45° 
  2 
  6+ front / 5+ 
  2 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Launch Bays 
  Furies:30cm/Starhawks:20cm 
  3 Squadrons 
  -  
  Starboard Launch Bays 
  Furies:30cm/Starhawks:20cm 
  3 Squadrons  
  -  
  Dorsal Lance Battery 
  60 cm 
  2 
  Left / Front / Right 
   
  Famous ships of the Corribra Sector [Battlefleet Corribra] : 
  Revenant 
   
  Source: BFG Magazine #1 
   
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 21 
   
  IMPERIAL LONG SERPENT CLASS BATTLECRUISER......295 pts 
   In the waning years of Abaddon's 
  Incursion, 
  the 
  Adeptus 
  Mechanicus 
  Artisans 
  of 
  Hydraphur and the officers of 
  Battle Fleet Pacificus faced a 
  dilemma. In supporting Battle 
  Fleet Obscuras the problem with 
  pirate bands had become acute 
  and the lack of speed among the 
  standard Imperial cruiser designs 
  meant that the tactical initiative 
  remained with the pirates. At the direction of Admiral Knightsbridge the Tech Mages of Hydraphur designed 
  and built in record time, the Long Serpent class battle cruiser. 
  Built from the keel up as a pirate hunter the Long Serpents combined a basic cruiser layout with the engine suite 
  normally used on a battleship. The result was a faster much more powerful cruiser with the speed to keep up 
  with the raiders and the firepower to deal with them as an independent unit. All this improved performance 
  came at a price. While the engines produced battleship power, the armour protection remained that of a cruiser. 
  When hit by multiple salvos from the Chaos cruisers Pustulent Boil and Fearmonger the Long Serpent class 
  Scylla suffered a warp drive implosion every bit a fierce as that of any battleship destroying her entire squadron 
  of assigned escorts and heavily damaging the battleship Mailed Fist. The plasma drive overload that destroyed 
  the Medusa also shattered the Lunar class cruiser Lord Chalfont leaving a convoy of Imperial Guard 
  reinforcements to the mercies of an Ork raiding squadron. 
  As the war winds down, limited numbers of Long Serpents are finding their way into the fleets of both the 
  Obscuras and Pacificus Segmentums. The Long Serpent class Battle Cruiser Nemesis destroyed single-handed 
  an Ork Terror Ship and three Ravagers. The Gorgon claimed the Eldar Shadow class cruiser Swift Striker while 
  protecting a vital supply convoy. 
   
  Long Serpent-class Battlecruiser 
  295 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 8 
  25cm 
  45° 
  2 
  6+ front / 5+ 
  2 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Weapons Battery 
  45 cm 
  5 
  Left 
  Port Weapons Battery 
  60 cm 
  5 
  Right 
  Starboard Weapons Battery 
  45 cm 
  5 
  Left 
  Starboard Weapons Battery 
  60 cm 
  5 
  Right 
  Dorsal Lance Battery 
  60 cm 
  2 
  Left / Front / Right 
  Prow Nova Canon 
  30-150cm 
  1 
  Front 
   
  Famous ships of the Gothic War [Battlefleet Gothic] : 
  Gorgon 
  Medusa 
  Nemisis 
   
  Special: The Long Serpent class battle cruiser is a basic cruiser hull with a modified prow and bridge, reduced 
  horizontal wing and increased vertical wing encompassing an engine shield role. The most striking feature is 
  the presence of a full set of engines from a Retribution class battleship. This gives the ship extra power for 
  speed, weapons and shields but comes at an added risk. When rolling on the catastrophic damage table for the 
  Long Serpent, add two (2) to the 2xD6 roll for catastrophic damage and if a plasma overload or ~ breech occur, 
  treat the Long Serpent as having 12 hit points. In other words, it has great attributes but it blows up fairly easily 
  and it blows up just like a full sized battleship. It is designed for long ranged sniping and keeping out of the 
  way, not close range slugging.                                                                                     Source: BFG Magazine #2 
   
  
  22 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  IMPERIAL ORION CLASS BATTLECRUISER...........................215 pts 
  The Orion-class Battlecruiser is 
  usually based on an upgraded 
  Lunar-class hull, with the refit 
  taking place as old crippled 
  Cruisers come in to space dock 
  and are in need of a complete 
  overhaul anyway. The weapons 
  are upgraded and Lances are 
  added to a modified dorsal 
  spine, giving the ship a good all 
  round punch at medium range. 
  In battle, the Orion is usually employed in a carrier support role, where its weapons are adept at smashing 
  marauding escort squadrons that threaten to attack any carrier-based ship, allowing its fighters and bombers to 
  be sent to attack the enemy's front line, rather than withdrawing into a defensive posture around the carrier 
  itself. On its own, or in the front line of battle, the Orion is capable of making good account of itself, though this 
  is often achieved with cheaper vessels. 
   
  Orion-class Battlecruiser 
  215 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 8 
  15cm 
  45° 
  2 
  6+ front / 5+ 
  2 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Lance Battery 
  45 cm 
  2 
  Left 
  Starboard Lance Battery 
  45 cm 
  2 
  Right 
  Port Weapons Battery 
  45 cm 
  6 
  Left 
  Starboard Weapons Battery 
  45 cm 
  6 
  Right 
  Prow Torpedoes 
  30 cm 
  6 
  Front 
  Dorsal Lance Battery 
  60 cm 
  2 
  Left / Front / Right 
   
  Famous ships of the Corribra Sector [Battlefleet Corribra] : 
  Spartan 
   
  Source: BFG Magazine #1 and the Corribra Sector Website 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 23 
   
  IMPERIAL DAEMON SLAYER CLASS CRUISER....................170 pts 
   The origin of the Daemon Slayer is 
  completely obscure. It can be traced 
  back in Imperial records to the 
  Sargot Crusade. It was known to be 
  part of the battlefleet of Lord 
  Karanon but all records of this time 
  were destroyed in the Oomlak 
  Resurgence. Daemon Slayer was 
  purpose built around a mysterious 
  weapon, the psychic cannon. The 
  Tech Priests believe that some 
  unknown human-colonised planet 
  constructed the ship during the Age of Strife preceding the Emperor's benevolent rule. This may have been a 
  doomed attempt to keep open star lanes that were infested with demons. It would be typical of the people of the 
  period that they would turn to the godless magic of technology for salvation rather than faith. 
   
  Daemon Slayer-class Cruiser 
  170 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 8 
  20cm 
  45° 
  2 
  6+ front / 5+ 
  3 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Weapons Battery 
  45 cm 
  10 
  Left 
  Starboard Weapons Battery 
  45 cm 
  10 
  Left 
  Prow Psychic Cannon 
  30 cm 
  1 
  Front 
   
  Famous ships of the Macraggan War [Battlefleet Bakka] : 
  Daemon Slayer 
   
  Psychic Cannon 
  The ancient cruiser Daemon Slayer is equipped with a unique prow weapon described as a Psychic Cannon, 
  which is rumoured to have been forged by the master magicians of the Dark Age of Technology. The device 
  employs the same rules as a 1ance except that it is more difficult to aim and so it inflicts a hit on 5+. In 
  addition, to causing one point of damage, the weapon has a unique effect depending on the target type. 
   
  Against Daemons : a hit banished them back to the warp. 
   
  Against Hive Ships : a hit knocks out the synaptic control for the following turn. 
   
  Against other targets : the following turn the target halves its weapons strength, firepower, turrets and shields, 
  and reduces movement by –5cm. Nova cannon may not be fired. 
   
  Source: BFG Magazine #2 
  
  24 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  IMPERIAL INQUISITION BLACK SHIP .....................................270 pts 
  Constructed solely by the Adeptus 
  Mechanicus of Mars, the 'Black Ships' 
  are among the most secretive of 
  warships currently in the service of the 
  Imperium. Sometime in the distant past 
  the Grand Masters of the Inquisition 
  viewed the reliance upon Imperial Navy 
  or Space Marine forces for transport, 
  support and protection as unacceptable 
  and a new vessel capable of independent 
  action was required. 
  Combining many features of a Space Marine Strike Cruiser with a full sized Battle Cruiser hull, the Black 
  Ships, (so called due to their somewhat sinister reputation) can deploy company-sized formations with orbital 
  support. Usually operating alone or in conjunction with Imperial Navy or Space Marine escorts, these vessels 
  can serve as the core of a formidable battle group for dealing with rebellions or heretic incursions. 
  These rarely seen vessels usually operate only on Inquisition business but occasionally, when the interests of 
  both the Inquisition and the Imperial Navy coincide, a Black Ship will join with an Imperial battle group. While 
  it is a rare Admiral who welcomes an Inquisitor to his counsels, these vessels are highly capable additions to 
  any force. 
  Such is the secretive nature of their work few of the exploits of the Black Ships are known. However, the 
  destruction of the Ecclesiarch Nevsky while destroying the Tyranid incursion on Horatia III stands out. The 
  Nevsky and her escorts destroyed all three hive ships of the invasion fleet before succumbing to the remaining 
  drones. The destruction of the hive vessels prevented any reinforcement reaching the embattled planet and the 
  Imperial Guard, coupled with the Deathwatch Space Marines from the Nevsky, exterminated the Tyranid horde. 
  Speculation has long existed that several Space Marine Chapters have requested similar ships from Mars' 
  shipyards. All have so far been refused. 
   
  Inquisition Black Ship 
  270 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Cruiser / 8 
  25cm  
  45°  
  2  
  6+  
  2  
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Dorsal Bombardment Cannon 
  30 cm 
  6 
  Left / Front / Right 
  Port Weapons Battery 
  45 cm  
  8  
  Left  
  Starboard Weapons Battery 
  45 cm  
  8  
  Right  
  Prow Launch Bays 
  Thunderhawks : 20 cm 
  Assault Boats : 30 cm  
  2 Squadrons 
  - 
  Prow torpedoes 
  30 cm 
  6 
  Front  
   
  Famous ships of the Gothic War [any Battlefleet] : 
  Ecclesiarch Nevsky 
   
  Notes: Black Ships automatically pass leadership tests for All Ahead Full special orders due to their 
  exceptional reserve engine capacity. 
   
  An Inquisition Black Ship may not be squadroned with any Imperial Navy or Space Marine cruiser squadron, 
  nor may an Admiral or Fleet Master use a Black Ship as a flagship. 
  Leadership rolls are for the Black Ship only and use the Space Marine Leadership table. 
   
  Using a Black Ship 
  Only 1 Black Ship may be used per 2,500 points of Imperial and/or Space Marine vessels. 
  Black Ships may operate as a separate force with Imperial Escorts. Each Black Ship may take up to a 
  maximum of six Escorts of any type. 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 25 
   
  Bombardment Cannon 
  Bombardment cannons fire in the same way as weapon batteries with two exceptions: 
  Bombardment cannons always hit on a 4 or more, regardless of the target's armour (even vs. ordnance).  
  Bombardment cannons inflict critical hits on a roll of 4 or more, rather than just on a roll of 6.  
   
  Ordnance 
  Thunderhawk gunships combine the abilities of assault boats and fighters, and move like any other attack craft, 
  with a speed of 20cm. A Thunderhawk counter that is intercepted by enemy fighters or moves onto an enemy 
  ordnance marker removes the enemy as fighters would. However, roll a dice when this happens. On a score of 
  4+, do not remove the Thunderhawk marker (though Thunderhawks can only remove one enemy marker in any 
  given ordnance phase and stop moving as soon as they intercept an enemy). Note that against Eldar fighters, 
  which also have this ability, it is possible that you end up with neither marker being removed! If this happens, 
  either marker is free to move away in their next turn, or they can stay in place and attempt to remove their 
  enemy again. When a Thunderhawk marker moves into contact with an enemy ship's base, they are treated 
  exactly like assault boats (with the +1 bonus to their hit and run attack for being Space Marines). Once a 
  Thunderhawk marker has made its hit and run attack, it is removed from play. 
   
  Source: BFG Magazine #9 
  
  26 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  IMPERIAL HAWKING CLASS EXPLORATION CRUISER.............
  .........................................................................................................................245 pts  
   
  The Hawking Class dates from the time the legendary crusades of Lord Solar Macharius. The original Hawking 
  was a hastily constructed vessel, designed to range ahead of Macharius’ main battlefleet and search the Halo 
  Stars for enemy fleets and new worlds to conquer. This new ship was a success and use of the design gradually 
  spread throughout the Imperial Navy over the following centuries. Excelling at long range, solo exploration, 
  scouting and patrol missions, those few Hawking-class vessels still in existence have often been extensively re-
  fitted, with their hulls, partway in size between a Dauntless- and a Lunar-class, crammed full of improved 
  sensors and other devices to ensure their survivability. An individual Hawking, such as the Venturer, may 
  therefore perform quite differently from another ship of its class. Regardless, the capabilities of these 
  Exploration Cruisers are held in high esteem by Imperial Admirals, while Naval crews superstitiously consider 
  this class of vessel to be lucky. 
   
  Hawking-class cruiser 
  245 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Cruiser / 6 
  25cm  
  90°  
  2  
  5+  
  2  
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Weapons Battery 
  30 cm 
  4 
  Left 
  Starboard Weapons Battery 
  30 cm 
  4 
  Right 
  Port Launch Bays 
  Furies : 30 cm 
  1 squadron 
  - 
  Starboard Launch Bays 
  Furies : 30 cm 
  1 squadron 
  - 
  Prow torpedoes 
  30 cm 
  6 
  Front 
   
  Famous ships [any Battlefleet] : 
  Venturer 
   
  Improved Thrusters : +1D6cm on All Ahead Full special orders. 
   
  Improved Forward Sensors : +1 to Leadership rating. 
   
  Navigational Shields : Does not suffer reductions to its speed for moving through Blast Markers, Gas/Dust 
  Clouds & similar effects. 
   
  CAPTAIN MAXIMILLIAN LYSANDER 
  The Venturer is captained by Maximillian Lysander. Captain Maximillian Lysander has a leadership of 8 plus 
  two re-rolls (don’t forget he gets + 1 Ld. from the Venturer's Improved Sensors). 
  Captain Maximillian Lysander costs 75 points. 
   
  The Venturer is not in communication with the rest of the Imperial fleet and may not use Admiral Daniel's re-
  rolls, only those of Captain Lysander. Similarly, the other Imperial ships may not use any re-rolls from the 
  Venturer's Captain. 
   
  Source: BFG Magazine #13 
   
   
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 27 
   
  IMPERIAL ARBITES PUNISHER CLASS STRIKE CRUISER...........
  .........................................................................................................................280 pts  
  While the Imperial Navy and the Adeptus 
  Astartes fight the wars of the 41st millennium, 
  the forces of the Adeptus Arbites take on a 
  more subtle but no less important role. They 
  are the police, the hand of justice in Imperial 
  space. Not only do the Arbites operate 
  planetside, but they also possess some naval 
  forces with which to hunt down small pirate 
  bands and other petty criminals.  
  The Arbites Punisher class strike cruiser is a 
  policing vessel which is used to provide local 
  system security, to quell small rebellions in 
  nearby systems, and to root out pirate bases. The design of the Punisher is very similar to that of its Space 
  Marine strike cruiser equivalent. Much of the design is similar, with the exception of the more typical Imperial 
  prow, which (to the untrained eye) can give the Punisher the appearance of a Dauntless light cruiser. There is 
  also slightly less armour plating on the ship's engine ports compared to its Astartes counterpart. 
   
  During the Gothic War, the Inviolable Retribution, under the command of Arbitrator Jamahl Byzantine, 
  provided invaluable assistance in the evacuation of the Imperial world of Belatis. Arbitrators Byzantine and 
  Korte, along with the crew of the Lord Solar Macharius went above and beyond the call of duty to rescue 
  Captain Leoten Semper and several loyal Imperial citizens.  
   
  Arbites Punisher-class Strike Cruiser 
  180 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Cruiser / 6 
  25  
  90°  
  1  
  6+/5+ Rear 
  2 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Weapons Battery 
  30 cm  
  4  
  Left  
  Port Launch Bays 
  Eagles : 30 cm 
  1 Squadron 
  -  
  Starboard Weapons Battery 
  30 cm  
  4  
  Right  
  Starboard Launch Bays 
  Eagles : 30 cm 
  1 Squadron 
  -  
  Dorsal Bombardment Cannons 
  30 cm 
  4 
  Left / Front / Right 
  Prow Torpedoes 
  30 cm 
  6 
  Front 
   
  Famous ships of the Gothic War [any Battlefleet] : 
  Inviolable Retribution 
   
  
  28 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
  Bombardment Cannon 
  Bombardment cannons fire in the same way as weapon batteries with two exceptions: 
  Bombardment cannons always hit on a 4 or more, regardless of the target's armour (even vs. ordnance).  
  Bombardment cannons inflict critical hits on a roll of 4 or more, rather than just on a roll of 6. 
   
  Special Rules: Adeptus Arbites ships are rare compared to their naval counterparts, and rarely participate in 
  joint fleet actions. An Imperial player may take one Punisher for every 1000 points. It would be appropriate for 
  a corresponding scenario or subplot to be used to explain its appearance. 
   
  The Punisher class strike cruiser carries regular Imperial torpedoes as well as barrage bombs. Arbites vessels 
  are also supplied with a single salvo of melta torpedoes. Rules for these and other special torpedoes are 
  provided on page 4 of Warp Storm. Remember, if the Punisher receives a prow critical hit, the melta torpedoes 
  (if they have not yet been fired) will detonate causing D3 fire critical hits to the Punisher itself. This ship may 
  not make any further rolls on the special torpedoes table. 
   
  The Punisher class strike cruiser has been designed with the intent of scanning the surrounding star system to 
  root out pirates and heretic strong holds. As a result of this, Arbites vessels benefit from an improved sensor 
  array. When any enemy is on special orders, Arbites vessels receive +2 bonus to their leadership instead of the 
  usual +1. 
   
  Barrage bombs, the bombardment cannon, and special drop pods make the Punisher quite adept at assaulting 
  planetary targets. When assaulting a planet, the Punisher is worth 1 assault point. The Punisher receives a +1 in 
  all boarding actions (not hit and run attacks) because the Arbites excel at close quarters fighting and cleansing 
  enemy strongholds. 
   
  The Punisher has limited attack craft capability for the purposes of defence and advance scouting. It can launch 
  squadrons of Arbites Eagle Interceptors. The ships only carry fighters, and do not have the facilities to service 
  and launch bombers or assault boats.  
  Adeptus Arbites ships have a unique leadership table shown here:  
   
  D6 Roll Ld. Value 
  1 
  7 
  2-3 
  8 
  4-5 
  9 
  6 
  10 
    
  Source: BFG Magazine #10 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 29 
   
  IMPERIAL DEFIANT CLASS LIGHT CRUISER........................130 pts 
  The Defiant is the least common of the Voss 
  triumvirate but it is the last piece in the jigsaw. A 
  capable carrier, the Defiant is regarded as too 
  vulnerable to operate without support. Lacking any 
  guns for self defence, the Defiant is usually 
  relegated to a support role, operating behind the 
  main fighting ships out of the line of fire. 
  A relatively recent development of the Endeavour, 
  the light carriers of this class proved to be vital 
  Iynchpins of the Imperial fleets, desperate struggle to stem the relentless tide of destruction and death that 
  accompanied the Orks’ massive invasion force into the Armageddon sector. Being more agile than the much 
  larger Ork kroozers arrayed against it, these vessels were able to push deeply into the vast greenskin host before 
  unleashing their bombers upon the capital ships of the invasion fleet. Though the Forebearer and Archangel 
  were lost above St. Jowens Dock when they were overrun while struggling valiantly to refuel and rearm their 
  beleaguered attack craft in the heat of battle, their brave pilots were responsible for destroying the kill kroozer 
  Grimzag's Ammer and crippling two Terror ships. 
   
  Defiant-class light cruiser 
  120 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 6 
  20cm 
  90° 
  1 
  5+ 
  2 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Prow Lance Battery 
  30 cm 
  2 
  Left / Front / Right 
  Port Launch Bays 
  30 cm 
  1 squadron 
  - 
  Starboard Launch Bays 
  30 cm 
  1 squadron  
  - 
   
  Famous ships of the Armageddon War [Battlefleet Armageddon] : 
  Forebearer 
  Imperious Triumphant 
  Archangel 
   
  Special : Defiant light cruisers get a + I to their dice roll when defending against a boarding action, because 
  the mid-ship corridor is easy to defend and restricts access to vital parts of the ship. 
   
  Source: BFG Magazine #12 
  
  30 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  IMPERIAL ENDEAVOUR CLASS LIGHT CRUISER..............120 pts 
  [Armageddon pattern] The Endeavour class, lacking 
  the speed for anti-pirate operations, is preferred as a 
  convoy flagship or a heavy escort to larger capital 
  ships of the line. Its heavy gun batteries can almost 
  match the firepower of larger cruisers and it is 
  capable of holding its own in the midst of a pitched 
  battle. Many Endeavour class light cruisers were 
  sent to the Armageddon fleet during the latest Ork 
  invasion, where, during fighting against Ork vessels, 
  the Endeavour's relative slow speed for its class was not found to be a hindrance. The Endeavour, and its sister 
  vessels, became a stable of the Armageddon fleet as replacements for lost ships. 
   
  Battlefleet Armageddon Endeavour-class light cruiser 
  120 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 6 
  20cm 
  90° 
  1 
  5+ 
  2 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Prow Weapons Battery 
  30 cm 
  2 
  Left / Front / Right 
  Port Weapons Battery 
  30 cm 
  6 
  Left 
  Starboard Weapons Battery 
  30 cm 
  6  
  Right 
  Prow Torpedoes 
  30 cm 
  2 
  Front 
   
  Famous ships of the Armageddon War [Battlefleet Armageddon] : 
  Sanctis Legate 
  Sword of Voss 
  Leonid 
   
  Special : Endeavour light cruisers get a + I to their dice roll when defending against a boarding action, 
  because the mid-ship corridor is easy to defend and restricts access to vital parts of the ship. 
   
  Source: BFG Magazine #12 
   
  [Bakka pattern] Endeavour Class light cruisers are popular as convoy flagships. The most famous convoy leader 
  in Battlefleet Bakka is the Resolute. This ship has accounted for more than 17 pirate ships and 204 attack craft 
  in its 400 year career. It particularly distinguished itself at Heaven's Split where, with only two under-strength 
  squadrons of Cobras, it fought off continuous waves of Ork attack craft for two days until the Escort Pack Silver 
  Wolves drove off the greenskins. Admirals have also found this class effective as fleet escorts and it has become 
  common practice to pair battleships and light cruisers in Battlefleet Bakka. 
   
  Battlefleet Bakka Endeavour-class light cruiser 
  120 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 6 
  25cm 
  90° 
  1 
  5+ 
  2 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Weapons Battery 
  30 cm 
  8 
  Left 
  Starboard Weapons Battery 
  30 cm 
  8  
  Right 
  Prow Torpedoes 
  30 cm 
  2 
  Front 
   
  Famous ships of the Macraggan War [Battlefleet Bakka] : 
  Resolute 
  King Horaxe 
  Emperor’s Shield 
   
  Source: BFG Annual 2002 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 31 
   
  IMPERIAL ENDURANCE CLASS LIGHT CRUISER...............120 pts 
  The Endurance class is an Endeavour with its 
  weapons battery refitted to carry lances. A common 
  tactic amongst fleet Admirals is to pair up 
  Endeavours and Endurances for mutual protection, 
  and a fearsome combined firepower. Given that the 
  Endurance is produced in less numbers, a lack of 
  Endurances does not always make this possible. It is 
  more likely that a mixed squadron will contain two 
  or three Endeavours and a single Endurance in 
  support. Operating in this manner, the Ad Liberis was responsible for the destruction of nine Ork escorts as the 
  War for Armageddon began above the high-g world of Pelucidar during a savage three-hour engagement before 
  being ordered to withdraw by Admiral Parol. 
   
  Endurance-class light cruiser 
  120 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 6 
  20cm 
  90° 
  1 
  5+ 
  2 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Prow Weapons Battery 
  30 cm 
  2 
  Left / Front / Right 
  Port Lance Battery 
  30 cm 
  2 
  Left 
  Starboard Lance Battery 
  30 cm 
  2  
  Right 
  Prow Torpedoes 
  30 cm 
  2 
  Front 
   
  Famous ships of the Armageddon War [Battlefleet Armageddon] : 
  Lord Morendo 
  Ad Liberis 
  Spear of Voss 
   
  Special : Endurance light cruisers get a + I to their dice roll when defending against a boarding action, 
  because the mid-ship corridor is easy to defend and restricts access to vital parts of the ship. 
   
  Source: BFG Magazine #12 
   
  
  32 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  IMPERIAL ENFORCER CLASS SYSTEM CONTROL CRUISER
  .......................................................................................................................... 110 pts 
  Another Gareox Prerogative design, these through-
  deck cruisers are intended as system control ships. 
  Many a wavering Imperial Governor has been 
  reminded ofhis obligations by the appearance of an 
  Enforcer Cruiser with its prowling fighter and bomber 
  squadrons, and hard-hitting lances. One of the most 
  famous Enforcer cruisers is the Imperial Ghost , which 
  single handed prevented rebellion in an entire sub 
  sector by isolating the systems until the arrival of 
  Imperial Guard reinforcements. Tempestus has found this type to be effective against pirates but, like many 
  Prerogative designs, to be less successful in fleet actions. 
   
  Enforcer-class light cruiser 
  110 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 6 
  25cm 
  90° 
  1 
  5+ 
  2 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Launch Bays 
  Furies:30cm/Starhawks:20cm 
  1 Squadron 
  -  
  Starboard Launch Bays 
  Furies:30cm/Starhawks:20cm 
  1 Squadron  
  -  
  Prow Lance Battery 
  30 cm 
  3 
  Front 
   
  Famous ships of the Macraggan War [Battlefleet Bakka] : 
  Imperial Ghost 
  Dux Cornovi 
   
  Source: BFG Magazine #2 and Annual 2002 
   
   
  IMPERIAL SILURIA CLASS LIGHT CRUISER ...........................90 pts 
  The Siluria-class Light Cruiser is a much older design than the 
  Dauntless, but numerous refits to the surviving ships in this class 
  have kept it fighting in the space lanes of the Imperium. The 
  Siluria sports row upon row of weapons batteries, rather than 
  dedicating power to Lance armaments and so is best suited to 
  supporting battle fleets, rather than undertaking missions on its 
  own. However, a full broadside from one of these ships is more 
  than capable of causing great damage, even to a Heavy Cruiser, so 
  the wise Admiral will keep the Siluria well screened until the time 
  to unleash its weapons arrives. During the Gothic War, Siluria Cruisers tended to be only seen in the larger fleet 
  engagements, though they are commonly seen throughout Imperial space. 
   
  Siluria-class Light Cruiser 
  90 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 6 
  25cm 
  90° 
  1 
  5+ 
  1 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Weapons Battery 
  30 cm 
  6 
  Left 
  Starboard Weapons Battery 
  30 cm 
  6 
  Right 
   
  Source: Planet Killer #1 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 33 
   
  IMPERIAL FALCHION CLASS ESCORT.....................................35 pts 
  The Voss pattern ship design has also been used on an escort 
  vessel, the Falchion class. An all round escort much in the mould 
  of the widely built Sword class, the Falchion is versatile. It is used 
  for patrolling, convoy escorting and as close escorts to the light 
  cruisers, guarding its larger cousins' rear in battle. like all the Voss 
  pattern ships, being unique to that forge world, it is not commonly 
  distributed throughout fleets but those that are equipped with 
  Falchions find them a worthy substitute for the common Sword class. 
   
  When traitors made off with the designs for a larger escort ship to fulfil the role for the Cobra destroyer from 
  the Monsk forge world in 761.M40, the Magos set about reconstructing the records of its design with what little 
  information was left behind. Development slowed considerably during the Gothic War. After the war the pace 
  of development sped up considerably, and by 261.M41 the first operational escort squadrons based on this new 
  design began to ply the stellar void. Though this design is slowly being distributed throughout the domains of 
  the Adeptus Mechanicus, dissemination has been slow and many fleets still go without a single example of this 
  type. Only two squadrons were operational during the early years of the Armageddon War, the Michaelis Fire 
  Squadron and the Torchbearer Patrol. Both were under-strength throughout the conflict and augmented with 
  escorts of other types, but they acquitted themselves well, using their speed and manoeuvrability to get behind 
  the large greenskin capital ships and cause fearsome damage with coordinated torpedo salvoes. In one particular 
  instance during the delaying actions near Pelucidar, the Torchbearer Patrol coordinated their torpedo run with a 
  wave of bombers from the Dictator cruiser Caridad Divina to destroy a Terror Ship just as they were preparing 
  to launch their attack craft. 
   
  This vessel has proven to be a stalwart addition to Imperial fleets. Operating alone, the Tempest squadron 
  performed reconnaissance operations in the Tyr system reporting on the build-up of the Waaagh fleet of 
  Warlord Gorbad for nearly a year before it was lost in action. 
   
  Falchion class escort 
  35 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Escort/1 
  25cm 
  90°  
  1  
  5+  
  1  
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Prow Weapons Battery 
  30 cm 
  3 
  Left / Front / Right 
  Prow Torpedoes 
  30 cm  
  1 
  Front 
   
  Famous squadrons of the Armageddon War [Battlefleet Armageddon] : 
  Torchbearer Patrol 
  Michaelis Fire Squadron 
  Tempest Squadron 
   
  Source: BFG Magazine #12 
  
  34 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
   
  IMPERIAL VIPER CLASS MISSILE DESTROYER ....................45 pts 
  During the Gareox Prerogative, many Cobra destroyers were converted 
  to carry boarding torpedoes as part of the Young School’s obsession 
  with ordnance. Their main weapon battery was removed and extra 
  torpedo launch batteries added. The experiment was not a success; 
  destroyers could not carry large enough crews to man the torpedoes 
  properly and fight the ship. Most of the destroyers have been gradually 
  converted back to standard armament but a number still retain all torpedo armament, even though they no 
  longer use boarding torpedoes. These ships are designated missile destroyers and are organised into separate 
  flotillas. They make poor convoy escorts but have been surprising successful as fleet support flotillas. Massed 
  torpedo attacks at critical moments in the battle have often turned the tide for imperial fleets. 
   
  The 204th Grey Sharks Flotilla caught the Ork Kroozer Foe-Masha in a devastating cross fire blasting the pulse 
  engines off the back of the Terror ship, leaving it a helpless cripple. The 193rd Flotilla is credited with finishing 
  off the crippled Heretic battleship Pustulence with salvoes of torpedoes fired at point blank range. 
   
  Viper class Missile Destroyer 
  35 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Escort/1 
  30cm 
  90°  
  1  
  4+  
  1  
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Torpedoes 
  30 cm  
  3 
  Front 
   
  Famous ships of the Macraggan War [Battlefleet Bakka] : 
  59th Rat Runners 
  76th Silver Spears 
   
  Source: BFG Magazine #2 and Annual 2002 
   
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 35 
   
  SPACE MARINE BATTLE BARGE..................................................425 pts 
  Main Production Yar...UNKNOWN... 
  Archive Reference: 945.10.017@2/422 
  Main Service Areas: ...DATA RATIO >>... 
  Length: 
  1.04 rel. std. 
   
  Mass: 
  0.63 rel. std. 
  Most Space Marine Chapters control two or three battle barges. They are very brutal vessels, with only one 
  purpose behind their design. 
   
  Space Marine Battle Barge 
  425 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Battleship / 12 
  20cm  
  45°  
  3  
  6+  
  3  
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Weapons Battery 
  45 cm  
  12  
  Left  
  Starboard Weapons Battery 
  45 cm  
  12  
  Right  
  Prow Launch Bays 
  Thunderhawk : 20 cm  
  3 Squadrons  
  -  
  Prow Torpedo Tubes 
  Speed : 30 cm  
  6  
  Front  
  Dorsal Bombardment Cannons 
  30 cm  
  8  
  Left / Front / Right  
   
  Famous ships of the Gothic War  : 
  Punisher & Redeemer (Exorcists Chapter) 
  Sword of Truth (White Consuls Chapter) 
  Emperor's Blade (Red Talons Chapter) 
   
  Notes : The Battle Barge is heavy to manoeuvre and cannot use Come to New Heading special orders. 
   
  Bombardment Cannon 
  Bombardment cannons fire in the same way as weapon batteries with two exceptions: 
  Bombardment cannons always hit on a 4 or more, regardless of the target's armour (even vs. ordnance).  
  Bombardment cannons inflict critical hits on a roll of 4 or more, rather than just on a roll of 6.  
   
  Ordnance 
  Space Marine vessels may fire boarding torpedoes instead of ordinary torpedoes, as detailed in the Ordnance 
  rules in Battlefleet Gothic. Remember that as these are Space Marines, they will have a +1 bonus to their hit 
  and run attacks if they hit an enemy ship. There are no specific rules for drop pods - they have been taken into 
  account with the Space Marines' special rules for planetary assaults. 
   
  Thunderhawk gunships combine the abilities of assault boats and fighters, and move like any other attack craft, 
  with a speed of 20cm. A Thunderhawk counter that is intercepted by enemy fighters or moves onto an enemy 
  ordnance marker removes the enemy as fighters would. However, roll a dice when this happens. On a score of 
  4+, do not remove the Thunderhawk marker (though Thunderhawks can only remove one enemy marker in any 
  given ordnance phase and stop moving as soon as they intercept an enemy). Note that against Eldar fighters, 
  which also have this ability, it is possible that you end up with neither marker being removed! If this happens, 
  either marker is free to move away in their next turn, or they can stay in place and attempt to remove their 
  enemy again. When a Thunderhawk marker moves into contact with an enemy ship's base, they are treated 
  exactly like assault boats (with the +1 bonus to their hit and run attack for being Space Marines). Once a 
  Thunderhawk marker has made its hit and run attack, it is removed from play.  
   
  Source: Warpstorm 
  
  36 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  SPACE MARINE STRIKE CRUISER................................................145 pts 
  While a Space Marine Chapter only rarely 
  employs the might of its battle barges, 
  Adeptus Astartes strike cruisers are a more 
  common, although still rare, sight. Often the 
  arrival of a Space Marine strike cruiser is 
  enough to quell a rebellious system. The 
  Space Marines are quick to act if their 
  enemies’ surrender is not immediately 
  forthcoming. 
   
  Space Marine Strike Cruiser 
  145 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Cruiser / 6 
  25cm  
  90°  
  1  
  6+  
  1  
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Weapons Battery 
  30 cm  
  4  
  Left  
  Starboard Weapons Battery 
  30 cm  
  4  
  Right  
  Prow Launch Bays 
  Thunderhawk : 20 cm  
  2 Squadrons  
  -  
  Prow Bombardment Cannons 
  30 cm  
  3  
  Front  
   
  Famous ships of the Gothic War 
  Titus (Imperial Fists Chapter) 
  Hermes & Eternal Faith (White Consuls Chapter) 
  Captain Augusta, Eternal Defiance & Hunter (Exorcists Chapter) 
  Holy Execution & Claw of Justice (Red Talons Chapter) 
   
  Bombardment Cannon 
  Bombardment cannons fire in the same way as weapon batteries with two exceptions: 
  Bombardment cannons always hit on a 4 or more, regardless of the target's armour (even vs. ordnance).  
  Bombardment cannons inflict critical hits on a roll of 4 or more, rather than just on a roll of 6.  
   
  Ordnance 
  Thunderhawk gunships combine the abilities of assault boats and fighters, and move like any other attack craft, 
  with a speed of 20cm. A Thunderhawk counter that is intercepted by enemy fighters or moves onto an enemy 
  ordnance marker removes the enemy as fighters would. However, roll a dice when this happens. On a score of 
  4+, do not remove the Thunderhawk marker (though Thunderhawks can only remove one enemy marker in any 
  given ordnance phase and stop moving as soon as they intercept an enemy). Note that against Eldar fighters, 
  which also have this ability, it is possible that you end up with neither marker being removed! If this happens, 
  either marker is free to move away in their next turn, or they can stay in place and attempt to remove their 
  enemy again. When a Thunderhawk marker moves into contact with an enemy ship's base, they are treated 
  exactly like assault boats (with the +1 bonus to their hit and run attack for being Space Marines). Once a 
  Thunderhawk marker has made its hit and run attack, it is removed from play.  
   
  Source: Warpstorm 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 37 
   
  SPACE MARINE ESCORTS..........................................................pts: varies 
  SPACE MARINE HUNTER CLASS DESTROYER 
   
  The Hunter is a fast and highly manoeuvrable torpedo boat much like its 
  Imperial Navy counterpart, the Cobra. 
   
   
  Hunter-class Destroyer 
  40 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Escort/1 
  35cm 
  90°  
  1  
  5+  
  1  
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Torpedoes 
  30 cm  
  2  
  Front 
  Weapons Battery 
  30 cm  
  1 
  Left / Front / Right  
   
  Famous squadrons 
  Russ’s Claws (Space Wolves Chapter) 
  Black Talons (Ravenguard) 
  Hera’s Wraths (Ultramarines) 
   
   
  SPACE MARINE GLADIUS CLASS FRIGATE  
   
  The Gladius is usually the most numerous ship in a Chapter's fleet and will 
  be the principal transport for smaller Space Marine forces sent on 
  missions which do not justify the deployment of a Strike Cruiser. 
   
   
  Gladius-class Frigate  
  45 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Escort/1 
  30cm 
  90°  
  1  
  5+  
  1  
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Weapons Battery 
  30 cm  
  4 
  Left / Front / Right 
   
  Famous squadrons 
  Angelus Belarius Squad (Blood Angels) 
  Obliterators (Silver Skulls) 
  Circes, Arx-Praetora (Ultramarines) 
   
   
  SPACE MARINE NOVA CLASS FRIGATE 
   
  A Nova class vessel will most likely be the only lance-armed ship available 
  to the chapter and are slightly rarer than the Gladius. 
   
   
  Nova Class Frigate 
  50 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Escort/1 
  35cm 
  90°  
  1  
  5+  
  1  
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Lance 
  30 cm  
  1  
  Left / Front / Right 
  Weapons Battery 
  30 cm  
  2 
  Left / Front / Right 
   
  Famous squadrons 
  Dark Knights of Caliban (Dark Angels) 
  Holy Shields (White Consuls) 
  Invictas (Ultramarines) 
   
  Source: BFG Magazine #3 
  
  38 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  CHAOS PLANET KILLER..................................................................505 pts 
  The origins of the 
  massive stellar vessel 
  known simply as the 
  Planet Killer are a 
  mystery 
  to 
  Naval 
  authorities. It bears no 
  resemblance to any 
  Imperial ship design 
  and is assumed to 
  have been constructed 
  within the Eye of 
  Terror by Abaddon's 
  forces, just prior to 
  the Gothic War - in 
  fact several of the 
  Adeptus Mechanicus 
  doubt whether its construction would have been physically possible outside of warp space. 
  Built around a central energy cannon of immeasurable magnitude, the Planet Killer is also studded with 
  numerous long-range lances, weapons batteries, and torpedo launchers. Well armored and protected by a 
  plethora of shield generators, the Planet Killer's only weakness seemed to be its ponderous speed. It was this 
  lack of pace that would lead to its eventual downfall, as it was destroyed by salvo after salvo of torpedoes, fired 
  at extreme range by the Lunar Class Cruisers of battle group Omega, shortly after the destruction of Kharlos II. 
  You may include the Planet Killer in your Chaos Force if it consists of 1,000 points or more.  
   
  Planet Killer 
  505 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Battleship / 14 
  20cm  
  45°  
  4  
  5+  
  5 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Prow Weapons Battery 
  60 cm 
  12 
  Left / Front / Right 
  Port Weapons Battery 
  60 cm 
  6 
  Left  
  Starboard Weapons Battery 
  60 cm 
  6 
  Right  
  Dorsal Lance Battery 
  60 cm 
  6 
  Left / Front / Right  
  Prow Torpedoes 
  30 cm 
  9 
  Front  
  Armageddon Gun 
  90 cm  
  See Rules  
  Front 
   
  Notes: The Planet Killer is notoriously slow to manoeuvre and so cannot use the Come To New Heading 
  special orders. 
   
  Firing The Armageddon Gun: 
  The Armageddon Gun may not be fired if the ship has been crippled or is on Burn Retros, All Ahead Full or 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 39 
  Brace For Impact special orders. The Armageddon Gun can only be fired directly ahead of the ship. To fire the 
  Armageddon Gun, place the Nova Cannon template so that it is touching the Planet Killer’s stem then move it 
  directly ahead 90cm. If the hole in the centre of the template passes over a ship’s base (friend or foe!), that ship 
  suffers D6 automatic hits. If any other part of the Nova Cannon marker moves over a ship’s base then the ship 
  suffers one automatic hit. Hits take down shields exactly as normal. Ordnance touched by the template is 
  destroyed. 
   
  Reloading The Armageddon Gun:  
  Once the Armageddon Gun has fired, it must build up another charge of energy and you must use Reload 
  Ordnance orders before it can fire again. If you roll a double 6 for a Reload Ordnance check, then the 
  Armageddon Gun has disastrously malfunctioned, inflicting a critical hit on the Planet Killer and rendering the 
  Armageddon Gun useless for the rest of the battle. On a roll of any other double, the Armageddon Gun can be 
  fired once more before it must be shut down to prevent overloading. Note that as the Planet Killer also has 
  torpedoes, it is possible that you will need to use Reload Ordnance orders for these at the same time as for the 
  Armageddon Gun. In this case, only make one Command check but apply the roll equally to both weapons 
  systems (e.g. if you roll a double six, then the Planet Killer suffers an automatic critical and will also be out of 
  torpedoes for the remainder of the game). 
   
  Including the Planet Killer In Exterminatus: 
  The Planet Killer, as its unsubtle name suggests, is designed to attack worlds. This makes it particularly 
  appropriate for the Exterminatus scenario. If the Chaos fleet is attacking, it can include the Planet Killer instead 
  of using modified exterminators or a Blackstone Fortress. The Planet Killer does not lose any of its weapons 
  for being an exterminator, but if the Armageddon Gun cannot be used for any reason then it can no longer act 
  as an exterminator and the Chaos player loses the battle automatically. 
   
  Including the Planet Killer In Other Battles:  
  Below is an additional entry to the Chaos incursion fleet list so that you can use the Planet Killer in your 
  Battlefleet Gothic games. However, the Planet Killer isn’t particularly suited to general fleet engagements and 
  is much more appropriate for special scenarios or certain types of games. In fact, the Planet Killer is very likely 
  to be the whole reason for a battle. For example, you could play Scenario three: The Raiders, with the Chaos 
  fleet defending the Planet Killer. Instead of the normal victory conditions, the attacking player must cripple or 
  destroy the Planet Killer. 
   
  Another variation on the “Destroy the Planet Killer” scenario is to use Surprise Attack. Rather than orbiting a 
  world, the defending Chaos fleet is stationed around the Planet Killer (perhaps it is undergoing repairs or 
  something similar). The defender does not have to pay any points for the Planet Killer, but it starts the battle on 
  standby like the other defending vessels. The attackers must cripple the Planet Killer to win. 
   
  Similarly, you could fight a Convoy scenario, with the Planet Killer counting as eight transports. The Planet 
  Killer’s unwieldy size will make it difficult to manoeuvre in the dense celestial phenomena, offsetting its far 
  greater offensive capabilities. If the Planet Killer moves off the opposite table edge undamaged then the Chaos 
  player wins. If it is crippled before it escapes it is a marginal attacker win and if it is destroyed the attacker 
  gains a major win. 
   
  Sources: Warpstorm and the GW website 
  
  40 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  CHAOS DESECRATOR CLASS BATTLESHIP........................350 pts 
  The 
  Desecrator 
  battleship 
  the 
  Treacherous, 
  first 
  encountered during 
  the 
  Gothic 
  War, 
  was the first new 
  Chaos 
  battleship 
  design recorded by 
  the Imperium in a 
  millennia. Serving 
  as the flagship for 
  the 
  Warmaster 
  Heinrich Bale, this 
  vessel 
  was 
  a 
  Desolator 
  class 
  battleship modified by the removal of the forward lance batteries which were replaced with attack craft hangars, 
  and the addition of weapons battery turrets to the dorsal spine. 
  Known to be a former disciple of the Young School before turning to the fell hand of Chaos, it is believed that 
  Warmaster Bale sought to combine the hard-hitting lances of a Desolator with the versatility provided by attack 
  craft. It is unknown when or how these extensive modifications took place, but Bale's war fleet in general, and 
  his flagship in particular, proved to be a menacing foe. He successfully maintained a blockade of Acre for more 
  than three years and attacked many Imperial ships in the Port Maw sub-sector. His was one of the very last war 
  fleets to withdraw in defeat in the closing stages of the Gothic War, only doing so whilst engaging in a titanic 
  series of running battles during which many of the ships under his command were destroyed. 
  Sporadic reports of a Desecrator battleship conducting raids throughout Segmentum Obscuras have persisted in 
  the centuries following the Gothic War. One such raid against the Imperial Naval base at Junta IV resulted in 
  the boarding and capture of three Imperial escort vessels, which were all caught whilst still in dock. Whether or 
  not these were the Treacherous or other converted Desolator battleships has not been determined. 
   
  Desecrator-class Battleship 
  350 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Battleship / 12 
  25cm 
  45° 
  4 
  5+ 
  4 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Dorsal Weapons Battery 
  60 cm 
  6 
  Left / Front / Right 
  Port Lance Battery 
  60 cm 
  2 
  Left 
  Starboard Lance Battery 
  60 cm 
  2 
  Right 
  Port Launch Bays 
  Swiftdeaths:30cm 
  Doomfires:20cm 
  Dreadclaws:30cm 
  2 Squadrons 
  - 
  Starboard Launch Bays 
  Swiftdeaths:30cm 
  Doomfires:20cm 
  Dreadclaws:30cm 
  2 Squadrons 
  - 
  Prow torpedoes 
  30cm 
  9 
  Front 
   
  Famous ships of the Gothic War: 
  The Treacherous 
   
  Special : May not use Come to New Heading special order. 
   
  Source: BFG Magazine #9 
  USING A DESCRATOR 
  You may include a Desecrator battleship in any Chaos fleet. Due to the rarity of this ship class you may only 
  include one desecrator per"2,000 points of fleet. So, for a fleet from 0-2,000 points you; may have one, from 
  2,001-4,000 you may include two; etc. 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 41 
   
  CHAOS EXECUTOR CLASS GRAND CRUISER.....................210 pts 
  Today the Executor is no longer 
  in Imperial service. Few were 
  ever constructed, mostly in the 
  ship yards of Hydraphur and its 
  surrounding forgeworlds. 
  The Executor was a lance boat, 
  and as such was much liked by 
  fleet commanders, as a counter 
  foil for other more heavily 
  gunned cruisers. 
  Over the years the Executor’s 
  numbers dwindled as each was 
  lost in battle. One of the last 
  remaining squadrons, under the command ship Blood Royale was stationed as part of the massive fleets 
  defending the Cadian gate. During a fleet action against Chaos vessels raiding from the Eye of Terror, the 
  Executor class Blood Royale and her sister ships where part of the pursuit force. Having held the line and 
  forced the raiders to disengage the Blood Royale and a dozen other vessels gave chase. None where ever seen 
  again, their fate remained a mystery. Most believed they had been drawn into a trap and destroyed. Five 
  centuries later three of the missing vessels, including the Blood Royale, where identified as part of the renegade 
  fleet of Warmaster Arca Vilespawn. They are thought to be the only Executors left. 
   
  Executor-class Grand Cruiser 
  210 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Grand Cruiser / 10 
  20cm 
  45° 
  3 
  5+ 
  3 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Lance Battery 
  30 cm 
  4 
  Left 
  Port Lance Battery 
  45 cm 
  2 
  Left 
  Starboard Lance Battery 
  30 cm 
  4 
  Right  
  Starboard Lance Battery 
  45 cm 
  2 
  Right 
   
  Famous ships of the Gothic War: 
  Blood Royale 
   
  Source: BFG Magazine #4 
  INCLUDING AN EXECUTOR CLASS 
  You may include the Executor in a Chaos fleet. They count as a Grand Cruiser. You may include up to one 
  Grand Cruiser in your fleet for every three cruisers or heavy cruisers. 
   
  
  42 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  CHAOS RETALIATOR CLASS GRAND CRUISER ................295 pts 
  The Retaliator class was part of the 
  Galan V garrison fleet that mutinied 
  against Imperial Rule in M35. After 
  a two day pitched battle around the 
  planet’s three moons which saw four 
  of the traitor vessels destroyed, 
  taking three Imperial cruisers with 
  them the rebel squadron disengaged, 
  fled out of the system and made the 
  jump into the warp, led by the 
  squadron command vessel, Foebane. 
  Since the ‘Treachery of Galan’ the 
  squadron (which has now taken its 
  command ship’s name) has been identified as part of the raiding fleets of three renegade Warmasters, and has 
  been involved in fleet actions in Segmentum Obscurus, Segmentum Solar and Ultima Segmentum. The 
  Foebane and her sister ships were last positively identified during the Raid on Magdellan Prime, now over 100 
  years ago, which destroyed fifty percent of the planet’s orbital defences. 
   
  Retaliator-class Grand Cruiser 
  295 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Grand Cruiser / 10 
  20cm 
  45° 
  3 
  5+ 
  3 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Weapons Battery 
  30 cm 
  6 
  Left 
  Starboard Weapons Battery 
  30 cm 
  6 
  Right 
  Port Lance Battery 
  45 cm 
  2 
  Left 
  Starboard Lance Battery 
  45 cm 
  2 
  Right 
  Port Launch Bays 
  Swiftdeaths:30cm 
  Doomfires:20cm 
  2 Squadrons 
  - 
  Starboard Launch Bays 
  Swiftdeaths:30cm 
  Doomfires:20cm 
  2 Squadrons 
  - 
   
  Famous ships of the Gothic War: 
  Foebane 
   
  Special : The Foebane has improved thrusters and may move 5D6 cm when on All Ahead Full 
  orders. This cost no extra points. 
   
  Source: BFG Magazine #3 
  INCLUDING A RETALIATOR CLASS 
  You may include the Retaliator in a Chaos fleet. They count as a Grand Cruiser. You may include up to one 
  Grand Cruiser in your fleet for every three cruisers or heavy cruisers. 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 43 
   
  CHAOS HECATE CLASS HEAVY CRUISER...........................240 pts 
   
   Whilst the Styx-class remains any 
  Chaos fleets front line carrier where 
  Battleships are impractical, the Hecate-
  class is steadily becoming more and 
  more common amongst Chaos raiders,  
  It has been surmised by Imperial 
  tacticians that a need was seen by many 
  Chaos Warmasters for a carrier that was 
  capable of defending itself against a 
  modest fleet without the need for 
  supporting vessels.  In this role, the 
  Hecate has proved itself a dangerous foe for any Imperial patrol and is often seen undertaking minor missions 
  by itself.  Though its attack craft capability has been reduced compared to the heavyweight carriers like the Styx 
  and Emperor-classes, it carries enough additional weaponry to earn the respect of any Imperial Cruiser Captain 
  and it can readily see off almost any type of escort squadron. 
   
  Hecate-class Heavy Cruiser 
  240 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Heavy Cruiser / 8 
  25cm 
  45° 
  2 
  5+ 
  3 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Weapons Battery 
  45 cm 
  6 
  Left 
  Starboard Weapons Battery 
  45 cm 
  6 
  Right 
  Port Launch Bays 
  Swiftdeaths:30cm 
  Doomfires:20cm 
  Dreadclaws:30cm 
  2 Squadrons 
  - 
  Starboard Launch Bays 
  Swiftdeaths:30cm 
  Doomfires:20cm 
  Dreadclaws:30cm 
  2 Squadrons 
  - 
  Prow Lance Battery 
  60 cm 
  2 
  Front 
  Dorsal Lance Battery 
  60 cm 
  2 
  Left / Front / Right 
   
  Source: BFG Magazine #1 and the Corribra Sector website 
  
  44 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
   
  CHAOS HELLFIRE CLASS HEAVY CRUISER........................285 pts 
   
  The Hellfire class Heavy Cruiser was an 
  early attempt by the Adeptus Mechanicus to 
  mount large batteries of various weapons 
  onto a cruiser hull. Initially the ships were 
  only fitted with relatively weak, although 
  numerous, lance and weapons batteries, 
  however after several years of careful 
  observation and tinkering with the ship's 
  power output enough energy was able to be 
  diverted to increase the range of the lance 
  batteries. The ships became a formidable 
  adversary and were used in planetary sieges 
  and system blockages. 
  Although the ship's huge arsenal was of great use to fleet commanders, the ships inability to keep pace with 
  other vessels of a similar design was a hindrance to fleet manoeuvres. Also they were considered to be an easy 
  target for any enemy who were actually able to get close to them, due to their lack of shields. Having power 
  drained into the lance batteries came to a large degree at the expense of the shield generators, fine if you are 
  standing off and firing but dangerous if you are taking part in a large scale engagement at close quarters. 
  Another problem with the design was that the space in the vessel not taken up by engines and generators was 
  filled with the massive armouries for ammunition. This meant that crew quarters were very cramped and that 
  the vessel was not able to carry a large supply of stores. In turn this meant the Hellfire was not much use for 
  long range patrols, unless supported by a flotilla of transports an escorts. 
  Morale on-board the Hellfire class tended to swing from one extreme to the other, being high at times of 
  conflict when the crews pulled together and did not mind the harsh conditions, the ship's massive batteries 
  reducing all but the most determined enemy to pulp. On the other hand, during the long periods when the ships 
  were at dock or appointed to some obscure system, it slumped to an all time low with no room to move without 
  bumping into one's fellows. In such conditions the murmurings of discontent started to spread and many of 
  these vessels and their crews turned from the Imperium to the darkness of Chaos. 
  Of those that remain in renegade hands little is known of their whereabouts, but occasionally they pop up 
  usually in the blockades for which ! they are so well suited. 
   
  Hellfire-class Heavy Cruiser 
  285 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Heavy Cruiser / 8 
  20cm 
  45° 
  1 
  5+ 
  2 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Weapons Battery 
  45 cm 
  8 
  Left 
  Starboard Weapons Battery 
  45 cm 
  8 
  Right 
  Port Lance Battery 
  45 cm 
  2 
  Left 
  Starboard Lance Battery 
  45 cm 
  2 
  Right 
  Prow Weapons Battery 
  30 cm 
  6 
  Left / Front / Right 
  Dorsal Lance Battery 
  60 cm 
  1 
  Left / Front / Right 
   
  Special : When using the special order ‘All Ahead Full’ or ‘Burn Retros’ the ship may not use any of its lance 
  batteries. This is because the ship needs to re-channel the energy used to power these weapons back to the 
  engines and thrusters. 
   
  Source: BFG Annual 2002 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 45 
   
  CHAOS EMASCULATOR CLASS CRUISER ............................185 pts 
   
   Many Imperial Naval officers see the 
  Emasculator-class as something of a failed 
  experiment in combining weapons batteries 
  with lances on a single ship and point to 
  their own Lunar-class as superior to the 
  Emasculator, with its strengthened frontal 
  armour and torpedoes, but in a brawl the 
  Emasculator starts to show its strength.  The 
  longer range of its weaponry over the Lunar-
  class puts it in a medium range for 
  engagement for a start and by the time a Lunar manages to close with the Emasculator, its prow weapons will 
  add to its firepower, making it a centre for raw firepower in the Chaos fleet.  For reasons yet to be unearthed, 
  the Emasculator was first seen in great numbers within Slaaneshi fleets, though its use has slowly started to 
  spread to fleets belonging to other powers. 
   
  Emasculator-class Cruiser 
  185 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Cruiser / 8 
  25cm 
  45° 
  2 
  5+ 
  2 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Port Weapons Battery 
  45 cm 
  6 
  Left 
  Starboard Weapons Battery 
  45 cm 
  6 
  Right 
  Port Lance Battery 
  45 cm 
  2 
  Left 
  Starboard Lance Battery 
  45 cm 
  2 
  Right 
  Prow Weapons Battery 
  30 cm 
  6 
  Left / Front / Right 
   
  Source: BFG Magazine #1 and the Corribra Sector website 
   
  CHAOS APOSTATE CLASS HEAVY RAIDER..........................50 pts 
   
   The Apostate-class Raider is something of a mystery to Imperial 
  Captains.  As a Heavy Escort, it is anathema to the strategic thinking within 
  the Imperium, but it has been used with great success by leading Chaos 
  Warmasters.  In the frontline of battle, it is just as vulnerable to incoming 
  fire as any other escort sized ship, but employed far out on the flanks in 
  battle, or on its own in raiding expeditions, the Apostate is a fearsome 
  opponent. Based on the Infidel-class hull, the Apostate packs far heavier 
  firepower with its medium ranged turret mounted lance, though the power 
  requirements of this weaponry greatly reduce the overall speed of the vessel.   Against Imperial shipping, 
  squadrons of these ships have proved to be the ultimate foe, though escorts protecting convoys have little 
  trouble catching up with the raiders as they leave the target area.  Each Apostate represents a large amount of 
  resources and as such each has to be used carefully if they are not to be wasted.  In the hands of a master 
  tactician, however, they are positively lethal. 
   
  Emasculator-class Cruiser 
  185 pts 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS 
  ARMOUR 
  TURRETS 
  Escort / 1 
  25cm 
  90° 
  1 
  5+ 
  1 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Weapons Batteries 
  30 cm 
  2 
  Left / Front / Right 
  Lance Battery 
  45 cm 
  1 
  Left / Front / Right 
  Prow Torpedoes 
  45 cm 
  2 
  Left 
   
  Source: BFG Magazine #1 and the Corribra Sector website 
  
  46 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  CHAOS SPACE MARINE BATTLE BARGE...............................425 pts 
  The 
  battlebarges 
  of 
  the 
  Traitor Legions are some of 
  the most powerful vessels 
  under the control of the 
  followers of the Dark Gods. 
  Though not as powerful in 
  close quarters as their loyal 
  cousins, Chaos vessel's are 
  better equipped to deal with 
  their targets at range than 
  those of the Adeptus Astartes. The largest recorded gathering of traitor legion vessels in the Pantheon Sector 
  occurred in M38; the Night Lords amassed a fleet consisting of some four battle barges, thirteen strike cruisers, 
  thirty-six assorted escorts, and one unidentified super-warship that was recorded as having the mass of two 
  Emperor class battleships.  This force was intercepted by the combined might of five separate Imperial 
  battlegroups and was barely defeated in a massive engagement that lasted for the better part of three weeks. 
   
  Chaos Space Marine Battle Barge 
  425 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Battleship / 12 
  20cm 
  45°  
  3  
  6+  
  3  
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Weapons Battery 
  60 cm  
  8  
  Left  
  Starboard Weapons Battery 
  60 cm  
  8  
  Right  
  Prow Launch Bays 
  Swiftdeaths:30cm 
  Dreadclaws:20cm 
  4 Squadrons 
  - 
  Prow Torpedo Tubes 
  Speed : 30 cm  
  6  
  Front  
  Dorsal Bombardment Cannons 
  30 cm  
  8  
  Left / Front / Right  
   
  Notes : The Battle Barge is heavy to manoeuvre and cannot use Come to New Heading special orders. 
   
  Bombardment Cannon 
  Bombardment cannons fire in the same way as weapon batteries with two exceptions: 
  Bombardment cannons always hit on a 4 or more, regardless of the target's armour (even vs. ordnance).  
  Bombardment cannons inflict critical hits on a roll of 4 or more, rather than just on a roll of 6.  
   
  Ordnance 
  Chaos Space Marine vessels may fire boarding torpedoes instead of ordinary torpedoes, as detailed in the 
  Ordnance rules in Battlefleet Gothic. Remember that as these are Space Marines, they will have a +1 bonus to 
  their hit and run attacks if they hit an enemy ship. There are no specific rules for drop pods - they have been 
  taken into account with the Space Marines' special rules for planetary assaults.  
   
  Source: Planet Killer #1 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 47 
   
  CHAOS SPACE MARINE STRIKE CRUISER.............................145 pts 
  A Chaos strike cruisers is a deadly 
  opponent in almost any situation.  With its 
  manoeuvrability, 
  heavy 
  armour, 
  and 
  powerful arsenal, a strike cruiser is a 
  match for a vessel of considerably larger 
  size.  One event that proves this point was 
  at the Battle of Salavan, where an Alpha 
  Legion strike cruiser defeated the Imperial 
  battlecruiser Sword of Vengeance.  The 
  strike cruiser, codified the Heart of Agony, 
  attacked the Dominator class battlecruiser 
  swiftly, swept passed the slower vessel, and then struck at the Sword of Vengeance's exposed rear.  The Heart of 
  Agony was able to remain in the battlecruiser's rear quarter and cripple the mighty ship with successive assault 
  craft waves and bombardment salvos. 
  Space Marine Strike Cruiser 
  145 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  
  ARMOUR  
  TURRETS  
  Cruiser / 6 
  30cm  
  90°  
  1  
  6+  
  1  
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Weapons Battery 
  45 cm  
  3  
  Left  
  Starboard Weapons Battery 
  45 cm  
  3  
  Right  
  Prow Launch Bays 
  Swiftdeaths:30cm 
  Dreadclaws:20cm 
  2 Squadrons 
  - 
  OR Prow Torpedo Tubes 
  Speed : 30 cm  
  6  
  Front  
  Prow Bombardment Cannons 
  30 cm  
  3  
  Front  
   
  Famous ships of the Gothic War 
  Heart of Agony (Alpha Legion) 
   
  Bombardment Cannon 
  Bombardment cannons fire in the same way as weapon batteries with two exceptions: 
  Bombardment cannons always hit on a 4 or more, regardless of the target's armour (even vs. ordnance).  
  Bombardment cannons inflict critical hits on a roll of 4 or more, rather than just on a roll of 6.  
   
  Ordnance 
  Note: Though most Chaos Marine bands have coped with the shortage of Thunderhawk gunships by carrying 
  more mundane assault boats and interceptors, a few strike cruiser captains have ordered extensive refits to 
  mount heavy torpedo launcher instead of attack craft bays.  To represent this, one in every five Chaos Strike 
  Cruisers may replace their launch bays with A front firing Str 6 Torpedo launcher at +10 points. 
   
  Source: Planet Killer #1 
  
  48 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  ELDAR CRAFTWORLD.......................................................................700 pts 
  The Fall of the Eldar 
  altered the universe, the 
  Eye of Terror was created 
  as a result, and the arch 
  enemy of the Eldar, the 
  Chaos God Slaanesh, was 
  born in the genocide of the 
  Eldar race. The remnants of 
  the Eldar race retreated to 
  the Maiden Worlds (the 
  Exodites), the Webway (the 
  Harlequins and Dark Eldar) 
  or fled aboard great city 
  ships 
  (the 
  Craftworld 
  Eldar). 
  The Eldar ships portrayed 
  in the Battlefleet Gothic game represent the remains of the Eldar race, pirates and raiders mostly; However, the 
  ships described also form the fleets of the one remaining faction of the Eldar race still to ply the stars- the Eldar 
  of the Craftworlds. 
   
  The Craftworlds are all incredibly ancient, every single one dating from the time of the Fall. They were built by 
  far-sighted individuals, who foresaw the coming disaster. As such each is unique, and since the Fall many have 
  been lost or destroyed. Those that remain are either unchanged from that time, or for a fortunate few, have 
  grown as their inhabitants have prospered. 
  Each Craftworld is built around a wraithbone core, throughout which flow the spirits of those inhabitants who 
  have passed beyond the mortal world. All have Webway connections to other locations, and most carry behind 
  them one gate of immense proportions (large enough to facilitate spaceships ), The Craftworlds travel through 
  normal space (none are capable of warp travel) driven by the solar winds, and none except their Farseers know 
  their destination. As each Craftworld is the home of their kin, and the resting-place of their ancestors, the loss of 
  one is a great tragedy to the entire race. The occasions when this has happened have been the scenes of some of 
  the most epic space battles in recorded history. 
   
  Craftworld 
  700 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Battleship / 20 
  10cm 
  None 
  Holofields 
  5+  
  2 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Weapons Battery 
  45 cm 
  20 
  All around 
  Port Pulsar Lances 
  45 cm 
  5 
  Left 
  Port Launch Bays 
  Darkstars:30cm/Eagles:20cm 
  5 Squadrons 
  - 
  Starboard Pulsar Lances 
  45 cm 
  5 
  Right 
  Starboard Launch Bays 
  Darkstars:30cm/Eagles:20cm 
  5 Squadrons 
  - 
  Linear Accelerator 
  30-150 cm 
  1 
  Front 
  Dorsal Missile Bays 
  30 cm 
  10 
  All around 
   
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 49 
  Rules 
  The following rules are intended for use in very specific scenarios, no Eldar would ever intentionally endanger 
  their Craftworld in battle (as they follow an unalterable path through the cosmos, it would be impossible to do 
  so anyway). 
  The following rules apply to the Eldar player for the game. 
   
  .The Craftworld costs 700 points of the Eldar player's fleet allowance, however any Admiral present will be on 
  a ship of the fleet (not the Craftworld). 
   
  .The Farseers can guide any ship on the tabletop, of the best course of action in battle. This allows one vessel 
  or squadron per turn to consider it’s Leadership 10 (for only that turn) for any test it has to make. 
   
  .The Gateway attached to the Craftworld allows the Craftworld to summon spacecraft (of its own distant fleets 
  or other Craftworlds’) to its aid. The Eldar player may buy any ships in his fleet at half price, however, these 
  start the game off the board. At the start of every Eldar turn (after the first) the player rolls a dice, on a score of 
  6 he can bring on one vessel or squadron through the Gatewax. 
   
  Special Rules 
   
  .The Leadership of the Craftworld is 10. 
   
  .The Craftworld always moves 10cm per turn, straight ahead and cannot turn during the game. 
   
  .The only Special Orders available to the Craftworld are Lock On, Reload and Brace for Impact. 
   
  .All Eldar special rules for Attack Craft, Torpedoes, Pulsars and Weapon Batteries apply to the Craftworld. 
   
  .Because of the stable firing platform and massive power source the range of the Weapon Batteries and Pulsars 
  is pushed out to 45cm. 
   
  .The Craftworld's Missile Bays are massive, and so Torpedoes can be fired every turn without the need to 
  Reload. 
   
  .The Launch Bays need to Reload after launching Fighters or Bombers for the first time, however the bays can 
  never run out (thus rolling a double means nothing). 
   
  .The Holofields are enhanced with repulsion generators, so while they have no shields, the Craftworld is 
  unaffected by moving through Blast Markers or by Celestial Phenomena (such as Solar Flares). 
   
  .The Linear Accelerator is considered in all ways to be a Nova Cannon (it's used by the Craftworld to eliminate 
  any dangerous obstacles in its path - like planetoids!). 
   
  .The Craftworld does not suffer from Critical Damage, instead for every 2 points of damage, it suffers -1 to 
  each of its Weapon Batteries, Pulsars and Launch Bays. 
   
  .The Craftworld cannot be targeted from the rear quarter because of the Gateway. 
   
  Source: Planet Killer #1 
  
  50 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  ELDAR VOID STALKER CLASS BATTLESHIP......................380 pts 
  For almost the entirety of the Gothic 
  War, Eldar fleets were composed 
  mostly of Escort ships accompanied 
  by a few Cruisers. However, after 
  the battle of Gethsemane and the 
  alliance of many of the Eldar pirate 
  fleets with Lord Ravensburg, a new 
  terror was to hunt the traitorous 
  invaders across the stars. The Void 
  Stalker is the pinnacle of Eldar 
  stellar technology, combining strong 
  armament with high speed and 
  manoeuvrability; the match of any 
  ship in the Gothic Sector. 
  Only a single ship of the Void 
  Stalker class was ever named, that 
  being the Bright Star which it was 
  later found was the flagship of the 
  Executioners corsair band. It was first sighted leaving the area around the Graildark Nebula, but was shortly 
  after seen, with an attendant number of escorts and Cruisers, wiping out a raiding fleet across the sector in the 
  Lysades sub-sector. The Bright Star was also instrumental in lifting the Lethe blockade, destroying the Grand 
  Cruiser Unstoppable Rage and several escorts, and crippling two Chaos cruisers. It is claimed by the Eldar that 
  before, during and after the Gothic war, the Bright Star has never been defeated in battle. 
  Another Void Stalker was most frequently seen pursuing some personal vendetta against the Orks of the 
  Cyclops Cluster. Several times this mysterious vessel appeared during Imperial bombardments of Ork ground 
  positions, using its sophisticated weapons to level whole greenskin settlements. Rumours have it that the ship 
  was eventually destroyed when it attempted to single-handedly take on an Ork Hulk [later named Misery of 
  Platea]. 
  Eldar Corsairs fleets may include one Void Stalker Class battleship for each full 1000 points of ships in their 
  fleet. Also note that there are no restrictions forcing you to place your Pirate Prince on the battleship, unlike the 
  Chaos Warmaster. Of course you may do this if you wish! 
   
  Void Stalker-class Battleship 
  380 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Battleship / 10 
  10 / 20 / 25 
  Special  
  Holofields 
  4+  
  0 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Keel Weapons Battery 
  45 cm 
  8 
  Left / Front / Right 
  Prow Pulsar Lances 
  45 cm 
  2 
  Front / Left 
  Prow Pulsar Lances 
  45 cm 
  2 
  Front / Right 
  Keel Launch Bays 
  Darkstars:30cm/Eagles:20cm 
  4 Squadrons 
  - 
   
  Famous ships of the Gothic War: 
  Forge of Vaul 
  Bright Star 
   
  Notes: Several Void Stalkers, such as the Forge of Vaul, are armed with Strength 4 torpedoes in the keel 
  instead of the launch bay. This does not cost any extra points. 
   
  Source: Warpstorm 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 51 
   
  ELDAR AURORA CLASS LIGHT CRUISER...............................140 pts 
   
  “You may as well try to catch starlight 
  as bring Eldar to battle.” 
  Naval saying 
   
  Like the rest of the Eldar ships classified by the 
  Imperial Navy very little is known of the Aurora 
  class. The vessel mimics the design of the larger 
  cruisers with the same sail configuration and hull 
  design. It is a light cruiser and so logic dictates 
  that it fulfils the same purpose as the Dauntless serves to the Imperial fleet. 
  The most noted example of the deployment of the Auroras came during the closing stages of the Gothic War. 
  An uneasy alliance was formed between the Imperium and the many Eldar pirate fleets of the sector after the 
  Battle of Gethsemane. This seemed to spur the appearance of many previously unseen Eldar vessels such as the 
  mighty Void Stalker and Aurora light cruisers. The Aurora’s first significant engagement recorded in Imperial 
  annals was during an encounter between a fleeing Traitor fleet and a large (and rare) Eldar-Imperial battlegroup 
  deep in the Graildark Nebula. 
  As the Imperial and Traitor fleets ponderously closed in on each other, the Eldar typically peeled off and speed 
  past the Chaos fleet. Admiral Vortigue, who was controlling the Imperial force, was convinced they had done a 
  runner! Shortly after the first long ranged lances began to fire the Eldar reappeared. The majority of the Eldar 
  fleet was directly behind the Traitor ships, however, roughly a third (containing a number of escorts but mainly 
  Auroras) attacked from the flank. 
  The flanking force sped into action flying straight at the Chaos barges, making suicidal strafing runs against the 
  Chaos cruiser hulls. The Chaos fleet was thrown into confusion, ships began to break off formation as their 
  corrupted captains began to take evasive action. A second Eldar squadron approaching from behind then opened 
  fire. Caught facing the oncoming Imperial fleet the Chaos ships could not return fire. Unlike the flanking force a 
  third Eldar squadron held in the rear did not engage up close but maintained a perimeter, to make sure the more 
  manoeuvrable Chaos ships could not turn and escape. Vortigue took his cue and presented his broadsides to the 
  now shambolic Chaos fleet and crossed the ‘T’ to deadly effect. 
  The Traitor fleet was trapped between two fleets and with a fast and manoeuvrable force taking the Chaos ships 
  close up it was only a matter of hours before the Traitors were utterly destroyed. 
  Even though Eldar cruisers are fast the Aurora has the added benefit of the speed and manoeuvrability of an 
  escort but carries firepower to match a cruiser. 
  In recent times the Aurora class has been seen throughout the Gothic sector and beyond. Whether on patrol 
  routes or guarding convoys it is a ship many Imperial Captains would think twice before going into combat 
  with. 
   
  Aurora-class Light Cruiser 
  140 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Cruiser / 4 
  15 / 20 / 30 
  Special  
  Holofields 
  4+  
  0 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Keel Torpedoes 
  30 cm 
  4 
  Front 
  Prow Pulsar Lances 
  30 cm 
  2 
  Front 
   
  Famous ships of the Gothic War: 
  Wind-Runner 
  Storm Chaser 
   
  Source: BFG Magazine #7 
  
  52 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  ELDAR SOLARIS CLASS LIGHT CRUISER ...............................130 pts 
   
  The Solaris was first identified by the Imperial Navy 
  during anti-pirate operations in the Yurol Nebula. The 
  offensive was designed to drive the pirate fleet of Prince 
  Ilmarth of the Soul Reavers out of the nebula and into the 
  waiting guns of a second Imperial fleet. From the start the 
  operation was in trouble. 
  Several Solaris class vessels were involved in running 
  skirmishes with Imperial escort vessels as they swept 
  through the dense asteroid belts of the Arikar system. The 
  Imperial escort squadrons found themselves heavily 
  outgunned in short, intense gun duels fought at very close 
  range. Three Imperial vessels were lost and three heavily damaged before the escort vessels were ordered out of 
  the Arikar belt to the relative safety of the main fleet. The huge asteroid fields provide the pirates with too many 
  hiding places and too great an advantage in mobility. The Imperial Admiral was unwilling to risk the larger 
  vessels needed to match the Solaris’ firepower in such treacherous conditions. 
  Changing plan, a blockade was constructed against the Arikar system, but the speed of the pirate vessels 
  allowed them to slip through the cordon with ease, out-running Imperial patrol vessels. After an unproductive 
  year the operation was deemed a failure and eventually called off. To this day Ilmarth of the Soul Reavers is 
  still at large in the Yurol Nebula. 
  Later analysis of the failed operation identified a squadron of three Solaris, led by the Void Serpent, 
  supported by six smaller vessels holding the Arikar system. 
  The Solaris has much in common with its sister ship, the Aurora, and is often misidentified as such by 
  inexperienced captains. Faster than the larger cruisers, they are used in combination with Eldar escorts to launch 
  high-speed raids, or to add weight and firepower to the first wave of a larger Eldar attack. 
   
  Aurora-class Light Cruiser 
  130 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Cruiser / 4 
  15 / 20 / 30 
  Special  
  Holofields 
  4+  
  0 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Prow Weapons Battery 
  30 cm 
  8 
  Front 
   
  Famous ships of the Gothic War: 
  Void Serpent 
   
  Source: BFG Magazine #8 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 53 
   
  ORK SPACE HULK...............................................................................600 pts 
   Space hulks are 
  gigantic 
  agglomerations 
  of 
  ancient 
  wrecked 
  ships, 
  asteroids, ice and 
  other 
  such 
  flotsam 
  and 
  jetsam as are cast 
  together 
  after 
  millennia 
  of 
  drifting in and 
  out 
  of 
  warp 
  space. 
   
  How and why 
  space 
  hulks 
  appear from the 
  warp 
  and 
  are 
  then drawn back 
  to it is unknown, 
  although there is 
  plentiful 
  evidence 
  for 
  some being controlled or navigated by their inhabitants or some external force. Some space hulks are infested 
  with alien life forms, Chaos renegades or even worse horrors but most are simply empty, ghost ships plying the 
  void forever. Tales of greedy scavengers meeting a horrible fate aboard a space hulk are told throughout the 
  Imperium, but there are just as many tales of vast fortunes made from the ancient technology they carry. 
   
  For the Orks space hulks are their primary method of travelling between the stars. When a space hulk appears in 
  an Ork-held system it is soon seized and converted into a huge invasion craft with cavernous launch bays for 
  innumerable assault boats and hundreds of thousands of Ork warriors and their war machines. Once completed 
  the space hulk is sent back out of the system with an attendant fleet of attack ships, roks and kroozers. Once 
  beyond the outer reaches the space hulk will eventually be drawn back into the warp and, if all goes well, arrive 
  at some point at a world ripe for conquest. No Ork space hulks were reported in the Gothic sector during the 
  course of the war, but by their very nature a space hulk could appear at any place at any time. 
   
  You may include up to one Space Hulk in your fleet for every 1500 points of your fleet. Each Hulk MUST be 
  assigned an Ork Warlord to command it. 
   
  Leadership: Due to their enormous size, and the strain this places on Ork communications systems (i.e. 
  shouting loudly), a Hulk is always Leadership 6. 
   
   
  
  54 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  Space Hulk 
  600 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Defence / 40 
  10cm 
  Special 
  3 
  4+ 
  6 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Prow Gunz Battery 
  45 cm 
  2D6 + 6 
  Front 
  Prow Torpedoes 
  30 cm 
  2D6 
  Front 
  Prow Heavy Gunz 
  15 cm 
  8 
  Front 
  Dorsal Lance Battery 
  60 cm 
  4 
  All around 
  Port Gunz Battery 
  45 cm 
  2D6 + 6 
  Left 
  Port Torpedoes 
  30 cm 
  2D6 
  Left 
  Port Launch Bays 
  Fighta Bommerz:25cm / 
  Assault Boats:30cm 
  D6 + 2 
  - 
  Starboard Gunz Battery 
  45 cm 
  2D6 + 6 
  Left 
  Starboard Torpedoes 
  30 cm 
  2D6 
  Left 
  Starboard Launch Bays 
  Fighta Bommerz:25cm / 
  Assault Boats:30cm 
  D6 + 2 
  - 
  Aft Gunz 
  45 cm 
  2D6 + 6 
  Rear 
   
  Notes: Like Roks, Hulks are so unlike other spaceships that they require a number of special rules. Again, any 
  rules which are not specifically noted as being modified below, apply in full to Hulks. 
   
  Warlords: Having an Ork Warlord aboard a Space Hulk does not double its boarding value. Also, the 
  Warlord’s upgrades are modified as noted below: 
  Looted Torpedoes and Maniac Gunners upgrades can be used to effect only one weapon system or torpedo 
  battery per turn. Which system is being effected must be nominated before the roll is made for its 
  effectiveness Ð the re-roll cannot be transferred elsewhere afterwards!  
  Extra Powerfields costs +50pts instead of +25.  
  Mad Meks enables the hulk to ignore the effects of a critical hit on a D6 roll of 6.  
  Mega-armoured Boarding Parties is unchanged. 
   
  Special Orders: A Space Hulk may not use Come To New Heading or Burn Retros special orders. Due to their 
  enormous capacity, Space Hulks do not run out of ordnance if they roll a double for their command check for 
  Reload Ordnance special orders. 
   
  Crippling: Space Hulks are not crippled by damage like ordinary ships. They are so big that they must be 
  gradually eroded by enemy fire. 
   
  Movement: Like Roks, Space Hulks must move 10cm in a straight line each turn, no more, no less. Space 
  Hulks likewise do not have their speed reduced by Blast markers or damage. 
  Turning: A Space Hulk may turn up to 45° and only in every second movement phase. The turn must be taken 
  at the end of the Space Hulk’s 10cm movement. This can be seen more clearly in the diagram below. 
   
  Gravity Wells: If a Hulk is within the gravity well of a planet or moon at the end of its movement it can make 
  a single 45¡ turn towards the planet or moon, regardless of whether it turned in its last movement phase. Also, 
  the enormous size and mass of a Space Hulk means that it creates its own gravity well extending 5cm from the 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 55 
  edges of its base. This affects other ships in exactly the same way as a planetary gravity well and means that 
  ships, Roks, etc can take up a stationary orbit around the Hulk. Objects orbiting the Hulk are moved along with 
  it until such time as they break orbit. 
   
  Critical Hits: Due to their massive size and lack of complex systems, do not roll for the effects of critical hits 
  on a Space Hulk using the Critical Damage table. Instead the player who inflicted the critical can choose one of 
  the three options below to represent him ordering his ships to target specific areas or systems of the Hulk. 
  Due to their massive size and lack of complex systems, do not roll for the effects of critical hits on a Space 
  Hulk using the Critical Damage table. Instead the player who inflicted the critical can choose one of the three 
  options below to represent him ordering his ships to target specific areas or systems of the Hulk. 
   
  1: "Target high energy systems!" Each critical hit using this option will reduce one of the following 
  characteristics by 1 point (chosen by the player who inflicted the critical):  
  Turret value 
  Shield value 
  Lance strength. 
   
  2: "Target weapons clusters!" Each critical hit using this option will reduce one of the following characteristics 
  by 2 points (chosen by the player who inflicted the critical): 
  The firepower of a battery facing the direction the attack came from. 
  The strength of a torpedo battery facing the direction the attack came from. 
  The strength of either one of the launch bays. 
   
  3: "Target thruster assemblies!" The Hulk must roll higher than the number of thruster damage criticals it has 
  suffered on a D6 in order to turn. 
   
  Note that Hulks may not repair damage from critical hits during the game. 
   
  Catastrophic Damage: When a Space Hulk is reduced to 0 Damage roll on the Catastrophic damage table. 
  The drifting and blazing hulk results remain unchanged. A plasma drive overload result indicates the Space 
  Hulk is torn apart by internal explosions, no damage is scored on ships nearby, instead the hulk breaks up into 
  asteroid field D3x5cm wide and long. 
  On a Warp drive implosion result the hulk is hurled back into the warp. Replace the Hulk with a Warp drift 
  (celestial phenomena, p45). Any ships caught in the rift are effected immediately. 
   
  Source: GW website 
  
  56 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  ORK ROK.....................................................................................................80 pts 
  Orks Roks are basically large asteroids hollowed out and fitted with drives, guns and crew quarters. Though 
  Roks are incapable of travelling through the warp any system containing Orks will quickly accumulate a 
  growing number of Roks as the Orks ‘build’ them at prodigious rate. For example in 147.M41 an Imperial 
  cruiser force swept the Kaloth system for Ork pirates and destroyed seven escort class ships and four Roks. In 
  148.M41 another expedition encountered twenty one Roks in the same system and was forced to disengage after 
  the battlecruiser Stalwart Warrior  suffered crippling damage and was in danger of being overwhelmed by Ork 
  boarding parties. 
  You may include any number of Ork Roks in your fleet. 
  Ork Roks may also be purchased with points for planetary defences, in scenarios where they are used. 
   
  Rok 
  80 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Defence / 8 
  10cm 
  Special 
  1 
  5+ 
  1 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Heavy Gunz Battery 
  15 cm 
  4 
  All around 
  Gunz Battery 
  45 cm 
  D6 + 6 
  All around 
  Torpedoes 
  30cm 
  D6 
  All around 
   
  Notes: Roks are sufficiently different to both Orbital Defences and true spaceships to require a number of 
  special rules. However any rules which are not specifically noted as being modified below, apply in full to 
  Roks. For example, Roks which lose half their damage are crippled just like other vessels. 
   
  Movement: 
  Because they are basically large lumps of rock with engines studded all over them, Roks don’t move in the 
  same way as normal ships. In their movement phase Roks travel 10cm forward in a straight line, no more, no 
  less. They may only turn using All Ahead Full Orders. Roks may not turn or use Burn Retros or Come To New 
  Heading orders. 
  On All Ahead Full orders Roks move an extra 2D6cm in any direction at the end of their move. If this causes 
  them to move 10cm or more in a different direction to the one they are travelling in, this becomes their new 
  direction of travel. This can be seen more clearly in the diagrams below. 
   
   
  Due to their low speed and considerable 
  momentum, Roks which are crippled or moving 
  though Blast markers do not reduce their speed. 
  Roks in the gravity well of a planet or moon 
  may make free turns like an ordinary ship (45o) 
  and/or place themselves in a stationary or low 
  orbit.  
  Critical Hits: Roks lack the complex systems 
  of true space craft, so critical hits are not rolled 
  on the Critical table. Instead each critical hit 
  inflicts +1 point of damage. 
  Catastrophic Damage: When a Rok is reduced 
  to 0 damage it breaks up. Do not roll for 
  Catastrophic damage, instead the Rok is 
  replaced by 4 blast markers. 
    
  Source: GW website 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 57 
   
  ORK DETHDEALA BATTLESHIP..................................................275 pts 
  Dethdeala is thought to be 
  one of the oldest vessels of 
  its size in existence, having 
  first been encountered some 
  30 years before the Third 
  Armageddon 
  War. 
  Originally the flagship of 
  Warlord Urgutz Dregtwak, 
  the Dethdeala appears to 
  have 
  suffered 
  a 
  recent 
  change of kaptain and krew 
  alike 
  and 
  faded 
  from 
  prominence in the later part 
  of the war. 
  Dregrak was a fiery and objectionable Ork, one known for great overconfidence in his own abilities and 
  overoptimistic view of his own destiny Dregrak was present in one of the last large waves of Orks to reach 
  Armageddon, and chose to haphazardly bombard the planet ahead of his own landing, claiming to be clearing 
  the way for an assault, but in all likelihood doing far more harm to his Ork rivals than his Imperial enemies. 
  That Dregrak chose to most heavily bombard regions where Ghazghkull's own warbands were operating is 
  unlikely to be simple coincidence. 
  When Dregrak did finally venture to the planet's surface, his campaign was short lived as rival Dethskulls, allied 
  to the defecting Imperial Governor Herman Von Strab, teleported aboard the Dethdea/a and massacred most of 
  its crew in the midst of their planetary assault. Stranded on the surface with most of his forces dead or 
  marooned aboard the Dethdeala, Dregrak vanished very rapidly. Whether the fatal blow was struck by man or 
  Ork is unlikely to ever be known for certain, but either way it is unlikely that Ghazghkull would have had many 
  regrets over the loss of the troublesome and untrustworthy Urgutz Dregrak. 
   
  Deathdeala Battleship 
  275 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Battleship / 12 
  20cm 
  45° 
  2 
  6+ front / 5+ 
  3 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Prow Gunz Battery 
  45 cm 
  D6 + 6 
  Front 
  Prow Bombardment Cannon 
  30 cm 
  6 
  Front 
  Dorsal Launch Bays 
  Fighta Bommerz:25cm / 
  Assault Boats:30cm 
  D3 + 1 
  - 
  Port Gunz Battery 
  30 cm 
  D6 + 4 
  Left 
  Starboard Gunz Battery 
  30 cm 
  D6 + 4 
  Right 
  Port Heavy Gunz 
  15 cm 
  6 
  Left 
  Starboard Heavy Gunz 
  15 cm 
  6 
  Right 
   
  Notes: Dethdeala may be equipped with torpedo bommerz for +30pts. Due to its poorly distributed mass 
  Dethdeala may not use Come to New Heading special orders. 
  When Leadership values are generated for the Ork fleet, Dethdeala can opt to swap Leadership ratings with a 
  Kill Kroozer or Terror ship to represent the warlord dragooning the best crew in the fleet aboard his vessel. 
  All Ahead Full: Dethdeala is equipped with powerful 'Soopa Enginez' and may roll 4D6 when making an All 
  Ahead Full special order, as opposed to the 2D6 normally rolled by Ork vessels. 
   
  Source: BFG Magazine #13 
  
  58 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  ORK GORBAG’S REVENGE BATTLESHIP.................................310 pts 
  Gorbag's Revenge was the most 
  active 
  Ork 
  battleship 
  encountered 
  throughout 
  the 
  Third 
  Armageddon 
  War, 
  participating as it did in the 
  invasions of both Chosin and 
  Armageddon. 
  The 
  original 
  vessel was captured by Gorbag 
  himself, when he overran an 
  Imperial 
  Dominator 
  class 
  cruiser in the Gothic sector, 
  enslaving its crew to refit the 
  vessel, using its systems and 
  weaponry as the basis for the 
  soon-to-be (and brutally aptly 
  named) Gorbag's Revenge. 
  Gorbag's Revenge proved the ideal vessel for large scale planetary assaults with its large launch capacity 
  allowing it to deliver huge numbers of Orky Fighta-Bommerz to the surface. For much of the Ork fleet this 
  tactic would prove unwise and left them vulnerable to Imperial attack craft, but the sheer size and firepower of 
  Gorbag's Revenge prevented it suffering too badly from the threat. Gorbag's Revenge remained a constant 
  element of the fleet bombarding Armageddon throughout the course of the war. 
   
  Gorbag’s Revenge Battleship 
  310 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Battleship / 12 
  20cm 
  45° 
  2 
  6+ front / 5+ 
  3 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Prow Gunz Battery 
  45 cm 
  D6 + 6 
  Front 
  Prow Torpedoes 
  30 cm 
  D6 + 2 
  Front 
  Dorsal Launch Bays 
  Fighta Bommerz:25cm / 
  Assault Boats:30cm 
  D3 + 1 
  - 
  Port Gunz Battery 
  30 cm 
  D6 + 2 
  Left 
  Starboard Gunz Battery 
  30 cm 
  D6 + 2 
  Right 
  Port Heavy Gunz 
  15 cm 
  6 
  Left 
  Starboard Heavy Gunz 
  15 cm 
  6 
  Right 
  Port Launch Bays 
  Fighta Bommerz:25cm / 
  Assault Boats:30cm 
  2 
  - 
  Starboard Launch Bays 
  Fighta Bommerz:25cm / 
  Assault Boats:30cm 
  2 
  - 
   
  Notes: Gorbag’s Revenge may be equipped with boarding torpedoes for +5pts (speed 20 cm strength D6+2) 
  and/or torpedo bommerz for +30pts. Due to its poorly distributed mass Gorbag’s Revenge may not use Come 
  to New Heading special orders. 
   
  When Leadership values are generated for the Ork fleet, Gorbag’s Revenge can opt to swap Leadership ratings 
  with a Kill Kroozer or Terror ship to represent the warlord dragooning the best crew in the fleet aboard his 
  vessel. 
   
  Source: BFG Magazine #13 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 59 
   
  ORK KROOLBOY BATTLESHIP ...................................................270 pts 
  Kroolboy had a long history 
  of tormenting Armageddon 
  well 
  before 
  Ghazghkull’s 
  monstrous onslaught of the 
  Third 
  War, 
  having 
  been 
  observed on frequent pirate 
  raids around the fringes of the 
  system. Whether by accident 
  or design, this familiarity with 
  Kroolboy 
  caused 
  monitor 
  station Mannheim to pay less 
  than adequate attention to the 
  vessel’s later raids, assuming 
  them to be typical piracy; 
  when in fact it was at the head 
  of the coming Waaagh! By the time reports of invasion filtered through from other monitoring stations, the 
  commanders of Mannheim station had already paid the cost for their apathy. 
  As the Waaagh! receded from Armageddon following Ghazghkull's apparent departure from the planet, 
  Kroolboy again returned to piracy in many systems across the Armageddon sector, most recently having 
  become involved in the civil war on Monglor. Whether the crew of Kroolboy are seeking influence over an 
  Imperial world like this solely for their own gain, or for some rather more elaborately dangerous scheme in 
  support of Ghazghkull's ongoing campaign remains a cause for great concern amongst the defenders of 
  Armageddon. 
   
  Kroolboy Battleship 
  270 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Battleship / 12 
  20cm 
  45° 
  2 
  6+ front / 5+ 
  3 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Prow Gunz Battery 
  45 cm 
  D6 + 6 
  Front 
  Prow Heavy Gunz 
  15 cm 
  6 
  Front 
  Dorsal Launch Bays 
  Fighta Bommerz:25cm / 
  Assault Boats:30cm 
  D3 + 1 
  - 
  Port Gunz Battery 
  30 cm 
  D6 + 2 
  Left 
  Starboard Gunz Battery 
  30 cm 
  D6 + 2 
  Right 
  Port Heavy Gunz 
  15 cm 
  6 
  Left 
  Starboard Heavy Gunz 
  15 cm 
  6 
  Right 
   
  Notes: Kroolboy may be equipped with torpedo bommerz for +30pts. Due to its poorly distributed mass 
  Dethdeala may not use Come to New Heading special orders. 
   
  When Leadership values are generated for the Ork fleet, Kroolboy can opt to swap Leadership ratings with a 
  Kill Kroozer or Terror ship to represent the warlord dragooning the best crew in the fleet aboard his vessel. 
   
  All Ahead Full: Kroolboy is equipped with powerful 'Soopa Enginez' and may roll 4D6 when making an All 
  Ahead Full special order, as opposed to the 2D6 normally rolled by Ork vessels. 
   
  Source: BFG Magazine #13
  
  60 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  ORK SLAMBLASTA BATTLESHIP...............................................295 pts 
  Like 
  many 
  large 
  Ork 
  vessels, the Slamblasta has 
  been identified as having 
  been constructed in the 
  large 
  part 
  from 
  the 
  wreckage 
  of 
  crippled 
  Imperial 
  vessels 
  -in 
  Slamblasta's 
  case, 
  the 
  Imperial 
  Gothic 
  class 
  cruiser Pallas Imperious. 
  Unable to properly regulate 
  the massive energy circuitry 
  required 
  to 
  power 
  the 
  Gothic 
  class’ 
  broadside 
  lance batteries, the Meks who constructed the Slamblasta instead pillaged the systems in an attempt to build two 
  much larger lance type weapons. Ork technology being what it is, the weapon ended up much larger in size than 
  in power, but nonetheless the Slamblasta remains an impressive achievement in providing the Orks with a 
  lance-armed vessel. 
  In the Third Armageddon War Slamblasta played a crucial role as part of the advance raiding parties sent ahead 
  of the main Ork invasionary fleet, where its powerful prow lances proved particularly suited to the Orks' goal of 
  crippling any monitoring stations, system defences or Imperial outposts on the fringes of the Armageddon 
  system. 
   
  Slamblasta Battleship 
  295 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Battleship / 12 
  20cm 
  45° 
  2 
  6+ front / 5+ 
  3 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Prow Gunz Battery 
  45 cm 
  D6 + 6 
  Front 
  Prow Lances 
  45 cm 
  2 
  Front 
  Dorsal Launch Bays 
  Fighta Bommerz:25cm / 
  Assault Boats:30cm 
  D3 + 1 
  - 
  Port Gunz Battery 
  30 cm 
  D6 + 6 
  Left 
  Starboard Gunz Battery 
  30 cm 
  D6 + 6 
  Right 
  Port Heavy Gunz 
  15 cm 
  6 
  Left 
  Starboard Heavy Gunz 
  15 cm 
  6 
  Right 
   
  Notes: Slamblasta may be equipped with torpedo bommerz for +30pts. Due to its poorly distributed mass 
  Slamblasta may not use Come to New Heading special orders. 
   
  When Leadership values are generated for the Ork fleet, Slamblasta can opt to swap Leadership ratings with a 
  Kill Kroozer or Terror ship to represent the warlord dragooning the best crew in the fleet aboard his vessel. 
   
  Source: BFG Magazine #13
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 61 
   
  ORK HAMMER CLASS BATTLEKROOZER.............................245 pts 
  The great mass of Ork ships assailing Armageddon comprise vessels of every conceivable weight and type. As 
  well as the familiar kill kroozers and terror ships a new class of battle kroozer, designated as the Hammer class, 
  has been encountered in no less than fifteen engagements. Intelligence reports indicate that Hammer class battle 
  kroozers are built on the hulks of wrecked Imperial Capital ships, most specifically those which were armed 
  with Nova cannon in their previous incarnations. 
  Hammer class Battle Kroozers are greatly favoured by powerful Ork warlords as their personal command ships, 
  most notably those from the empire of Great Despot of Dregruk which seems to have produced a large quantity 
  of these vessels for their invasion fleet. The high status of the Hammers' commanders ensure that they are 
  equipped with the best weapons and krews in the Ork fleet, making them formidable opponents. Most 
  worryingly of all, given the Orks predilection for making rapid (if crude) refits of damaged vessels, is the fact 
  that the number of Hammer class ships appears to be on the increase as the Orks gain access to numerous hulks 
  left from the fighting in system. 
   
  Hammer-class Battlekroozer 
  245 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Cruiser / 10 
  20cm 
  45° 
  2 
  6+ front / 5+ 
  2 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Gunz Battery 
  30 cm 
  D6 + 2 
  Left 
  Port Heavy Gunz 
  15 cm 
  6 
  Left 
  Starboard Gunz Battery 
  30 cm 
  D6 + 2 
  Right 
  Starboard Heavy Gunz 
  15 cm 
  6 
  Right 
  Dorsal Launch Bays 
  Fighta Bommerz:25cm / 
  Assault Boats:30cm 
  D3 + 1 
  - 
  Prow Gunz Battery 
  45 cm 
  D6 + 6 
  Front 
  Prow-mounted Launchas 
  Torpedoes:30cm Or 
  Bombardment Cannon:30cm 
  Torpedoes:D6+2 Or 
  Bombardment Cannon:6 
  Front 
   
  Famous ships of the Gothic War: 
  Kroolboy       Slamblasta 
  Dethdeala    Gorbag's Revenge 
   
  Notes: A Hammer class battle kroozer may upgrade its turrets from 2 to 3 for +10pts. It may be equipped with 
  boarding torpedoes for +5pts (speed 20cm strength D6+2) and torpedo bommas for +30pts. Due to its poorly 
  distributed mass the Hammer class battle kroozer may not use Come to New Heading special orders. 
   
  Special Rules: The prow launchas commonly seen on the Hammer were originally invented to satisfy the 
  insane desire of the Tyrant Uzog Armripper to have both torpedoes and big gunz on the front of his ship. 
  Mekaniak Garzog’s ingenious solution was to rig up parts of the nova cannon conduits to big, tubular launchas 
  that could either fire torpedoes or heavy bombardment shells. The upshot of this is that a Hammer class cruiser 
  can either fire torpedoes or use bombardment cannon in a turn if the launchas are loaded at the time, but the 
  launchas can only be used if they are loaded using the Reload Ordnance special order after each shot. Garzog 
  thus got it half right and Tyrant Uzog only ripped one of his arms off... 
   
  Procurement: You may include up to one Hammer class battlekroozer in an Ork Waaagh or Pirate fleet for 
  every two Kroozers. Each Battle Kroozer must be commanded by an Ork Warlord. When leadership values are 
  generated for the Ork fleet Hammer class battle cruisers can opt to swap leadership ratings with a kill kroozer 
  or Terror ship to represent the Warlord dragooning the best crew in the fleet aboard his vessel. 
   
  Source: Armageddon3 website 
  
  62 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  ORK GOUGA CLASS LIGHT KROOZER ....................................95 pts 
  The Gouga is a relatively rare Ork vessel, but a single ship can cause immense damage against any opposing 
  fleet. Though it is very weakly armed when compared to other Ork ships, its main armament comprises of two 
  huge klaws and a boarding drill mounted in the prow. The klaws are used to snare an enemy ship as the 
  boarding drill extends and bores deep into the target. The drill then splits open and hundreds of prepared Orks 
  rush out into the heart of the enemy vessel to create immense devastation. This operation enables the Gouga to 
  destroy ships much larger than itself and an Admiral is wise to target Gougas early in the battle, before it gets a 
  chance to line up on a target and perform a ram. 
   
  Gouga-class Light Kroozer 
  95 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Cruiser / 6 
  20cm 
  45° 
  1 
  6+/5+/4+ 
  1 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Gunz 
  30 cm 
  D6 
  Left 
  Starboard Gunz 
  30 cm 
  D6 
  Right 
  Prow Heavy Gunz 
  15 cm 
  4 
  Front 
   
  Notes: The Gouga has powerful gripping Klaws mounted in its prow. These are used to grab an enemy ship 
  before the boarding drill drives forward into the captured vessel, disgorging hundreds of Orks into the heart of 
  the ship. When declaring a ram, the Gouga, if it successfully hits its target, may choose to grab the enemy ship 
  and perform a devastating boarding action. 
   
  The Klaws will automatically cause one point of damage on the target ship, ignoring shields, as soon as the 
  Gouga moves into contact. No weapons may be fired in the shooting phase as the Gouga performs this special 
  attack. 
   
  In the end phase, the Gouga performs a boarding action with an additional +1 modifier as the attacking Orks 
  will be in the most sensitive parts of the enemy ship. Note that during this manoeuvre, the Gouga does not 
  cause normal ram damage. 
   
  The Klaws count as prow armament for the purposes of critical hits. 
   
  Source: Armageddon3 website 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 63 
   
  DEMIURG STRONGHOLD COMMERCE VESSEL...............350 pts 
  Once a supremely rare sight, the 
  gigantic stately commerce vessels of 
  the Demiurg have been seen with 
  increasing regularity in the Ultima 
  Segmentum over recent centuries. 
  Fleet strategists have postulated a link 
  between the ships and the expansion 
  of the Tau Empire on the Eastern 
  Fringe, 
  citing 
  three 
  confirmed 
  sightings 
  of 
  Tau/Demiurg 
  or 
  Kroot/Demiurg fleets in the region of 
  the Damocles Gulf. Others have 
  suggested that the nomadic movement 
  of 
  the 
  mysterious 
  Demiurg 
  demonstrates only an opportunistic 
  desire to capitalise on the disruption caused by the Tyranid hivefleets. The type classified as ‘Stronghold’ class 
  is fairly typical of Demiurg vessels, being very large, technologically advanced and extremely well powered. 
  Strongholds appear to act as factory/processor vessels and bases for a fleet of intersystem asteroid mining pods, 
  haulage flyers and prospector probes (it is theorized that many of these are automated). Typically, lone 
  strongholds have been encountered in the flare or mercurial zones of uninhabited star systems, hanging 
  motionless and prow-on to the star with a cloud of small craft busily hustling to and fro to exploit local 
  resources. 
  In most cases these ships withdraw their craft and disengage if challenged but in some instances have 
  inexplicably turned on their attackers with surprising ferocity. It is worthy of note that every known encounter 
  between Demiurg and Ork vessels has resulted in combat, and that renegade elements have often hired Demiurg 
  vessels to fight as mercenaries in interplanetary and intersystem power struggles. As warships, Demiurg vessels 
  are slow but well defended, boasting considerable firepower at close ranges and the capacity for launching 
  mining craft reconfigured as attack craft and torpedoes. 
  A notable trait of the Stronghold class is its employment of an array of electromagnetic fields around its prow to 
  scoop up interstellar hydrogen. This is accelerated to the rear of the ship to provide motive power in a ram-jet 
  effect but the complex shielding it requires evidently produces numerous other benefits. This process is little 
  understood by the Adeptus Mechanicus and they would dearly like to secure an intact Stronghold for 
  investigation but thus far the opportunity has eluded them. 
   
  Stronghold Commerce Vessel 
  350 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Battleship / 10 
  15cm 
  45° 
  4 
  6+ front / 5+ 
  4 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Weapons Battery 
  30 cm 
  12 
  Left 
  Starboard Weapons Battery 
  30 cm 
  12 
  Right 
  Port Lance Battery 
  60 cm 
  3 
  Left 
  Starboard Lance Battery 
  60 cm 
  3 
  Right 
  Prow Weapons Battery 
  45 cm 
  14 
  Front 
  Prow Cutting Beam 
  15 cm 
  Special 
  Front 
  Dorsal Torpedo Silos 
  30 cm 
  6 
  All around 
  Dorsal Launch Bays 
  Fighters:30cm 
  Bombers:25cm 
  Assault Boats:30cm 
  3 squadrons 
  - 
   
  Notes: Demiurg ‘Stronghold’ class vessels cannot employ Come to New Heading orders. 
   
  
  64 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
  Special Rules: 
   
  Leadership 
  Demiurg Stronghold class ships are heavily automated and count their Ld value as being equal to their 
  remaining number of hits, so starting at 10. Once a Demiurg has been crippled by suffering 5 hits its Ld value 
  will not drop any further than 5. Bridge smashed critical hits will not inflict additional Leadership loss on a 
  Demiurg ship, but instead cause an extra point of damage (and possible attendant Ld loss) on the vessel. 
   
  Blast Markers 
  The curious shielding arrangement of the Stronghold dissipates the effects of ionised gases and repels larger 
  obstacles in its path. As a result, any Blast marker which a Stronghold moves over is removed immediately – 
  this includes any in base contact with the stronghold at the beginning of its turn. Blast markers have no effect 
  on the movement of the Demiurg ship. Keep markers ‘hoovered up’ like this to one side so they can be used to 
  fire a cutting beam from the prow in the shooting phase. Note that Blast markers moved over must be removed, 
  the Demiurg player can’t choose to remove some markers and leave others in place. 
   
  Cutting beam 
  The cutting beam is a short ranged but devastating ionisation beam the Stronghold usually employs for gouging 
  out recalcitrant moonlets. Each Blast marker picked up by the Stronghold in the movement phase gives the 
  beam the equivalent of one lance shot. 
   
  Mercenaries 
  Unless the fleet is entirely composed of Demiurg ships, they are considered to be mercenaries and will not 
  continue to fight if crippled. Crippled Demiurg ships will attempt to disengage every turn and run for the 
  nearest point on the nearest table edge if they fail. 
  However if the Demiurg ship is part of a fleet fighting against Orks it will only disengage if first reduced to 1 
  or 2 Damage points remaining. 
   
  Celestial phenomena 
  Demiurg Stronghold class ships are totally unaffected by solar flares, gas and dust clouds and radiation bursts. 
   
  Deployment and Scenarios 
  Any fleet, except Orks, Tyranids and Necrons can use Demiurg Stronghold class vessels. They are purchased 
  as cruisers but do not contribute to the number of ships required to gain access to battleships, grand cruisers, 
  etc. Demiurg ships can never carry Fleet Commanders, use Fleet Commander re-rolls or be placed in squadrons 
  with non-Demiurg vessels. A Stronghold class vessel is worth 350 Victory points normally but in a pure 
  Demiurg fleet or one fighting against Orks it is worth 400 Victory points instead to reflect its extra 
  determination. 
   
  Source: BFG Magazine #6 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 65 
   
  DEMIURG BASTION COMMERCE VESSEL............................255 pts 
  More common than the larger Stronghold class, Demiurg 
  Bastions are nonetheless only occasionally sighted in the giant 
  vastness of wilderness space along the eastern rim of the galaxy. 
  Although known in legend among many indigenous races 
  through the region, Demiurg vessels avoid Imperium-claimed 
  space scrupulously unless specifically invited in. Unfortunately; 
  less than scrupulous planetary governors have been known to 
  employ Demiurg forces to bolster their own positions, inviting 
  Inquisitorial censure for their truck with aliens. 
   
  Bastion class vessels appear to be more heavily configured for asteroid mining than the stately Stronghold, 
  which is known to function as a factory/processor. Presumably resources and finished goods are exchanged 
  between these vessels but there are no eye witness reports of such. Scattered reports by Rogue Traders indicate 
  that a Bastion class vessel is crewed by a 'brotherhood' and that Strongholds are homes to typically two or three 
  brotherhoods, it is possible that Strongholds and Bastions form some extended affiliation but if this the case 
  each group must be wi4cly scattered in different systems light years apart. The one exception to this is when the 
  Demiurg muster for war, when two or three Bastions gather to protect each Stronghold. 
   
  As warships, Bastions compare to cruisers in most respects, though impressive lance turrets and battery 
  firepower at close ranges make them a thorny prospect. As with the Stronghold class, Bastions have the 
  capacity for launching mining craft and probes reconfigured as attack craft and torpedoes. 
   
  Also, like the Stronghold, the Bastion uses an electromagnetic field to scoop up interstellar hydrogen and 
  accelerate it to the rear of the ship to provide motive power and energy for the specialised cutting beam it 
  employs for cracking asteroids or enemy ships. 
   
  Bastion Commerce Vessel 
  255 pts 
   
  TYPE/HITS 
  SPEED  
  TURNS  
  SHIELDS  ARMOUR  
  TURRETS  
  Cruiser / 8 
  20cm 
  45° 
  2 
  6+ front / 5+ 
  2 
  ARMAMENT 
  RANGE/SPEED  
  FIREPOWER/STR  
  FIRE ARC  
  Port Weapons Battery 
  30 cm 
  6 
  Left 
  Starboard Weapons Battery 
  30 cm 
  6 
  Right 
  Port Lance Battery 
  60 cm 
  2 
  Left 
  Starboard Lance Battery 
  60 cm 
  2 
  Right 
  Prow Weapons Battery 
  45 cm 
  8 
  Front 
  Prow Cutting Beam 
  15 cm 
  Special (max 8) 
  Front 
  Dorsal Launch Bays 
  Fighters:30cm 
  Bombers:25cm 
  Assault Boats:30cm 
  Torpedoes 30 cm 
  2 squadrons 
  - 
   
  Notes: Demiurg ‘Bastion’ class vessels cannot employ Come to New Heading orders. 
  
  66 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
   
  Special Rules: 
   
  Leadership 
  Demiurg bastion class ships are heavily automated and count their Ld value as 9 at the start of the battle. The 
  Bastion's Ld will drop by -1 for each point of damage the Bastion suffers. Once a Bastion has been crippled by 
  suffering 4 hits, its Ld value will not drop any further than 5. Bridge smashed critical hits will not inflict 
  additional Leadership loss on a Demiurg ship, but instead cause an extra point of damage (and possible 
  attendant Ld loss) on the vessel. 
   
  Blast Markers 
  The curious shielding arrangement of the Bastion dissipates the effects of ionised gases and repels larger 
  obstacles in its' path. As a result any Blast marker which a Bastion moves over is removed immediately - this 
  includes any in base contact with the bastion at the beginning of its turn. Blast markers have no effect on the 
  movement of the Demiurg ship. Keep markers ‘hoovered up’ like this to one side so they can be used to fire a 
  cutting beam from the prow in the shooting phase. Note that blast markers moved over must be removed, the 
  Demiurg player can’t choose to remove some markers and leave others in place. 
   
  Cutting beam 
  The cutting beam is a short ranged but devastating ionisation beam usually employed for gouging out 
  recalcitrant moonlets. The cutting beam counts as a single lance but each Blast marker picked up by the 
  Bastion in the Movement phase gives the beam the equivalent of one extra lance shot (up to a maximum of 8). 
  Blast markers cannot be held from turn to turn in order to power the cutting beam, any unused ones are lost. 
   
  Launch bays 
  Demiurg ordnance is reconfigured from its automated mining machines within the cavernous dorsal launch 
  bays. The Dorsal launch bay can be used to release either attack craft or torpedoes, but not both in the same 
  turn. 
   
  Mercenaries 
  Unless the fleet is entirely composed of Demiurg ships they are considered to be mercenaries and will not 
  continue to fight if crippled. Crippled Demiurg ships will attempt to disengage every turn and run for the 
  nearest point on the nearest table edge if they fail. However, if the Demiurg ship is part of a fleet fighting 
  against Orks it will only disengage if first reduced to only having l or 2 Damage points remaining. 
   
  Celestial phenomena 
  Demiurg bastion class ships are totally unaffected by solar flares, gas and dust clouds and radiation bursts. Do 
  not place blast markers in contact with them for celestial phenomena of any kind. 
   
  Deployment and Scenarios 
  Any fleet except Orks, Tyranids and Necrons can use Demiurg Bastion class vessels; they are purchased as 
  cruisers but do not contribute to the number of ships required to gain access to battleships, grand cruisers, etc. 
  Demiurg ships can never carry fleet commanders, use fleet commander re-rolls or be placed in squadrons with 
  non-Demiurg vessels. A Bastion class vessel is worth 255 Victory points normally but in a pure Demiurg fleet 
  or one fighting against Orks it is worth 300 Victory points instead reflect its extra determination. 
   
  Source: BFG Magazine #10 
  
  THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM - 67 
   
  FRAAL BATTLECRUISER........................................................... pts: special 
  The Fra'al are a mysterious and technologically 
  advanced alien race occasionally sited in the Gothic 
  Sector. 
  The Fra'al deploy Battlecruisers into deep space and 
  use them to either protect their worlds from orbit 
  (usually single ships), or they use them in pairs to raid 
  various convoys and systems. No one knows why they 
  fight in this way, what technology they use, or who 
  they are. 
  The most significant threat from these Battlecruisers 
  comes from the Ether Cannon they mount, which fires 
  a pulsed energy beam at the target ship. The Ether 
  Field corrodes the hulls of craft, ignoring shields. A 
  nasty side effect of the Ether Field is a tendency to 
  overload 
  energy 
  shields, 
  allowing 
  the 
  Fra'al 
  Battlecruiser to follow-up the attack with a barrage of 
  Lance fire. Even the Eldar have found this terrifying 
  craft a threat, as the energy Ether Field can affect a ship despite the best attempts of the holofields to divert and 
  disperse the energy. The most promising factor regarding the Fra'al Battlecruisers from an Imperial standpoint 
  is that they are deployed sparingly and raid infrequently 
   
  Fra’al Battlecruiser 
  special 
   
  TYPE/HITS 
  SPEED 
  TURNS 
  SHIELDS ARMOUR 
  TURRETS 
  Battleship / 8 
  20cm 
  45° 
  3 
  5+ 
  3 
  ARMAMENT 
  RANGE/SPEED 
  FIREPOWER/STR 
  FIRE ARC 
  Prow Lance Battery 
  45 cm 
  2 
  Front 
  Dorsal Lance Battery 
  45 cm 
  3 
  Left / Front / Right 
  Ether Cannon 
  60 cm 
  2 / Special 
  Front 
  Points And Deployment 
  No points are provided for the Fra'al Battlecruiser because it should only be used in special scenarios or as a 
  random encounter. Fra'al are a threat to every other fleet, and their actions should be controlled by a referee or 
  diced for randomly. 
   
  Special Rules 
   
  Ether Cannon 
  When firing the Ether Cannon roll d6 for each point of strength. 
  Roll less than or equal to Shield strength of target vessel = 1 point of hull damage; the shields remain intact. 
   
  Roll higher than the Shield strength of target vessel = 1 point of hull damage; the target vessel’s shield are also 
  overloaded -all are knocked down, mark with the appropriate number of blast markers, 
   
  Against Eldar (who have no shields) the Ether Cannon requires a 5+ to hit, and will do 1 point of damage if it 
  succeeds. The holofields do not save against this, as the attack already takes holofields into account. If the 
  Eldar craft has no holofields the roll to hit is a 3+. 
   
  The Lock-On special order has no effect on any Ether Cannon firing. 
   
  
  68 - THE BATTLEFLEET GOTHIC ADDITIONAL SHIPS COMPENDIUM 
  Fra’al Regeneration 
  -Fr/al Battlecruisers can repair critical damage as normal. 
  -In addition they may channel power to repair hull damage points. Simply roll the dice normally for damage 
  repairs, and replace one point of hull damage on the roll of a 6. 
   
  Disengagement 
  -Fra’al Bilttlecruisers may disengage at any time without the need to roll. 
  -If a Fra'al Battlecruiser ends its turn with 2 or less hull points it will immediately disengage. 
   
  Expert Commanders 
  -Fra’al Battlecruisers always test against leadership with a value of 9. 
   
  Source: Planet Killer #1 
   
  
SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/Supplementals/BFG - Additional Ships Compendium (1.4).pdf