Warprift 43
Warprift 43
  This special moment warrants an extraordinary issue of Warp Rift. The issue was                BATTEFLEET GOTHIC DISCORD
  already bound to be filled with articles from several active player around the globe, but      https://discord.gg/W8ZMHKb2bz
  I also contacted some of the venerated players who might seem less active with                 Join this great discord to talk about Battlefleet Gothic!
  Battlefleet Gothic these days but keep it in a special place close to their heart. Check out
  the Warp Rift MMIV – MMXXIV article of this issue.                                             WARP RIFT DISCORD
                                                                                                 https://discord.gg/kSKy3Rrtda
  Furthermore, to make this issue even more special I edged up the level of articles…            A small dedicated discord for this very Warp Rift ezine!
  resulting in a grand total of more than hundred pages!! Like yeah! Battlefleet Gothic is
  alive!
                                                                                                 If you want to submit articles or just ask something the best way is to join the
                                                                                                 Discord or sent me a mail at: horizonmcr@vivaldi.net
  Many thanks to everyone contributing and supporting: DoublebaseFanatic,
  Italianmoose, Turbidious Tom, HuvalC, Battlefleet Galaxy, FunkFu Master, BleachHawk,
                                                                                                 Battlefleet Gothic also has a presence on Reddit, Instagram, Dakkadakka,
  AC2110, Nachocuban, BFG_Noob, Ray Bell, Bob Henderson, Cybershadow and Andy
                                                                                                 Yaktribes, Mastodon and Facebook (the last one is without me). So, check those out
  Chambers.
                                                                                                 as well.
  Also, some big thanks to an old friend of mine Erwin Leufkens for the excellent cover;
                                                                                                 Cover page is the Cybershadow (!) light cruiser, photoshop by Erwin
  James Woodford for his beautiful gallery pages at the end and Christian Schwager for
  that impressive artwork of his (Warp Rift MMIV-MMXXIV).                                        Page 4 & 5 are by Christian Schwager https://www.instagram.com/theartofschwager/
                                                                                                 Page 12 is by James Threlfall https://www.instagram.com/gothicgarnish/
  https://www.instagram.com/anung_un_rama_79
  https://www.instagram.com/theartofschwager/
  ❖ The Tobari! (Page 38) a refresh of the article in Warp Rift 11!                 BFG Discord: https://discord.gg/TScZjbwefG
                                                                                    Warp Rift Discord https://discord.gg/VbMSzs6W
  ❖ Scholar Tacticus (Page 42) FunkFuMaster brings us tactics for the Chaos Light
     cruisers! Yes, heresy it is.
                                                                                    You can download previous issues of Warp Rift here:
                                                                                    https://specialist-arms.com/bfg/warprift/
  ❖ Campaigning through the stars: Tyranids (Page 46) Fr05ty continues his
     series of campaign additions!
'I'm delighted to be able to offer my heartiest congratulations to Warp Rift on its 20th anniversary,
an amazing achievement and a credit to the vibrant community it has built and fostered for all that
time. Working on Battlefleet Gothic remains one of my fondest memories from my time at Games
Workshop; the art, miniatures and words came together so naturally, and the reception was so great
I'm proud to have been a part of it. The original release of BFG was 25 years ago, and Games
Workshop consigned it to the cold void five years later. Ever since then Warp Rift has lit its own
Astronomicon to guide captains everywhere, and now with the advent of 3D printing there's been a
resurgence in interest for Battlefleet Gothic that no game has a right to expect after two decades out
of print. As I opened with - that's a truly amazing achievement and something for all the dedicated
contributors of Warp Rift to take pride in. Per ardua ad astra indeed.’
Blast markers and all that - In any set of rules there are
always fiddly bits. How blast markers affect varying special
circumstances are always going to be an issue but common
sense versus a narrow reading should solve most special
issues.
                                                                     Iain “Cybershadow” Werry
Like many people, Games Workshop was my introduction to              One of the challenges that I faced initially was a name for the         What of the future of BFG? There are rumours of a new edition
tabletop wargaming, and the release of the original Rogue            publication. Warp Rift was perhaps my second choice overall,            in the GW future timeline and coming off the fifth edition of
Trader 40K was the start of what would be a lifelong hobby.          but my favourite - Void Stalker - was linked too closely to the         Epic with Legions Imperialis, that might be a double-edged
But, through this time, there have always been two games that        Eldar fleet and I didn't want anything that might imply a bias in       sword! If GW do decide to put out a second official edition of
have captured my primary interest and attention - Space              the title. I think that also 'Planet Killer' was considered, but that   BFG, it's highly unlikely that it will have much in common with
Marine/Epic, and Battlefleet Gothic.... Well, three really, but      was a little away from a clear space theme, and a bit too               the game that we know and love. Perhaps a new scale of minis,
whenever I start talking about Advanced Space Crusade my             apocalyptical. (note: and already a GW publication ;) )                 perhaps a new scale of engagement and detail, almost certainly
poor victim starts glancing around frantically for an exit! Even                                                                             totally new rules. (Although I really hope that GW does not
now, twenty years later, I am busy starting a brand-new fleet                                                                                decide to base any new edition on Space Fleet!)
for a local escalation system in BFG.
                                                                                                                                             What I do know is that whatever the future, BFG will long be
The fact that this fanzine is still going after twenty years is,                                                                             remembered as a key, influential game, both within GW and in
quite frankly, incredible to me. What started as fun project and                                                                             the wider gaming environment and what it inspired, and what
way to keep interest and enthusiasm for the game has become                                                                                  keeps it alive and great is the player community.
something much more. I moved country from the UK ten years
ago to the other side of the world, and even here there were                                                                                 So, thank you, to Andy Chamber and the GW design team, the
players who had downloaded issues and knew of the fanzine.                                                                                   original High Admiralty that pushed the game forwards, the
Warp Rift was initially the result of two factors. Firstly, the      My time at the helm of Warp Rift was.... stormy, and only
                                                                                                                                             founding group of the Specialist Games forums who
Space Marine players had their own fan publication at the time       actually lasted ten issues. Although I made those ten issues last
                                                                                                                                             contributed so much, to Roy and the Warp Rift team and to
(Incoming) and that provided both a huge sign that this was          three years! Sticking to a schedule was a challenge, especially
                                                                                                                                             everyone who submitted an article or picture to Warp Rift, who
something that could actually be done and a rough template of        in the first few issues as people are less likely to put the
                                                                                                                                             championed the game and introduced it to their friends, and
what was achievable. Secondly, at the end of the previous year,      commitment in to an online, free magazine that has no
                                                                                                                                             played and enjoyed it. BFG is a game that I will forever keep on
Fanatic had decided to terminate the individual magazines            established history or reputation. I can honestly say that
                                                                                                                                             hand, no matter what the future holds.
supporting each game, and instead combine them into a single         passing the torch over to Roy was one of the best decisions that
publication covering all games.                                      I made regarding Warp Rift. Under his icy gaze (and he clearly
                                                                     had more command rerolls than I did!), Warp Rift has grown              All Ahead Full!
This was a sensible move at the time, but still felt that we - the
                                                                     and gone further that it ever would have under me. Not only
BFG community - were losing something. And so, after about
                                                                     has Roy picked up the duties here and run with them, he has             Iain / CyberShadow
six months of 'preparation' (aka, trying to find other victims
                                                                     also stepped forward as a key member of the BFG community. I
who were both enthusiastic about BFG and that I could trick
                                                                     genuinely believe that the game would not be as healthy as it is
into agreeing to a schedule), issue one of Warp Rift was
                                                                     now, without him.
launched.
                                                                             Aron “Vaaish” Dickey
Thinking Back on BFG
It’s hard to believe how much time has passed since I started
playing BFG. I can recall getting interested in the 40k universe
soon after college while playing Dawn of War with friends. That
kicked off what is now a twenty-plus year love of the hobby
when I made an order for the Maccragge starter set. Eventually
I got curious about Epic and BFG and purchased some of the
models. I remember thinking how much cheaper it was to get a
good force for those games compared to the 40k armies and
how much faster I could paint things up. Once I got started, the
rest, as they say, was history.
A lot has changed over the years since then. Forums have given
way to Discord channels, GW has stopped producing BFG, and              It’s been amazing to see players, both new and old, in that time   While none of us knows what the future holds, I hope to see
the 2010 FAQ was produced to polish the core rules. Through             keeping the game alive. When GW stopped production, players        BFG thriving when we look back in another ten years. I know
that time, Warp Rift has been the Astronomicon beacon for BFG           picked up the slack and with the rise of 3D printing and           for me; my kids will finally be old enough to pull out the fleets
players and I was privileged to have been the editor for a time         Vanguard Miniatures and BF Galaxy, fleets could truly look the     and battle it out over snacks. That’s a day I’m looking forward
until life got too busy, and I had to stop. Over the years I’ve still   part of different forgeworlds and hand-crafted cathedrals to       to and, in the meantime, I’ll continue to lurk in the shadows
been a part of the BFG world, just more silent than before.             the machine. Beyond the influx of new models, it’s been            until I’m summoned once more.
                                                                        exhilarating to see them painted up and on the table with each
                                                                        AAR that shows up on Discord.
                                                                        Roy “horizon” Amkreutz
Warp Rift 20th anniversary                                            It was in 2010, after issue 29 and real life asked other stuff      In February 2022 Warp Rift stirred the Battlefleet Gothic
                                                                      from me at that point it was an easy question to ask Vaaish if he   universe and I am so pleased it is still running in 2024. Still
That is quite something! Somewhere last year it dawned to me          would take the helm of Warp Rift. To be the third chief of the      running to bring this anniversary edition!
that it had been quite a while since Warp Rift saw the light of       fan magazine.                                                       In the last two years a couple of people became regular
day. To be precise it was March 2004 that the first issue of                                                                              contributors like the teams from the past but it is just as much
Warp Rift was released!                                               And truth to be told issues 30-33 are the by far most               fun to receive articles from other people in the community and
                                                                      professional looking issues of Warp Rift till this very date.       I hope that this will continue in the future as well!
Warp Rift: the brainchild of Cybershadow; an online magazine          That Vaaish only did four issues was a combination of factors:
to fill the gap when the Games Workshop published BFG                 the forums started their slow decline in usage and that Games       Looking back, it has been a blast. Speaking for myself but I’m
magazine came to an end. I think he himself wouldn’t have             Workshop dropped support on Specialist Games. It was kind of        sure Vaaish and Cybershadow feel the same, it has always been
expected to see Warp Rift still being an active magazine twenty       felt in the community. We did create a Warp Rift internet page      great to put the various articles into a nice PDF. It just makes
years later. For a game that lost its official support about eleven   where we could still add articles but somehow that never            all that fun fan work more solid and settled.
years ago.                                                            landed in such a way as the magazine did.                           In Warp Rift 10 Cybershadow published the first article I
Cybershadow, together with community veterans Chris French,           And as such the Warp Rift run came to an end in January 2012.       helped working on (yes the first incarnation of Eldar MMS) and
Ray Bell, John Webber and Todd Kess, delivered us a great run                                                                             with the Warp Rift 11 the first one with me as chief I
of ten issues.                                                        Though the story never truly ends.                                  introduced the Tobari. And to celebrate that fact this
                                                                                                                                          anniversary edition has an updated Tobari article! Including a
During 2005 or 2006 Cybershadow asked me to take over                 It was in the latter months of 2021 I realised that people were     splash new design for them as well.
organising the yearly GothiComp painting competition and for          still doing great stuff. That the community was being back
him the next logical step followed soon: “Hey horizon, I think        creative again. The resurgence of Battlefleet Gothic (which         I hope that we as a community can go on creating this
you should take over the torch and be the new chief of Warp           would be a whole article on its own) was happening. And I also      magazine for the time to come. Who knows what the future will
Rift!”                                                                noticed that ideas fastly got buried in the faster social media     bring. Will GW release a new version of Battlefleet Gothic or
                                                                      tools we have today. And what’s better to capture those ideas       Spacefleet? But I don’t think it’ll stop the current Battlefleet
…. And I did; starting with issue eleven, from March 2007, I was      in time in a PDF. To have a reference and not have things lost.     Gothic community. Yes, it might bring changes but also
at the helm! During the years I was responsible for Warp Rift         The idea of bringing Warp Rift back from its hiatus was born.       opportunities. Let us look forward to that.
you can see an ezine that constantly evolved in layout. As I was
not professional (and still aren’t) with layout and editing I         And the following quote also stuck in my mind, I received this      And as a last bit I like to thank Iain, Bob, Ray, Iain, Aron and
learned each issue something new. It started in Word and at           from a Warp Rift reader nine years after issue 33:                  Andy for writing something for this anniversary edition. And of
one point I was able to use InDesign and level up the quality.        “I loved all of them and especially because sometimes it can        course, everyone contributing to this issue and the community.
Mainly thanks to Vaaish who gave valuable tips in that regard.        feel like you’re on an island with the hobby - warp rift was a
                                                                      reminder that there are other people out there who are just as      Enjoy!
                                                                      enthusiastic about your hobby as you are! Awesome work all          Roy
                                                                      three of you!”                                                      horizon
After the joint Imperial Navy and Black Templar forces from
the Tenebris sector suffered severe losses versus the Tau fleets
and their drone missiles the high command called for dedicated
support to reclaim the lost systems.
                                                                                                                                                            12
                                               Background and rules by horizon; miniature by Battlefleet Galaxy; painted by DoublebaseFanatic and horizon
Type/Hits                 Speed      Turns              Shields             Armour       Turrets   Notes:
                                                                                                   The Gareox Supremacy Carrier was hastily brought into the Tenebris sector and not all systems are
Battleship/16             15cm        45º                 3                   5+               5   thoroughly tested. Furthermore, the energy consumption of this ship is atrocious. At the start of each
                                                                                                   turn, before special orders, roll on the following table to see which system is malfunctioning:
Armament                           Range/Speed                Firepower/Str           Fire Arc
                                                                                                   1 = Rudder is stuck, the ship may not make any turns (including when on Burn Retros)
Port Weapon Batteries                   60 cm                       4                   Left       2 = Lance batteries depleted, only 1 lance per side may fire at a range of 15cm.
                                                                                                   3 = Launch bay errors, the ship can only launch 1 attack craft marker per bay and ramp.
Starboard Weapon Batteries              60 cm                       4                   Right
                                                                                                   4 = Nova Cannon energy drain, the Nova Cannon may not fire.
Port Lance Batteries                    60 cm                       3                   Left       5 = Engine troubles, the speed is reduced to half speed.
                                                                                                   6 = Communications offline, leadership is modified by -3.
Starboard Lance Battery                 60 cm                       1                Front/Right
                                     30cm fighters                                                 Keel Launch Ramp
Port Launch Bays                    20cm bombers                    4                     -        This special designed launch bay was intended for a more than battle ready state: when launching
                                  30 cm assault boats                                              attack craft from this ramp they get a 15cm speed boost in the turn when being launched
                                                                                                                                                                                                       13
14
Alrighty, this round Tom and Roy will talk you through the           light cruisers I have found are best used to finish off crippled
various factions in Battlefleet Gothic. Is it in depth? Naah, we     ships and prevent other faster fleets from outflanking you.
leave that to other tacticas, but this one should give you a
thorough feel of the core elements of a certain fleet.               Finally – The Emperor Battleship is the darling of the fleet; you
                                                                     will see why.
Imperial Navy
Tom - The Imperial Navy is probably the most common fleet            Roy - The Imperial Navy is the great allrounder. It has really a
used in the game and in my opinion the most versatile out of all     lot of options to build your fleet from. Not only because of the
the fleets. The Imperial fleets don’t have the most guns, don’t      various lists like the Gothic or Armageddon one but also for
have the most ordnance and they are not the fastest. However,        each list several builds are possible.
what they lack in specialty they make up for in variety. The         The variety is great fun but sometimes it can blur the
Imperial fleet has a wide selection of ships available to them       effectiveness. Most list building questions are about the
and is a bit of a jack of all trades fleet that can deal with most   Imperial Navy because of all of this.
situations and cause a few surprises.
                                                                     Overall, the Imperial fleet has a mediocre speed with some
Due to this jack of all trades approach the Imperial fleet, more     Battleships being slow and some escorts giving the speed
than most, needs to work as a unit to succeed. Keeping your          boost. A main asset is the armoured prow , which is good as
mainline ships together for mutual support is key, this allows       early in the game you want to point the prow at the enemy to
them to easily react to the situation at hand and mutually           fire torpedoes and get closer. However, if the opponent is a
support each other’s firing. The Imperial fleet needs to combine     lance heavy fleet that 6+prow doesn’t do much, so you’ll go
its firepower to destroy ships, to bring this down to simple         abeam sooner as you like. Though try to close that distance in
terms – pick on a ship, cripple or destroy it, move onto the next    an abeam line. Battlecruisers and Battleships with 60cm
target. Using your large number of torpedoes to force enemies        weaponry can thwart opponents at this point.
into firing zones and break up their own fleet is also a tried and   And let's not forget the nova cannon: the weapon many
trusted tactic.                                                      opponents will see with horror be they ordnance spamming
                                                                     fleets or long-range gunnery platforms… the Nova Cannon will
Keep escorts and light cruisers behind the main gun line, these      have the longer reach forcing opponents to close (what we
ships are the most manoeuvrable in an Imperial fleet but do          really want as an Imperial admiral yay). Though, don’t bring
not have the survivability of your main cruisers.                    too many of these, it can spoil a fun game too soon.
Keeping them back but in touching distance of your main ships
allows them to support and also defend the rear. Escorts and         Lastly, if you know what scenario is being played the Navy has
                                                                     a wonderful selection to cover all aspects: use it if possible.
                                                                                                                                         16
Chaos                                                               Roy - The Chaos vessels are the masters of long-range gunnery,     In addition to their mighty gunnery Chaos also brings a good
Tom - The real heavy hitters, they have some of the most            mid-range gunnery and short-range gunnery. That sounds like        carrier selection. Assault boats included and the carriers
powerful ships in the game and are quicker than their Imperial      a good bunch, and it is! Of course, what you have available in a   supporting long range weaponry.
counterparts and most other fleets too. They do have lighter        game depends on the selection of ships you made. On top of
armour though, so while it is tempting to just throw their ships    this great gunnery even the Chaos capital ships come along         The fleet falls a bit into the same trap as the Imperial Navy
into the thick of it, they can end up being destroyed in a war of   with good speed. Either to keep that distance or close in fast;    because of all the options you have. And some ships just work
attrition. However, they have pound for pound the best cruisers     either way what suits your liking.                                 better with others.
in the game in my opinion; all classes can hit hard and are                                                                            Another fun addition is theming the fleet with one of the
quick. The Chaos fleet also has the bonus of having some of the     Their vulnerable prow tends to push you into an abeam playing      various powers and options they bring. Though they deflect
longest-range weapons too. So those pesky Eldar can be hit by       style, which is good for them, but certain fleet builds have a     points from the great ships they also give some nice extras and
your long-range guns.                                               powerful prow-on approach. Massive lance arrays pointing           personality.
                                                                    forward at 60cm will give shivers to many opposing admirals.
The Chaos fleet also have some of the best carriers in the game
(there’s a theme here) and can generally hold their own in
wars of ordnance.
                                                                                                                                                                                              17
Orks                                                               Boarding!                                                            Roy - I played more against them and what the Orks need most
Tom - The Orks tend to get a bad rap in BFG, and this tends to                                                                          is the dedication of the player: think and be like an Ork: Smash
be because of their slower speed, perceived low ordnance and       For every 500 points you can put a Warboss on your cruisers.         that red button, get stuck in there and disregard the many
the poor rear armour. While the armour is something that           This drastically improves your boarding value, especially on         odds. However, it’s unjust to see the Ork fleet like that. As many
cannot change the lack of speed can be negated due to the          cruiser hulls that already have extra hit points compared to all     things might not look good on paper, they do have some
automatic success of leadership for all ahead full orders. Using   other cruiser hulls already. Using all ahead full and then getting   serious stuff to make opponents have a real bad day.
this order can get the Ork fleet very much within hard hitting     into boarding range can cause your ships to destroy and/or
distance and it should be the first thing an Ork Warboss           cripple ships easily a turn.                                         The Orks can unload an unhealthy amount of ordnance making
attempts to do.                                                                                                                         even a Tau kor’vattra admiral blink. But that low leadership
                                                                   The lack of ordnance is also slightly misleading, as the Orks can    you might say? Orks have plenty of cheap re-rolls: take them
In the Imperial section I said use your mainline cruisers to      trade in a lot of the heavy gunz for ordnance and this can not       and use them!
 screen your lighter ships, I would say do the opposite here and   only cause big problems offensively but also help keep those         With their free, yet a tad slower All Ahead Full, Orks can close
 use a lovely screen of ram ships in larger games. Most admirals   pesky bombers from the rear armour. There are only so many           in quite fast with an enemy fleet. And the closer you get the
 will be wary of a large ram ship charge. The key thing is that    fleets where you will be able to close and get into the range of     more chances you must get those Heavy Gunz roaring.
 this shouldn’t be the main tactic of an Ork admiral, that’s….     the double damage gunz, so keep that in mind when selecting
                                                                   your fleet.                                                          If the enemy tries to fly by the Ork broadsides are decent
                                                                   .                                                                    enough to pose a threat, just watch that weak rear armour. A
                                                                                                                                        bunch of enemy torpedo escorts can be devastating.
                                                                                                                                        Ork Clanz: If you want to play the Orks a little different go for
                                                                                                                                        the Ork clanz lists. You might miss out on some capital ships
                                                                                                                                        but go crazy on escorts! A squadron of ten escorts has an Un-
                                                                                                                                        Orkish high leadership. The torpedo escort benefits from that
                                                                                                                                        immensely; even though they cannot mass torpedoes having 10
                                                                                                                                        markers of various strength flying around is ….. waaaaagh.
                                                                                                                                        This list also has many gubbinz available to customise and
                                                                                                                                        improve ships. With some sneaky options there to surprise
                                                                                                                                        even veteran captains.
                                                                                                                                                                                                 18
Necrons
Tom - Does this fleet need a tactica? Hmmm.
The Necrons are the strongest fleet on paper in the game; they
have strong armour, plenty of offensive capabilities and are fast
too. However, they do lack ordnance completely so can be very
susceptible to massive waves and often spend much of that
firepower trying to keep ordnance at bay.
Also don’t bother taking the light cruiser Shroud. It is a weak                                                                               Furthermore, the Necron fleet brings a lot of special weaponry
link in the Necron fleet, and any opposition admiral will pick on      Roy - Necrons are fast, like really fast. The smallest escort goes     (Eldar dislike them the most… by far) but it is more quality
those ships if they are in your fleet to get easy victory points. It   a whopping 50 cm, the bigger one 40cm; the two cruisers have           over quantity. Their extra portal attack is a real nice extra
might look cool but it’s a flying liability.                           an excellent 30cm and the mighty Tombship at 20cm might                though as it is a teleport attack with increased range.
                                                                       seem a little slow (a Chaos Desolator Battleship goes 25cm)...
                                                                       however the Necron All Ahead Full orders are something else:           Personally, I find their biggest weakness to be the reactive hull
                                                                       the ship gains D6 x 10cm… and for every 20 cm moved they               save as you need to roll and can’t rely on some shields to
                                                                       may make a turn! Nothing in the game will beat that ... and            absorb enemy fire. From that very first hit on you can be
                                                                       yet…. that high speed comes at a cost: remember that general           damaged. And given the fact Necron vessels give more victory
                                                                       rule a ship must always move at least half speed (unless on            points away when destroyed compared to other races you
                                                                       Burn Retros)? It is so easy for the escorts to overshoot after         really need to be careful when the opponent starts to retaliate.
                                                                       their initial attack run and to an extent the cruisers can also fall
                                                                       in that trap but much less so.                                         And, agreeing with Tom that the Shroud is a liability…. it does
                                                                                                                                              look gorgeous though.
                                                                                                                                                                                                       19
Tyranids                                                              Roy - The space bugs. And the real thing about them is that you   Furthermore, the Tyranid fleet, on top of the swarm of escorts,
Tom - Tom - People new to the Hive Mind fleets often find the         have so many of them. All those small space critters like to      can unleash the next big swarm with their attack craft rules:
instinctive behaviour difficult to deal with but often this can       head directly at the enemy and overrun them through               they may have double the amount of available launch bays in
help rather than hinder once you learn how to deal with it.           numbers.                                                          play at once! Albeit slow, that many markers can make a
                                                                      Add the fact that a good placement of Krakens makes it really     dedicated carrier fleet really sweat.
Failing the behaviour doesn't mean all is lost, for instance it can   hard to crack that approach for many opponents.
help auto pass reload ordnance. But once you get to grips with                                                                          And if this isn’t enough the Tyranids also have nasty weaponry
it the rule won't be much of an issue.                                While the Tyranids may fall into instinctive behaviour, having    like Bio-plasma batteries available; eating away through
                                                                      two or more Hiveships around will prevent this in many cases.     shields putting on fires…
However, what is an issue is keeping your Hive Ships alive, they      It is often just better to have two or three cheap Hiveships in
are key to victory for any Tyranid fleet. Keep them safe!             your fleet then one mighty tooled up one.
The Tyranid fleet can put out the most ordnance of any fleet
and really, only Tau can match them so using that to full effect
is a must. You can also purchase ordnance at the start of the
game to provide a nice fighter screen to begin the fight. This is
certainly worth doing in the initial stages while you try to close.
The moment you are in close it's generally game over for most
fleets. Kraken with massive claws can really prove devastating
here, also with ramming too!
The one thing that can make or break Eldar fleets though is the       Thus, celestial phenomena are really important for Eldar;
way the sun is facing. So always keep that in mind, a savvy           especially asteroid fields are their best friends. Their
enemy will suddenly have you moving away from the sun and             leadership, and the ability of escorts to re-roll this in asteroid
so that speed suddenly disappears, and you can be on the back         fields, usually makes sure it’s a real safe spot. Opponents can
foot within a single phase.                                           only fire at you if they are in an asteroid field themselves
                                                                      beware of Space Marines though!
So, to sum up, always be on the move, never stay still, get in, hit
hard and run away (cowardly xenos!)
                                                                                                                                                                                                    21
Craftworld Eldar
Tom - Very similar to the Corsair but they have a bit more
staying power due to the improved armour. The special
character grand cruiser available to this fleet is quite simply
amazing for its points with its weapon batteries and lances, it
can basically shred any ship it targets.
The benefit of this fleet is that both its wraith and dragon
cruiser ships can swap weapons around to meet the needs of
the fleet, unlike their Corsair kin. So, it turns into quite a
versatile fleet.
The Craftworld Eldar also have two extra options which are
nice options: vampire raiders to get assault boats and aspect
warriors to get a boarding bonus (in dire circumstances or as a
really well-planned massed attack).
                                                                  22
Dark Eldar
Tom - Dark Eldar are like their Craftworld and Corsair
brethren and although only two models were produced, they
can in theory create five (5) different cruiser class hulls
(similar to Craftworld here). So, they do have a bit of variety.
While the weapons batteries the Dark Eldar put out are the
same as their kin and their lances do similar impacts, one
aspect that is different are the Leech Torpedoes. Leech
torpedoes are very effective weaponry. Whilst doing damage
isn’t their main purpose, they slow down enemy ships, as any
successful hit reduces 10 cm movement from the target vessels
movement. Multiple hits do not stack but they need to get
repaired separately before normal movement speed is                Roy - A different take on the Eldar: while their shieldless ships   One note on the mimic engine: it does require a bit of
restored. So, you can really hamper the movement of your           remain with holofields instead it is the fact that they lose the    fair/immersive play by the opponent when it comes to moving
enemy and avoid damage.                                            second move which makes them set-apart and yet more in line         ordnance and aiming Nova Cannons or alike: you are not
                                                                   with the more traditional fleets.                                   supposed to recognize the ships!
The Impaler is also a neat weapon that I think is more
situational that a must have.                                                                                                          Their weaponry is more or less the same as the other Eldar
                                                                   They also lose the sun-depending speed and have a flat speed        except that Shadow Lances work slightly different than Pulsar
                                                                   all the time… which is high! They can catch almost everything.      lances but still as deadly effective.
                                                                   Adding to this predator style are their mimic engines: giving a     In the race to victory points their Impaler modules are a unique
                                                                   free move after deployment and the opponent cannot target           asset. Which can be a key instrument in raids to bring Dark
                                                                   ships with this upgrade right away. So, a Dark Eldar player         Eldar victories.
                                                                   must plan everything around that devastating alpha strike,
                                                                   cause ones discovered their 5+ armour and better resilience
                                                                   versus critical hits can only take them so far.
                                                                                                                                                                                              23
Tau Kor’vattra                                                                                                                          Roy - The original Tau fleet by Games workshop (note:
Tom - Even as a loyal Imperial citizen I do love the aesthetic of   will not win. Something that is often missed is that these ships    actually, quite funny that the Tau Emissary by Forgeworld was
the Explorer fleets . They are often overlooked for the newer       have quite long-range guns that do not suffer the accuracy          only released three months after GW released their Tau fleet.
looking forgeworld fleet. They are similar in tactics to the        issues that other fleets do. So, make sure to keep your enemy at    And in 2004 Forgeworld added the rest of their line-up).
Imperial fleet and keeping the fleet together is needed, using a    arms distance. Punch, dodge and weave!
strong core of their only true warship.                                                                                                 This fleet is slow and rates low on the manoeuvrability score.
                                                                    The darling of the fleet is the Hero, which pound for pound is      Add the fact that its battleship only costs 230 points and you
They are very much a standoff fleet with the aim to unleash as      the hardest hitting and cheapest ship in the game. Having as        know you are in for a different kind of fleet. Yet, it still is an
much ordnance on the board as possible. This can lead them to       many of these in your fleet as you can will greatly increase your   easy fleet to get started with if you know the setup.
being susceptible to failed leadership rolls, so buy as many        chance of victory.                                                  The main problem of the Explorer is the fact it has only 1 shield
rerolls as you can is my advice.                                                                                                        and weak rear armour. Its gunnery isn’t impressive either but
                                                                    Finally, don’t ignore the Defender escort, she can cause a few      having 8 launch bays at that point cost is something different
The carriers are relatively cheap so trying to swamp the board      surprises.                                                          and the version with more missiles instead of half the launch
is a must, you must have ordnance superiority otherwise you                                                                             bays also brings ordnance fun to the engagement.
                                                                                                                                        Such a carrier needs protection which the Hero perfectly
                                                                                                                                        brings. It is locked behind other capitals ships to field but with
                                                                                                                                        how the Explorer plays that combo is just easy to make and
                                                                                                                                        many consider the vessel to be undercosted or overpowered. It
                                                                                                                                        for sure has a great weaponry setup which gives it a big
                                                                                                                                        advantage over a Lunar for example in a 1 v 1.
                                                                                                                                        With this fleet you should be wary of nova cannons and fast-
                                                                                                                                        moving boarding specialists…. as Tau are really bad at this
                                                                                                                                        aspect!
                                                                                                                                        For the narrative approach, the Tau fleet allows for a variety of
                                                                                                                                        close allies like the Demiurg, Kroot and Rogue Traders.
                                                                                                                                                                                                 24
Tau Kor’or’vesh                                                    Roy - The Tau fleet with the different design and as such it has
Tom - The forgeworld ships have better front armour than           a rather different playing style compared to the Merchant fleet.
their Explorer fleet contemporaries. The spread of ordnance on     Yet, at its core ordnance is still a mighty aspect of this fleet but
the forgeworld ships is more even and so can prove more            instead of the large waves of Attack Craft the Commerce
versatile and they also have greater firepower and are faster.     Protection Fleet relies on many fast-moving missiles waves.
This means you can be a little more aggressive with this Tau
fleet.
                                                                   Getting this fleet to work will mean you have to get into that
You must force your enemy into brace for impact as early in the    missile play in an engagement. Using their flexible speeds and
fight as you can to try to both reduce enemy firepower and         turn rate to build up larger strike waves. Using the small waves
retain the advantage of your ordnance. Picking on the greatest     of Castellans to clear out enemy fighters as the larger waves
threat and concentrating on that will help both Tau fleets         make it onto the enemy vessels. If you can plan this carefully,
succeed.                                                           with your own number of bombers and fighters around you
                                                                   will most likely stretch any opponent’s carrier capacity to the
The Custodian is probably the best battleship in the game too,     limit.
so having this spitting out tonnes of ordnance and striking
from distance is the way to go, keep it out of harm's way.         But at some point, the lines will close but just before the Tau
                                                                   fleet has a great weapon arsenal covering the 31-45 cm range
Also consider the Demiurg ships, they can plug some holes in       band. If a Custodian is near a few Protectors, the range shift
the battle line, these ships can take a bit more punishment than   will be negated as well. And with 10 (or 8) railgun batteries per
the regular Tau cruisers, so they are typically worth the          ship the Protector can make a pretty good impact.
sacrifice.                                                         Furthermore, the weapons of this fleet may be optimised in the
                                                                   front arc; the fact that the cruisers (and escorts this time) have
                                                                   a 90-degree turning arc means that enemy fleets usually can’t
                                                                   escape the full barrage.
                                                                   At that close range point it is when the Wardens drop in and
                                                                   use their multiple arc lance (to stay abeam themselves) to
                                                                   finish off the enemy ships.
                                                                   It’s a real versatile fleet with the biggest weakness being the
                                                                   fact they have low hit points. The Custodian comes at 10, the
                                                                   Protector at 6 and the Emissary at 4. The latter can become a
                                                                   problem when under pressure from enemy gunnery.
                                                                                                                              25
Space Marines                                                       Roy - Space Marines…. High speed, high manoeuvrability, 6+        With all those positives does that mean Marines are the ruling
Tom - The Adeptus Astartes, what to say. They have very             armour, high leadership, excellent in the hit & run department,   fleet in Battlefleet Gothic? Actually…. They only became a fleet
strong armour all round so can usually tank ordnance and            great boarding and as cherry on top: bombardment cannons:         to be reckoned with after the 2010 update.
weapon battery fire thrown at them. They are susceptible to         using the gunnery table they always damage on a 4+ regardless     As we all know 6+ armour is fine versus weapon batteries and
lance only fleets though.                                           of armour and when doing damage these inflict a critical hit on   ordnance but against lances it doesn’t matter. At all. Even an
                                                                    a 4+ instead of 6+!                                               untailored Chaos fleet of 1500 points could bring 10 lances at a
While their weapon batteries are not to be sniffed at, it is the                                                                      range of 60cm. Using batteries to soften up some shields that
bombardment cannon that causes and will cause some                                                                                    amount will even hurt a Marine player.
problems for enemy ships. However, the major weapon that                                                                              In 2010 Strike Cruisers got the option to add a second shield.
can and will win games for the Marines is their ability to                                                                            This and the option to give half of you strike cruisers extra
cripple fleets with critical hits from the large number of                                                                            bombardment cannons instead of Thunderhawks made them
thunderhawks.                                                                                                                         lethal.
Thunderhawks cause critical hits on a +2, and they can result in                                                                      As a Marine admiral you just want to head in quickly. Using
a ship becoming totally ineffective and able to be picked off at                                                                      that speed to bring those bombardment cannons and
the marines' leisure. Fear the thunderhawk for it will be your                                                                        Thunderhawks close. If you mass those Thunderhawks enemy
doom if you ignore waves of them.                                                                                                     ships soon are limping with critical hits, mass the
                                                                                                                                      bombardment cannons and they get turned into smouldering
                                                                                                                                      wrecks.
Strike cruisers are a good, cheap, cruiser that can certainly hit
harder than initial impressions would suggest, a fleet should
consist of as many as you can get your hands on.                                                                                      Perhaps the oddball in the Marine fleet is the mighty battle
                                                                                                                                      barge. Although it is the only vessel with weaponry range
                                                                                                                                      above 30 cm it is also the only vessel not flying 25 cm or faster
Boarding and teleport attacks can also cause major damage and
                                                                                                                                      nor can it turn 90 degrees like everything else.
should be utilised along with the ordnance to maximum effect.
                                                                                                                                      The option to take a venerable battle barge is often a narrative
                                                                                                                                      one or an option to take some more launch bays into the fleet.
                                                                                                                                                                                               26
Adeptus Mechanicus                                                  Roy - The Adeptus Mechanicus can best be seen as when a
Tom - The fleet list for Ad Mech is limited for cruisers and they   Captain of the Imperial Navy takes his ship to MTV’s pimp my
cannot have battlecruisers unfortunately. However, this is          ride or Las Vegas customs. That very standard cruiser suddenly
offset with all the cruisers as they can have an extra dorsal       comes with a lot of extras and fun stuff. However, it does come
lance. They benefit from the same tactics of the standard           at a cost as all capital ships go up in points.
Imperial fleet too.
                                                                    A benefit this list has compared to the regular Imperial Navy is
The Dictator is your only real ordnance hull at a reasonable        that it has less options actually. It is much more focused in that
price and so pairing it with a couple of lunars together is a       regard. It also has a slightly better leadership table at the
sensible, solid fleet tactic and gives you a nice coverage.         expense of being less protected against boarding.
The AdMech fleet also rolls on a refit table to give them some      With every cruiser becoming a sort of battlecruiser on their
extra goodies. Honestly, I have never really seen the huge          own (among the options per standard they add a turret versus
benefit but each to their own.                                      ordnance and a single dorsal lance shooting 60 cm!).
Suffers from the same pros and cons as the standard Imperial        Furthermore, each capital ship rolls on the Gift of the
fleet.                                                              Omnissiah table. If the ship rolls a ‘6’ when determining
                                                                    leadership that ship may pick the gift it prefers. Each of the
                                                                    gifts has its own merit but personally I like Fleet Defense
                                                                    Turrets as it helps a low carrier fleet quite good, repulsor
                                                                    shield to make that movement through blastmarkers a breeze
                                                                    and finally the augmented weapon relay is ace: if you have a
                                                                    Magos on a battleship or cruiser just take this one: Weapon
                                                                    Batteries get a left shift on the gunnery table and lances inflict
                                                                    double hits when rolling a ‘6’; imagine the fun with this on a
                                                                    Retribution. But also, Lunars like this a lot. And while Gothics
                                                                    have no weapon batteries…. Five lances in one broadside… a 6
                                                                    is rolled quickly!
                                                                                                                              27
Rogue Traders                                                          column shift on those powerful batteries at range will give any     Roy - Rogue Traders, what can we tell about these? The first
Tom - Originally, Rogue Traders didn't have a specific fleet of        enemy fleet pause but the kicker - Always closing under 30cm!       list of them was pretty small, aimed at playing games of BFG
their own. Any fleet, apart from Necrons and Tyranids (I'd also        But on a carnage class cruiser with that hull's weapons             Privateer opposed to Battlefleet Gothic. And as such it was only
say Orks but that's just me), can take a Rogue Trader, with            batteries, lock her on and see things blow up. For real giggles,    a cruiser plus a handful of escorts that could be added for
Imperials and Tau being able to take more ships per 750 pts.           squadron two of them together. Even Battleships will fear that.     variety and narrative to an existing fleet you already had;
Then for each cruiser you can take between 2-6 escorts to                                                                                  except Tyranids and Necron that is.
accompany them. So, you potentially could get 3x cruisers into         I would recommend keeping a rogue trader fleet together, like
a list that's just over 1500 pts and then have plenty of escorts       the usual imperial fleets for mutual support as well. They can      In 2010 they got an option to field a full-fledged fleet. But truth
to join them. You can also potentially include Demiurg and             operate separately under the right conditions, such as using the    to be told this is a hard fleet to play with. Yes, you do get some
Kroot vessels too. So that kind of makes a fleet....kind of.           grav thrusters to give a few ships extra turning ability, and       fun upgrades and the xenos escort is pretty good with the right
                                                                       flanking becomes easier. But overall, I'd keep them together.       options but the lack of carriers and premium cost of lances in
Then the exploration fleet list was created, which lets you build                                                                         the fleet makes it hard.
 an actual Rogue Trader fleet. This list allows you to build a         I would be remiss not to mention the little xenos escort that the   (Note: the third shield as an upgrade for the Rogue Trader
 Rogue Trader fleet using the trader cruiser hulls and escorts         list can also purchase, they are decent little escorts but at 50    cruiser may seem attractive but keep in mind the ship must go
 like above but also allows you to include some ships from the         points each I would recommend potentially looking at a light        on a big base if you do so!).
 Imperial (Lunar) and Chaos (Carnage) lists etc as well. I would       cruiser over a squadron of them.
 recommend using this list in reality if you really want to build a                                                                        How to play with them outside of the suited scenarios? The key
 Rogue Trader fleet rather than just add them into another fleet                                                                           will be to get the most out of the cruisers you take and then
 ad hoc.                                                                                                                                   start adding big escort squadrons. Add cheap transport
                                                                                                                                           squadrons to bug the enemy, when possible, they are dirt
The Rogue Trader cruiser ship itself, is, well, an ok class of ship.                                                                       cheap but can-do heroic saves.
It has decent weapons batteries and is a cheap ship. However,
where the fun is in my view is the xenotech systems you can                                                                                Use your launch bays wisely and make sure the
either roll for or buy for an additional 5 points. I would always                                                                          Recommissioned Escort is on standby to take out large enemy
recommend purchasing to give yourself a choice.                                                                                            torpedo waves if needed.
                                                                                                                                                                                                     28
The Inquisition                                                       against the agents of chaos as well, as grey knight ships ignore    Roy - Okay, gonna admit this fleet list can be hard to follow if
Tom - The Inquisition has no fleet list on its own. Instead, there   marks of chaos essentially, again a useful tactic if applied         you want to do certain builds. The easiest is probably to take an
are various ways to add an Inquisitor or Inquisitorial ships to      correctly. You could now board that Nurgle ship that's been          Inquisitor on an Inquisitorial Cruiser and (just like a Rogue
the Imperial factions.                                               literally plaguing you.                                              Trader and his cruiser) add it to an Imperial or Space Marine
                                                                                                                                          fleet. The Inquisitor’s high leadership can be quite a boost to
                                                                     The same can be said of the Order Xenos as well. My personal         certain fleets and his options and special rules can bring some
Any Imperial, Ad Mech or Space Marine fleet 750 points or
                                                                     favourite choice, as you can randomly roll on an upgrades table      fun and variety.
greater may be led by an Inquisitor Lord. They must be aboard
an Inquisitorial Cruiser or on an Inquisition Blackship either of    for the Inquisitors vessel or pay 5pts to choose one. I think the
these are included. If none of these ships are present, they have    extra 5pts is very much worth it when you can choose an              If you add a Blackship to that fleet, no reserve rules needed to
to be placed on the most expensive ship in the fleet.                upgrade that plays to your style, I personally love the Grav         follow, it gets even more stylish in your fleet.
                                                                     thrusters, having a battleship being able to double its turn
                                                                     movement is a powerful upgrade and will catch plenty of              For a lot of players, the most appealing part is to build a Grey
The different ships themselves that can be included in a fleet,
                                                                     admirals out, imagine possibilities of Battle Barge that could       Knights fleet, and this is where the list shines in …. What?!?
black ships or the types of Grey Knight ships add flavour to
                                                                     just turn on the spot.                                               However, a future update of the remastered fleetbook may
imperial fleets but for me it's the choice of your Inquisitor that
will be a key choice.                                                                                                                     have a solid solution for this (sanctioned by the rules
                                                                     Ordo xenos has one other little bonus that I think is very much      committee, so stay tuned for that).
                                                                     worth it and really pips it for me, as long as you're facing these
You can select a Lord from the big three inquisition factions
                                                                     opponents mind - Rolled saves by holofields, shadowfields or         A Grey Knight fleet has all the great stuff from the usual Space
Ordo Malleus, Ordo Xenos or Ordo Hereticus.
                                                                     any similar rule against a boarding action or hit and run attack     Marine fleet but with even more special bonus stuff going on.
                                                                     succeed on a 3+ instead of a 2+ . That is massive against those      But this time it comes at a prize as you cannot spam the Grey
I think that if you are looking to add just a little spice to your   pesky fast Eldar and Dark Eldar, and an instance purchase in         Knight Strike Cruiser like a regular Strike Cruiser. So, the fleet
fleet and have some spare points then going with an Ordo             my view.                                                             will be more balanced between the barge, strike cruisers and
Hereticus Inquisitor to lead, say, a boarding heavy fleet, will
                                                                                                                                          escorts.
stand you in good stead. The extras to the boarding values and
                                                                     So, I would suggest seeing how you want to play your fleet,
hit and run could be a wonderful bonus to certain imperial
                                                                     who against and potentially then choose the most appropriate
fleets and could cause a surprise or two. Additionally, it's the
                                                                     Inquisitor to join your fleet.
cheapest Inquisitor option with no drawbacks.
Now if you really want to board and mess up some other ships
then the next option of the Ordo Malleus is a good choice. As
you then purchase extra Grey Knight terminators and/or
honour guard on ships. This greatly helps in boarding and your
hit and run attacks, perfect for Space Marine fleets but also
adding that tactical option to Imperial fleets that potentially
wouldn't usually use it. One of these inquisitors also helps
                                                                                                                                                                                                    29
The BFG community goes from strength to strength with more            Bondsman Award - Best Overall Entry (Community Vote)         It's a fantastic ship with a beautiful forgeworld base as well!
 designers and creators joining the community. This painting                                                                        Chris has won the monthly painting competition a few times
 competition continues to roll on and warp rift magazine is well                                                                    now, but this is the first time he has won the overall award.
 and truly back with a vengeance. We also have a fantastic                                                                          Congratulations and we look forward to seeing more ships in
 remastered rulebook and fleet list we all can now use, along                                                                       2024.
 with a brilliant and easy to use Starter Kit to help get folks into
 this wonderful game.                                                                                                               Techno Heresy Award – Conversion
It's a good time to be an admiral.                                                                                                  This award is given to my favourite conversion or 3d print over
                                                                                                                                    the past year. I have to give it to this ship by Bluesquat555 on
This painting competition is now into its 6th year, which is                                                                        Instagram. This is an amazing Tobari cruiser. Outstanding
quite fantastic. Thank you to all of you who enter, I love seeing                                                                   work and I love the colour scheme as well, the green and
all the ships and I think the rest of the community does too.                                                                       yellow just works so well on this ship.
I also like to look at the ships that may not have won in their
month of entry as well, so all ships are represented.
For the monthly awards, the BFG Facebook community votes               This amazing Adeptus Mechanicus ship was painted by a
for their favourite entry, each year the community votes on            stalwart of our community, Admiral Krows also known as
their overall favourite too....the Bondsman Award.                     DoublebaseFanatic. The ship even lights up! Very Ad Mech I
                                                                       would say.
                                                                                                                                                                                            31
Neophyte Award                                                    The Black Library Award - Xenos
So, this award goes out to a fresh new member of the              This award goes out to my favourite xenos entry of the year.
community, someone who has only just joined the BFG               Always a tough category but in the end, I had to give it to this
community, returned or they entered their first BFG               amazing Tyranid piece full of character by Instagram painter
competition. I had to choose this amazing Battleship by           Guajirogunpla. The fleet colours are just striking and there's
Admiral Hryek (the_garantine on Instagram). The white and         diorama elements to it as well. Love the background artwork as
grey is just beautiful and the subtle gold and green just makes   well. The fleet also consists of new designs, kit bashes and old
the ship stand out. Stunning work and the rest of the fleet is    original ships, it just shows the variety BFG can bring.
painted in this scheme as well, amazing work. This ship design    Outstanding work.
is from Battlefleet Galaxy as well.
..
                                                                                                                                          32
Ollenus Pious Award – Imperial                                       Despoiler Award - Chaos                                              No One Expects the Inquisition Award
This award goes to my favourite imperial entry of the year and       This award goes to my favourite chaos entry for the year. This       This award is a little left field, a bit different. This award goes
every year this is one of the toughest awards to choose. There       one is always difficult due to the variety and creativity that the   out to the entry that came out of nowhere. An entry that wasn't
is always so many fantastic entries but, in the end, this Imperial   chaos fleets can bring to the table. A lot to choose from this       the typical and bit of outside the box thinking if you will. This
Lunar class cruiser from Instagram community member Bleach           year, we even had a chaos month, so this was a very                  award has gone to various different types of entries before,
Hawk took it for me. I mean not only is it beautifully painted       competitive category. From the group this stunning chaos fleet       from whole tables built like a ship, to actual painted artwork, to
but it's in my fleets colours and has my Turbidious logo! I          from Admiral Hannah stood out to me though. The ships                inside a hanger.
might be a little bias, but I think this is one of my favourite      themselves are from No fixed Forge and I don't think I have
entries ever.                                                        ever seen a fully pink fleet before. This fleet just works           This year I had to give it to utterly insane dragon prow
                                                                     beautifully. The green accent colours also really pop, it's such a    battleship from the Instagram community member
                                                                     striking fleet. Love it.                                              Ben_hobbiz_lair. This is a Dragon Alpha legion ship, and it is
                                                                                                                                           crazy good. I love it.
                                                                                                                                                                                                    33
The Crusader Award                                                  The Furious Abyss Award                                         Blessings of the Omnissiah
                                                                    This award goes to my favourite 30k and/or heresy fleet from     So, I have asked three of the best battlefleet gothic ship
The space marines are the poster boys of Warhammer 40k, you         the past year. Heresy era wargaming is huge and has increased    designers and creators to choose their favourite entries of the
can't do awards without including them. This year has had its       thanks to the release of the heresy rule set and plenty of new   year, they are Italian Moose, Battlefleet Galaxy and
fair share of marine entries, but this amazing Blood Angels fleet   models. Some of the Glorianas that are being built, wow.         Paulsmallus. Fantastic creators you should check out.
stood out to me from Admiral Crossley. The yellows really           Speaking of, this amazing Gloriana ship comes from Admiral
bring all the fleet together and I love the addition of Death       Stribley and is a stunning Blood Angels ship called the 'Red     I brought this award in last year and the guys agreed to come
Company style ships. How mad must it be to serve on those!          Tear'. Stunning work, the white wings at the back are a          back to select their favourites again this year. I appreciate it. So
                                                                    particular highlight for me. It makes me want to make a blood    here are their choices for this year:
                                                                    angels fleet!
                                                                                                                                     Italian Moose
                                                                    These ships are from Soul Forge Studios.
                                                                                                                                     I choose this one! From the Chaos month (Turbidious - how
                                                                                                                                     chaos is it to enter a Tyranid fleet in a chaos theme, I love it!).
                                                                                                                                                                                                 34
Battlefleet Galaxy                                             Paulsmallus                                               The Lord Solar Admiral Award
So, I nominate this Grand Battleship produced by commission    This one! Dioramas win. Every time!                        So this is a special award, I have been very fortunate to be able
painter diseased_paint on Instagram, It was excellently                                                                   to chat with the very man that created the game we know and
executed, immaculate technique, and the colours are perfect.   This ships is from Admiral Krows, DoublebaseFanatic on     love - the one and only Andy Chambers (you can even watch an
                                                               Instagram or Discord.                                      interview I did with him on this page). Andy has again been
                                                                                                                          kind enough to choose his favourite from the winners this year.
                                                                                                                          Over to Andy:
                                                                                                                           "Tough to pick favourites here, but the glowy lights for the Ad
                                                                                                                            mech battleship swing that for me. Honourable mentions to both
                                                                                                                            the Necron cruiser and Ork battleship as they are so nicely done,
                                                                                                                            but honestly that applies to all the winners so I'm just on
                                                                                                                            personal preferences here. Fantastic''
                                                                                                                                                                                    35
Commodore of Turbidious Award                                       Well, my fellow admirals that's it for 2023, I hope you enjoyed
                                                                     the article. Congratulations to all the recipients and to
Now after the creators and Andy I have one final award and           everyone who entered this year. It only continues because of all
that's my Commodore of Turbidious award.                             of you.
This is my main award, and it goes to the member of the             Thank you to the creators and to Andy Chambers for their
community who supports the BFG community. A person who              input this year. Thank you to Battlefleet Galaxy for sponsoring
does so much to keep the BFG community very much alive and          again. It is very much appreciated. Please check out the
kicking.                                                            Facebook page and discord. I'm also Turbidious on Instagram if
                                                                    interested.
This year I had to give it to Admiral Simon Saier.
                                                                    The competition is already underway for 2023 - Jan/Feb
Simon is the mastermind behind the Remastered BFG                   category is - any ship. Like always to start the year.
Rulebook and Remastered Fleet List. The Remastered rulebook
compiles the 2007 digital rulebook, 2003 Armada and the 2010        Look forward to seeing all your entries next (this) year!
Compendium into one document with updated layout and
artwork, and without altering any rules. Additionally, it
contains the campaigns from the original books.
                                                                                                                            36
                                37
The ten winners of the month.
The Tobari                                                           What is the Khareshi Expanse?
It was in Warp Rift 11, the first edition I did as editor from       To the Imperial administratum, nothing more than a forgotten      Tobari Raiders
March 2007, that I also included my first own article: Tobari        and non-important Nebula in the Eastern Fringe. This Nebula is    The Tobari are one of the many alien races who reside inside
from the Khareshi Expanse.                                           cluttered with various kinds of races, almost all of them         the Khareshi Expanse. According to the highly classified report
                                                                     capable of warp or FTL travel. It has been reported that some     of Lord Inquisitor Revic and the, most of the time wild. Stories
And just like in that article first a note about the origins: The    of these races are starting to leave their Nebula more often in   by Rogue Traders or the few Merchantmen who survived an
initial Tobari rules sprang forth from Gothicomms (Tactical          the last decade. Imperial merchant vessels15cm
                                                                                                                  have been targeted   attack of the raiders the Tobari utilise two types of fast escort
Command early days). The starting points were two kit bashed         more and more by them. But since priority lies not in the         sized vessels; and more recently a bigger light cruiser sized
alien escort vessels. It was Magus who came up with the name         Khareshi Nebula, no thorough investigation has been carried       vessel has been seen leading the Tobari in a raid.
for the ‘Tobari’ name, Xisor for the extensive background story      out, only foolhardy Rogue Traders travel there in the hopes of
about Lord Inquisitor Revic and Ray Bell for his feedback on         finding profit and renown.                                        They mostly prey on weak or unprotected mercantile shipping.
the rules.                                                                                                                             On some small occasions they engaged larger cruisers in larger
                                                                                                                                       numbers.
And now, all those years later I need to do a big thanks to two
more people: firstly, Arcaneshipyard who made a printable STL                                                                          The vessels harbour sophisticated weaponry: these are not
design based on the kitbash I made of the Tobari destroyer. So                                                                         primarily used to destroy enemy vessels but more to damage
now everyone interested can get themselves one or more of                                                                              the vessels and make them incapable of escaping their clutches.
these vessels. Secondly a big thanks goes to Bluesquat who                                                                             Once the Tobari damaged a merchantman enough they will fly
took that STL design, did some things, printed it and made a                                                                           alongside them and teleport aboard the merchantmen.
kitbash, using the core of the destroyer, to create a Tobari Light
Cruiser!                                                                                                                               Their teleporters are reported to be more advanced than
                                                                                                                                       standard Imperial teleport devices as they can penetrate still
Currently Arcane Shipyard is creating a STL for this light                                                                             active shields. If they make it aboard, they raid the ship and
cruiser of the Tobari.                                                                                                                 take all equipment they can get hold of. Even more worrying
                                                                                                                                       are the reports of crew being abducted by the Tobari, never to
So that’s just an awesome thing to see.                                                                                                be seen again. Once the Tobari are ready they teleport back to
                                                                                                                                       their ships and leave the merchants at their fate.
This anniversary edition was a perfect moment to show these
designs and give a fresh new look at the Tobari.
                                                                                                                                                                                               39
                                                                                                      .
Tobari Special Rules                                                   Advanced teleport attack:
                                                                       The Tobari have a form of very advanced teleport technology             Tobari Fleet List
Tobari Leadership                                                      which has not been seen before. Somehow, they can teleport              The Tobari can be used as a wolfpack list. (Ideally in small
The Tobari make use of the standard leadership table.                  onto another vessel while bypassing its active shields                  games of up to a maximum of 500 points).
                                                                       (holofields and spores are not negated).                                Tobari may also be added to the Wolfpack fleet list as xenos
                                                                                                                                               allies.
Boarding actions
When involved in a boarding action the Tobari have a +1                When a Tobari ship is within 10 cm of an enemy
                                                                                                                 15cm   ship they can
modifier.                                                              make 1 teleport raid against any enemy ship during the                  Tobari leader - 25 points
                                                                       endphase. Instead of a regular hit and run attack damaging              Add +1 to the leadership. A Tobari leader will be stationed on
                                                                       systems Tobari will try to abduct as many of the crew as they           the most expensive ship or squadron.
Disruptor weapon:
                                                                       can.
This short ranged but advanced weapon does not bring direct
                                                                       They may also conduct teleport attacks against ships with more          Tobari fleet structure
damage to the ship being hit but it cuts through to the core
                                                                       remaining hit points as their own ship has.                             A Tobari escort squadron may consist of 2-6 vessels. The
electrical functions and disables those.
                                                                                                                                               frigate may not outnumber the destroyer.
                                                                       Roll a D6 when doing such a teleport attack: On a 4+ the raid is
When attacking with the disruptor, roll a D6: on a 5+ it will hit
                                                                       considered a success.                                                   One light cruiser may be taken per 250 points.
the enemy ship, negating shields (but not holofields or spores).
                                                                       Roll another D6 to see what the result is from the Teleport
                                                                       Raid: multiply the result of the roll with 5 to see how many
Apply the following results:                                           victory points the Tobari gain. If the result equals or exceeds
                                                                       the value of the enemy ship it is destroyed as well
   • On a 5 + it inflicts a critical hit.
                                                                       Example: the Tobari destroyer Kash’lok conducts a teleport
   • On a 6 + it inflicts a critical hit and places a Blast Marker     attack against an armed cargo vessel: first it rolls a D6 to see if
     on the ship being targeted.                                       the teleport attack is being made; a 4+ is needed to do so. Now
                                                                       another D6 is rolled to determine how many victory points are
Note: Critical hits are being rolled using the standard critical hit   scored: the roll is a 3. The Tobari scores 3 x 5 = 15 victory points.
charts. Brace for Impact is allowed as normal.                         The cargo vessel stays on the tabletop and can do its actions as
                                                                       usual in the next turn.
                                                                                                                                                                                                      40
                                                                                                           .
Tobari Destroyer                                40 Points                                     Tobari Light Cruiser                               140 Points
 Type/Hits             Speed       Turns        Shields           Armour         Turrets       Type/Hits               Speed        Turns        Shields        Armour        Turrets
 Armament                         Range/Speed         Firepower/Str            Fire Arc        Armament                           Range/Speed          Firepower/Str       Fire Arc
                                                                                                           15cm
 Prow Disruptor                      15 cm                 1                    Front          Prow Disruptor                         15 cm                 2                Front
Escort/1 30 cm 90º 2 5+ 1
                                                      The new
                                                      STL by
                                                      Arcane
                                                      Shipyard                                The kitbashed light cruiser by Bluesquat using parts of the new destroyer STL. Also,
                                                      printed &                               splendid paintjob!
                                                      painted.
Welcome back class, I trust our last session on the employment   Of the three most common classes that intelligence has
                                                                                                                                                  FANATIC Class Light Cruiser
of His most holy Emperor’s light cruisers sparked vigorous       determined captured, defected or even constructed by fallen
discussion, and hopefully at least some of you utilised those    forge worlds, they all share common traits differing from the
tactics in your practical simulation sessions with success.      currently operational classes within the Imperial Fleet.
This evening, we are joined by Commander Eiger of BattleFleet    They share improved maximum velocities, keeping in line with
Intelligence Division, who will be providing us with a dossier   traitor cruisers and raiders. A trait observed with many of the    All three classes have been known to often conduct both hit
on the employment of mutinous light cruiser platforms            older classes before the modern armoured prow design. As           and run tactics against weakened targets, and support
amongst the heretical traitor fleets that have                   such they also lack such forward protection. Shield systems are    boarding actions of larger traitor cruisers and battleships.
                                                                 of older design comparable to their size. Several examples
plagued the Imperium since the Heresy, and such                  across the three classes seem to dedicate their service to a       The Fanatic class boasts impressive, long range macro
platforms as employed by the dread xenos races that              particular aspect of the so called “Chaotic Deities” that the      batteries for its size, complemented by an improved turreted
prey upon the righteous Imperial frontier worlds and             traitors worship. Whilst others take on the lifestyle of raiders   Lance arrangement, delivering a comparable broadside to that
trade routes.                                                    and renegades that have snubbed righteous Imperial rule.           of a Lunar class cruiser at greater range. It boasts an adequate
                                                                                                                                    thruster arrangement, able to keep pace with Traitor cruisers.
                                                                 Like the mainline chaos capital ships, they lack the noble         The class is an exceptional cruiser escort, with its side batteries
Commander, your class.                                                                                                              complementing all known traitor cruiser types, and the prow
                                                                 armoured prow that the Imperial forces now bear as their
                                                                 Aegis. Whereas many of the older, larger platforms’ ancient        lance turrets can adapt to support both broadside attacks or
                                                                                                                                                                                              43
supplement the heavy, yet fixed, prow lance armaments that         The experimental Schismatic class performs the anachronistic         However, the light cruisers are somewhat disadvantaged
some renegade cruiser classes boast. Of ubiquity is the            role of fire support cruiser within the traitor fleets. With an      compared to their Loyal counterparts (except for the Fanatic)
prevalence of Fanatics escorting the escorting the Styx fleet      enhances thrust assembly and unique wide angled torpedo              as they are restricted in range compared to most traitor
carrier, which boasts an underpowered, yet long range              launcher system on its prow, it can perform encircling               weaponry on larger platforms as such may force a closer
armament to support its attack craft. The Fanatics longer range    manoeuvres whilst bombarding targets with repeated torpedo           engagement in order to bring their weaponry to bear in
can allow this pairing to distance itself from the fighting line   salvos. Supplemented by broadside lance batteries, this class        support to their parent cruiser. Alternatively, they can be used
and still provide significant weight of macro and lance shot.      can be an effective area denial threat, and has been observed        as a shielding force, ranging closer whilst their longer ranged
                                                                   lurking on the flanks of engagements, allowing its more              parent cruiser can remain engaged.
Heretic Light Cruiser                                              aggressive counterparts taking the brunt of Imperial justice
                                                                   through firepower, providing counter fire to torpedo salvos          These classes are also observed in independent squadrons,
                                                                   and employing its lances on already weakened foes. With its          where loose formations can maximise the speed and
                                                                   speed it can support escorts and fast cruisers also, shoring up      manoeuvrability advantage the platforms afford, whilst
                                                                   holes in the spearhead and filling them with torpedoes and           bringing wide angled weapon and lance batteries to bear in
                                                                   lance. With its shorter range, it is far more common to see in       coordinated strikes. Squadrons of Schismatic class are of
                                                                   independent squadrons, usually pairs, where massing salvos           particular note, able to concentrate torpedo salvos in tight
                                                                   becomes a fearsome prospect to face and the concentration of         formation across a wide swath to devastating effect whilst
                                                                   lance power matches that of a Gothic class.                          combining lethal lance batteries.
                                                                                                                                                                                                44
TACTICAL NOTE: SLAUGHTER CLASS FAST CRUISER                            CONCLUSIONS
Whilst possessing displacement, firepower and armour                   As I have outlined to my
comparable to many other traitor cruiser variants, special             esteemed Captains and
mention of this particular class of cruiser is warranted.              Shipmasters, the traitorous
Sacrificing the greater weaponry range common among other              light cruiser presents a
classes, this class possesses phenomenal speed for its mass.           credible threat to the fleet.
Able to maintain pace with raiders, escorts and the                    That threat, if ignored, can
Heretic/Schismatic class. The Slaughter class can range ahead          quickly bring to bear
of the main chaos formation.                                           considerable firepower on
                                                                       vectors undesirable to our
This can be often to the tactical disadvantage of the traitor          defences. These platforms can
warmaster, as the captains of these accursed vessel seem to            significantly augment larger
relish in the wild abandon of the charge to deliver a substantial      traitor platforms and shore up
primary broadside of macro and lance weaponry, whilst able to          perceived weaknesses in class
significantly engage a secondary target opposite. It is for these      designs.
reasons that the heretic class, possessing similar velocity
capabilities, is often observed in formation alongside the fast        Disregard these threats at your
cruiser. Whether this is to share in the thrill of the charge, or an   peril My Lord Captains, as they
effort on behalf of the traitor fleet commander to preserve the        can be a significant thorn in
fast cruiser from destruction is difficult to differentiate.           your midships.
Schismatic classes are less commonly paired with the
                                                                       I look forward to our next
Slaughter, in part due to their rarity, but also the frontal rapid     intelligence briefing, where I
charges that the larger cruiser relishes at are less viable for the    will seek to cover the light
lighter cruiser with its wide angled torpedo array, preferring         cruiser threat posed by the
flanking tactics against targets that the Slaughter may have           xenos races.
already weakened.
                                                                       Fair solar winds, and following
                                                                       warp tides.
                                                                                                         45
Image from the AC2110
There’s a single race that has purity of purpose in Warhammer        Tyranid Fleet Rules                                                 Hive Ships which are crippled in a battle lose -1 Leadership (to
40k, a race with the singular desire to consume, a race known as     Tyranid fleets                                                      a minimum of 7).
the Tyranids! Tyranids are completely uninterested in material       In stark difference to other races, Tyranids have rather peculiar
gains and seek only to leave a trail of biomass stripped worlds in   rules for how they build their fleets, and in a campaign, it is     Other Ships
their path. The Tyranid swarm knows no fear, no regret, only         possible that you end up deploying a fleet in battle that’s not     Other ships may roll to Gain Experience as well, rolling using
hunger, and with every enemy that’s consumed, the swarm              led by a Hive Ship. In such cases, you may use the rules for the    the Hive Mind’s Leadership. If successful, they may choose to
grows, but the hunger… The hunger never ends.                        Tyranid Vanguard Fleet List, provided that your forces              purchase a new refit or they may choose to exchange a refit for
Today I’ll aim to provide you with the full almost-official          deployed to the battle itself would be a legal fleet under the      another one (though they must still pay the points cost for
complement of rules that you’ll need to make sure your Tyranids      Tyranid Vanguard Fleet List.                                        them, and they follow the usual limitations).
get their campaign going!
                                                                     Tyranid reinforcements                                              Vanguard Fleet Rules
Tyranids in a campaign                                               If a Tyranid Reinforcements appeal is granted, and a new Hive       Fleet Size
There’s something quite odd about trying to lead an extra-           Ship is chosen, the Hive Ship may not take the option to            Your starting fleet size is 1500 points (or 75% of the starting
galactic race bent on devouring everything in its path while         improve its Leadership from the fleet list (it may still improve    points value that has been agreed for conquering fleets in this
being a human, but then again, it can be quite relaxing to know      its Leadership through Tyranid Ship Development).                   campaign).
that your campaign will have to deal with none of the politics
and infighting that plagues your prey races. Here you’ll find a      Tyranid ship development                                            Fleet Lists
comprehensive adaptation for the official, if oddly fitting, rules   Tyranid ships do not gain experience in the same way as those       Tyranid pirate fleets should be represented by using the
to use Tyranids in a campaign, along with their evolution and        of other races:                                                     Vanguard Fleet List, but you should feel free to use other lists if
possible appeals. These changes attempt to provide a more lore-
                                                                                                                                         you feel it appropriate!
faithful representation of how the Tyranids behave in a              Hive Ships
campaign, without changing the campaign rules too much!
                                                                     Hive Ships (or other ships which may exert synaptic control)        Pirate Base
                                                                     may roll to Gain Experience as normal, rolling using their own      A Tyranid Vanguard Fleet may use a single Tyranid hive ship as
General rules                                                        Leadership. If successful, they may choose one of the following     their pirate base in a campaign. If the pirate base comes under
Tyranids follow the usual rules for a campaign, being capable        options:                                                            attack, play out one of the scenarios below with the Tyranid
of behaving as a conquering fleet (a Hive Fleet) or as a pirate      • Improve their Leadership (though they may never improve           Vanguard Fleet as the defender. The hive ship must still be
fleet (a Vanguard Fleet), though in both cases that must be             their Leadership above that of the Hive Mind). They must         purchased using the fleet and/or planetary defence points
announced when the campaign starts.                                     choose this option if the Hive Ship’s Leadership is below 8.     allocation for the scenario, but the hive ship itself is not
                                                                     • Choose to purchase a new refit (though they must roll for         considered part of the fleet registry.
                                                                        them instead of choosing one, and they must still pay the
                                                                        points cost for them).
                                                                     • Add 1 Repair Point to the fleet.
                                                                                                                                                                                                   47
                                                                     .
Scenarios                                                             Surprise Attack                                                     Hive Fleet Rules
The attacker must on the table below to determine which               Play out Surprise Attack, but instead of orbiting a planet, the     Fleet Size
scenario is to be played, or if both players agree, they can pick     defending Tyranid fleet is stationed around the Hive Ship. The      Your starting fleet size is 2000 points (or the starting points
one from those listed.                                                defender does not have to pay any points for the Hive Ship, but     value that has been agreed for conquering fleets in this
                                                                      it starts the battle on standby like the other defending vessels.   campaign).
D6 roll:                                                              The attackers must cripple the Hive Ship to win. You may
• 1 - 2 scenario: The Raiders                                         spend the points for planetary defences on Escort Drones.           Fleet Lists
• 3 - 4 scenario: Queenslayer                                                                                                             Most Hive Fleets should be represented by using the Hive Fleet
• 5 - 6 scenario: Surprise Attack                                     Birth of a Hive Fleet                                               List, but you should feel free to use other lists if you feel it
                                                                      A Tyranid Vanguard Fleet may use a Reinforcement appeal to          appropriate.
All of the scenarios have the following modification:                 add a Hive Ship to your fleet roster. From that moment
You must include a single Hive Ship as part of your defending         onwards, the fleet roster changes to that of a Hive Fleet and       Promotions
fleet’s point cost (unless otherwise specified). This Hive Ship is    new ships will be following the restrictions set by the Tyranid     Your Admiral is nothing more than the collective gestalt of the
not part of your fleet registry, it’s just for this scenario and it   Hive Fleet List (your escorts from the Vanguard Fleet will not      Hive Mind, but even so, it grows wiser and more powerful as it
represents the pirate base from which your fleet operates. You        count for how many escorts you could have in relation to your       devours!
may outfit the Hive Ship as you please, including any Evolutions      hive ships).
of the Hive Mind up to the limit of three different kinds. Your                                                                           Tyranid commanders use the following table for their
Hive Mind will be commanding it.                                      You may now choose to roll on the Battles table after rolling on    promotions during a campaign.
                                                                      the Incoming Orders table, instead of being forced to roll for a
The Raiders                                                           major raid on the Raids table. If you win a Battle, you may
                                                                                                                                          The Hive Mind chooses a single Hive Ship as its flagship and
Play out The Raiders but instead of the normal victory                choose to take over the system. If you do, you’ll stop behaving
                                                                                                                                          shall behave as a regular commander, overriding the Hive
conditions, the attacking player must cripple or destroy the          as a Vanguard Fleet and instead you’ll now behave like a Hive
                                                                                                                                          Ship’s leadership. Should the flagship be destroyed, then the
Hive Ship.                                                            Fleet (as described below), with the newly conquered system
                                                                                                                                          Hive Mind may not have any further effect in that game, but
                                                                      being your home system (you keep the hidden pirate base
                                                                                                                                          you may choose a new Hive Ship to be its flagship once the
                                                                      too!).
Queenslayer                                                                                                                               battle is over.
Play out Commerce Raiders (see Warp Rift 38), but instead of
                                                                      Should you lose control over all your systems, but your pirate
transports, for every 100 points (rounding up), you may
                                                                      base remains, your fleet will go back to behaving like a
include 10 points of Escort Drones. If the Hive Ship moves off
                                                                      Vanguard Fleet, with the pirate base as your home of
through the escape corridor, the defender is victorious. If the
                                                                      operations.
attacker destroys the Hive Ship, then the attacker is victorious.
                                                                      .
                                                                                                                                                                                                   48
If there are no Hive Ships participating in a battle, the Hive     Refits                                                                Evolution of the Hive Mind refit while your ship has its
Mind instead focuses on a squadron or ship. Choose a squadron      As the hive fleet sails relentlessly on through space, it is          maximum amount of different Evolution of the Hive Mind
or ship at the beginning of the battle, that squadron or ship is   continually evolving to meet the enemies that it faces. Individual    refits, you may choose to exchange one of the previous
the focus of the Hive Mind, automatically passes any instance of   organisms adapt and refine themselves with each new                   Evolution of the Hive Mind refits for the newly acquired one.
Instinctive Behaviour and will have the Hive Mind’s                encounter, while the hive ships perpetually alter the morphology      These improvements represent the only means of evolving
Leadership, regardless of the number of vessels remaining in       of the new organisms birthed by the fleet. As such, the hive fleet    against increasingly capable foes, for Tyranids operate under
the squadron or any other rules. It may then take any Special      is a continually changing mass, both individually and                 Instinctive Behaviour or under direction of the Hive Mind, and
Orders as normal. You may use Hive Mind Influence re-rolls         collectively. This natural adaptation is represented in the           thus they cannot take on crew skills.
and Hive Mind Imperatives as normal, or on checks to override      Tyranid fleet list in the way that other races have special refits.
Instinctive Behaviour for other squadrons in the fleet (as per                                                                           Because the equivalent of Tyranid torpedoes are always
the Vanguard Fleet rules).                                         Tyranid refits are called bio-enhancements and are described          boarding torpedoes, Tyranids cannot use the torpedo refits
                                                                   in the Evolution of the Hive Mind Refit table. These refits can be    available to other races.
  Renow      Title                    Ld, notes                    incorporated by capital ships or individual escorts except
    n                                                              where specifically noted otherwise for the cost indicated             Any Tyranid ship may change one of its weapon options for
                                                                   (instead of costing the flat +10% ship points as happens with         another (so long as that’s allowed in the ship’s profile, and
    1-5      Awakened Node            Ld 8, 1 influence roll
                                                                   other races). During a campaign, no one ship can gain more            adjusting the ship’s points cost) instead of acquiring an
                                                                   than one different kind of Evolution of the Hive Mind refit           Evolution of the Hive Mind refit (regardless of how the
   6-10      Tyrant Node              Ld 8, 2 influence rolls
                                                                   before each battle. Should a ship gain an Evolution of the Hive       Evolution of the Hive Mind refit was acquired).
                                      Ld 8, 2 influence rolls      Mind refit due to Tyranid Ship Development and another
   11-20     Dominatrix Node
                                      1 Hive Mind Imperative       Evolution of the Hive Mind refit from a Refit Appeal before a         When acquiring an Evolution of the Hive Mind refit through
                                      Ld 9, 2 influence rolls
                                                                   battle, you simply choose a kind of Evolution of the Hive Mind        Tyranid Ship Development, you must roll 2D6 on the Evolution
   21-30     Norn-Queen Node                                       refit to apply and discard the other (or in the case that both
                                      1 Hive Mind Imperative                                                                             of the Hive Mind Refit table and apply the result. Should the
                                                                   refits result in Reinforced Carapace or Extra Spore Cysts, you        result be inapplicable for the ship, then roll again until an
                                      Ld 9, 3 influence rolls      can choose to apply them twice).
   31-50     Alpha Node
                                      1 Hive Mind Imperative
                                                                                                                                         applicable result is rolled. When acquiring a bio-enhancement
                                                                                                                                         through a Refit Appeal, you may just choose which bio-
                                      Ld 10, 3 influence rolls     With the exception of reinforced carapace and extra spore             enhancement to apply instead of rolling for it.
    51+      Omega Node
                                      2 Hive Mind Imperative       cysts, no single Evolution of the Hive Mind refit may be granted
                                                                   more than once. No hive ship may ever have more than three
                                                                   different Evolution of the Hive Mind refits, no cruiser more
                                                                   than two and no escort more than one. Should you gain an
                                                                                                                                                                                                 49
EVOLUTION OF THE HIVE MIND REFIT
The bio-ships constantly evolve in order to better face new challenges, producing a biological arms race with their enemies. Roll on the following table:
                                Solar Vanes (+15 points): The ship has bio-engineered solar wings that spread to absorb the smallest amount of ambient radiated energy from surrounding space. The ship gains +5cm
              2
                                speed.
                                Adrenaline Sacs (+10 points): The primary propulsion valves and constrictor muscles at the rear of the bio-ship have grown in size and strength. The ship gains +1D6 when on All Ahead
              3
                                Full special orders.
                                Psychic Scream (+20 points): The bio-ship’s connection to the Hive Mind is so pervasive that an indelible psychic reverberation surrounds the ship, marring its visage to one even more
              4
                                ghastly and fearsome than normal and instilling visceral terror in any that approach. Any enemy vessels within 15cm suffer -2Ld. Intended solely for hive ships.
                                More Discharge Vents (+15 points): The number of discharge vents along the beast’s length has increased dramatically. The creature reduces the distance it needs to move before
              5
                                turning by 5cm. Not intended for escorts
6 Extra Spore Cysts (+10 points each): The ship gains one spore cyst. No more than two spore cysts can be gained in this manner.
                                Reinforced Carapace (+10 points each): The creature has grown to an inordinate size with correspondingly reinforced internal endostructures and additional ablative carapace,
                                increasing its total mass and capacity to sustain
              7
                                damage. The ship gains +1 Hit. No more than four additional Hits may be gained in this manner. If rolling randomly, a cruiser which attains 10 Hits in this way matures into a hive ship! Not
                                intended for escorts.
                                Mucous Membrane (+20 points): The bio ship is covered with a slimy coat of mucous making it difficult for relatively slower moving ordnance to attack or damage it effectively.
              8                 Bombers and assault boats suffer a -1 modifier (in addition to any other modifiers) when rolling their Attack roll, and all torpedoes must roll +1 to hit (maximum of 6+). Ranged weapon
                                hits remain unaffected
                                Accelerated Healing (+10 points): The bio-ship has enhanced its ability to heal critical wounds, enabling capital ships to roll two extra dice in the End phase when attempting to repair
              9
                                critical damage. Not intended for escorts
                                Drone Link (+20 points): The creature maintains an unbroken link with the Vanguard drone ships and hive ships of the swarm. When within 15cm of a Vanguard drone ship, all pyro-
              10
                                acid batteries benefit from a left shift on the Gunnery table (before all other modifiers).
                                Tenacity (+20 points): The creature has evolved the capability of effectively bringing its weapons to bear on its enemies even when following the prerogative of the Hive Mind. When on
              11
                                All Ahead Full, Burn Retros or Come to New Heading special orders, its pyro-acid batteries and bio-plasma weapons are unaffected.
                                Mega-Spore Mines (+10 points per launch bay): Ships equipped with assault boat launch bays can exchange all their launch bays for spore mine launchers. Each launch bay can launch
              12                one mega-spore mine In the Ordnance phase Megaspore mines follow all movement and ordnance rules mines do, but when rolling against armour to inflict hits, it inflicts that number of
                                fire criticals instead. Not intended for escorts.
                                                                                                                                                                                                                                50
APPEALS
There are few forces that a Tyranid Hive Mind can turn to for support, but Genestealer Cults often behave as a Hive Fleet’s advance forces, feeling the tug of the Hive Mind directing their actions.
Tyranid players may roll on the Genestealer Cults Appeal Chart below.
                                 The Cult has delayed the enemy. Choose one enemy ship or ship squadron. It is deployed in reserves, and will only show up on the tabletop during the 2nd turn from the closest table edge
              2
                                 to the deployment of their fleet. They may not move further during the turn they’ve arrived.
                                 The Cult has infiltrated an enemy ship and sabotaged it, striking just before battle. After determining the next mission to be played, but before deployment, choose one enemy ship, that
              3
                                 ship suffers a critical hit. Roll for it as normal.
                                 The Cult has fed the Hive Mind with advanced information on the enemy fleet. During the next engagement, after deployment, but before the first turn, you may redeploy D3 of your ships
              4
                                 or ship squadrons following the scenario’s rules for deployment.
5 The Cult has eliminated key leadership figures in the enemy fleet. An enemy ship suffers a permanent -1 Leadership.
6 The Cult disrupts enemy fleet discipline. You may force an enemy to re-roll a single Leadership roll during the next battle.
7 The Cult is ready to strike aboard an enemy ship. Choose an enemy ship, any of your attempts to board that ship gain a +2 modifier.
8 The Cult feeds wrong information to fleet leadership, confusing their battle plans. An enemy suffers -1 to his Initiative roll for the next turn.
                                 The Cult spreads and an enemy system becomes seeded by the Cult. The owner receives 1 fewer RP (up to a minimum of 1) from the system. You gain 1 RP per turn for each seeded
              9
                                 system.
                                 The Cult guides you into the enemy system. Do not roll for Initiative nor to receive orders, you can automatically decide to fight a Planetary Assault scenario against an enemy, and you’ll
              10                 be the attacker. In the case of Vanguard Fleets without Hive Ships, since they cannot take control of systems, instead of gaining control of the system if victorious, treat it as a successful
                                 raid, but you’ll be able to get double the RP points the system would provide.
                                 The Cult ascends as you arrive! When you next perform a planetary assault, you may include an extra D6x20 points of planetary defences around the planet (following the same rules of
              11                 deployment as the defender), but they're controlled by you. Alternatively, after deployment, you may take over D6x20 points of planetary defences deployed by your enemy. They are now
                                 under your control.
                                 The Cult heeds the call and reinforces your fleet with stolen ships. You may add a ship or squadron 250 points or under to your fleet roster (including planetary defence ships) as reserves.
                                 You may include these ships as if they were reserves in your fleet, but they do not require the inclusion of any other ships to be taken (ignoring the reserves requirement for multiple ships
                                 of the same type). You may choose them from any of the fleet lists used by players which hold a seeded system, in the same manner as if it was the result of a Reinforcement Appeal (these
                                 ships are NOT taken from that player’s campaign fleet roster and ignore any ship requirements for them from their original fleet list); if there are no seeded systems, you may choose ships
              12                 from the Imperial Gothic Sector list.
                                 They behave as ships from their original race with all their original rules, but will now be crewed by the Genestealer Cult. This means that they suffer a -1 to the Leadership rolled (so they
                                 roll on the Leadership table with a -1 malus due to Reinforcements leadership rules, and then reduce the resulting Leadership by 1) and that they may be directed by the Hive Mind.
                                 Ships with a Genestealer Cult crew may be the target of a Hive Ship’s Synaptic Control as if they were a Tyranid ship, but should the Hive Ship’s command fail, these ships will just behave
                                 as normal (though they may not attempt to go on Special Orders again that turn) as their Genestealer Cult crews act on their own.
                                                                                                                                                                                                                                   51
Image from the BFG Armada videogame
The Tyrant challenge - EPISODE 1                                      weapon battery support (mainly shield). It was a very efficient
While writing the incoming tactica on the Imperial Navy (and          core for my fleet. The tyrant had quickly its broadside critted
the AdMech one), I tried to position myself on the Tyrant class       but the few turns it shot was effective for obvious reasons. Any
cruiser. This ship is well known for its usage against Eldar,         other cruiser would have done the job (like an endeavour), but
eventually seen being paired with an Armageddon or another            the potential strength-16 weapon batteries were scary.
Tyrant (rarely) but is usually considered overcosted for what it                               30cm             15cm
brings. So, I said to myself: Why about a trial in game ?             My first game this winter is a Bakka fleet vs Chaos 750pts
                                                                      cruiser clash. In this game the tyrant will be stock and will be
In this article I will try to go through a few games I will perform   backed up by an Endurance. So, I rely on its raw str10
against myself or an actual opponent throughout the winter. I         firepower at short range. I intend that line to push in, relying
will get a Tyrant in every single game, may it be stock,              on the Endurance shielding to put the tyrant into good position.
upgraded with range, potentially upgraded with a Nova Cannon          The Armageddon will mostly be on his own, providing damage
(I do not believe in that), within Navy or AdMech, and try to be      from further.
as objective as possible.
                                                                      Battle Report One
My reference on this ship is an article that was published in         With a Leadership 6 it was confirmed the Tyrant will be paired
Warp Rift 32 in which the author was explaining while being           with the Endurance which rolled Leadership 8. In this setup, I
inferior to lunar and dominator as a line cruiser, its potential      discard the 4 bonus ranged batteries and focus on positioning       As a conclusion for this game, the impact of the tyrant was very
was on the flexibility it could bring being armed with only 1         to get the best out of the 12 WB of the squadron. I look for the    good. It did more than Armageddon. The torpedoes were very
weapon type, like the gothic, may it be upgraded or not. It adds      potential strength 8 torpedo salvo, but the endurance may have      useful, the squadron with the Endurance was good, even if I did
some torpedoes which you lack a bit of with the Dominator             an opportunistic shot to prevent attack crafts or torps if any.     not make use of the turret bonus.
option. Majority of feedback on this ship relies on the
mandatory range upgrade ; but the tyrant can be used in               2 turns in a row (with one being braced), the tyrant was able to    15/20 thanks to good shot opportunities.
several roles. Despite having the same broadside armament as          deliver 2 good weapon battery shots. The Endurance took all
a Murder class cruiser, it will not out range chaos fleet. So         the shots during the first two turns, but that's what it was here                                   ***
better see its range as an opportunistic long-range shooter,          for. In turns 3 and 4, the tyrant was able to follow the fleeing
rather than a sniper.                                                 second murder, which could escape with 1 hp left. Could have        For the next game, I will change the configuration. I would like
                                                                      been worse. The 2 torpedo salvoes were very useful in that          to either squadron it to a bigger cruiser or let him alone while
Some months ago, I played a game where my Tyrant (with                situation. It would have not happened with a Dominator. Went        supported by a Gothic. If points allow it, I wish to get the range
range upgrade) was squadroned to an Armageddon. Expensive             was going to last too long so both my opponent and I decided        upgrade, like the ‘Dominion’ which served during the Gothic
squadron in a 1000 pts game but the tyrant served as shield +         to stop it after the tyrant disengaged while being charged by       War.
                                                                      the slaughter.
                                                                                                                                                                                                    53
The Tyrant challenge - EPISODE 2                                      despite a good lock on positioning and - I must admit -
Finally, it will be a small game versus Orks. I use the Gothic list   extraordinary BFI saves from the Kill Kroozer. The gothic had
as entry, and the Tyrant will have the range upgrade. Despite         to disengage on turn 3, leaving the fleet with only weapon
the 6+ prows, the tyrant will try to put blast markers on Kill        batteries and 3 firestorms.
and Terror Kroozers to slow their advance. The 4+ aft armour
of Ork ships make the tyrant very interesting, so on contrary to      Secondly, Ork had the initiative
                                                                                               30cm    and took advantage
                                                                                                                 15cm      of it. They
other matchups, Tyrant will try to cross the T behind the             are difficult to outmanoeuvre (at least for the Imperial navy).
enemy cruisers to benefit from that. If required, this could be       My plan was to close the T behind the Ork ships, but Ork
from a longer range as well.                                          generally show their prows.
                                                                      Lastly, the range upgrade was only useful one or two times,
                                                                      where the tyrant was lucky enough to drop a shield from 44cm
                                                                      while being braced. However, it slowed a bit the Orks cruisers
                                                                      dropping blast markers here and there. Average mark for the
                                                                      utility in that scenario. Otherwise, I would say a Lunar would
                                                                      have been better, but a dominator would have been worse
                                                                      while being constantly chased. The torps still took 1 or 2 HP.     Conclusion for game 2 : Orks are definitely not a matchup for
                                                                                                                                         the Tyrant due to the weapon configuration and regular navy
                                                                                                                                         profile. You cannot really outmanoeuvre Orks, and you need
                                                                                                                                         lances or luck to get damages. Though the blast markers from
                                                                                                                                         45cm avoided several boarding actions, and the torps can go
                                                                                                                                         through low turret value from the Orks. 10/20 for the win and
                                                                                                                                         utility.
                                                                                                                                                                                                   54
                         Image left is from a Vassal game HuvalC played. The image in the middle column is by OSJCLatchford and the image in the right column is from Spellscape.
Image from the internet
The Warp is a strange and terrible place, and many words have      Considered lost, the Warp drive project was initially put on      With the new knowledge the Warp Drive project was restarted
already been written on it. Many millennia ago, back on earth,     hold. That was until seven years later a distress call near       as they had proof the concept of the warp portal worked.
when the warp was almost something from fiction, a few             Neptune was picked up…. the Event Horizon had returned.           Though now they also knew they had to protect themselves
scientists started to study the relations between the mortal                                                                         from possible dangers.
thoughts and the dreamlike existence of the Warp…                  A team under command of lead scientist Dr. Weir and Captain
                                                                   Miller were sent to investigate
                                                                                             30cm the sudden15cm
                                                                                                               reappearance.         And as they studied further some scholars concluded that Event
They discovered that the Warp in theory would offer the            This proved to be a horrific expedition. From the team only       Horizon had slipped away into the Warp before exploding. Yet,
possibility of traversing vast distances in the universe within    three crew members returned. Two who were held back at the        this stance was deemed heretical and was put down
mere seconds. Which would be a big boost to the early days of      rescue ship and one member who was part of the investigation      immediately.
mankind’s slow interstellar travels. Soon they gathered enough     team on the Event Horizon. The latter was in shock.
fundings to build the prototype of a device which could open a                                                                       Now, millennia later, a scribe on Mars finished collecting the
gate into the Warp and re-emerge at another location in space.                                                                       hidden away, vague stories about an ancient ship design
The experimental ship the Event Horizon was chosen to be                                                                             dropping in and out of the Immaterium and subsequently
fitted with the Warp engine and conduct the first experiments                                                                        luring unknowing vessels nearby by sending out distress
with.                                                                                                                                calls. Every time resulting in the death of the responding ship's
                                                                                                                                     crew. The scribe attuned the characteristics to the ship being
At a safe distance from Earth the Event Horizon with a research                                                                      the ancient Event Horizon.
team consisting of captain Kilpack and science officers                                                                              At first the reappearances only occurred with pauses of
Chambers, Reuben, Fender and Smith aboard was about to                                                                               sometimes hundred years in between, sometimes longer but
rewrite history.                                                                                                                     this was attributed to missing reports. But as the 41st
                                                                                                                                     Millennium ended the appearances suddenly started to
The first days of experimenting proved successful as they                                                                            increase and became more frequent. As the 42nd Millennia
managed to open small portals into the warp and channel its                                                                          dawned the scribe noticed that the, now yearly, appearances
energy into the drive. Encouraged by the results they pushed                                                                         happened in a closing circle towards the planet of Neptune.
further and prepared the vessel for a jump into the warp; only
programming a destination within the current milky way.            Only slowly they learned about the events on the ship. About      As the Magi learned of this, three small exploration
                                                                   how, allegedly, the ship itself was haunted and terrorised the    flotillas were sent forth to intercept the ancient vessel as much
As the gate to the warp opened and the raw energy was              crew. That Dr. Weir was possessed by a daemonic entity and        could be learned from it. In addition a honourable Ark took
channelled into the drive’s core, a corridor started to emerge     proclaimed the ship itself was now a sentient being after         position in orbit over Neptune being tasked with projecting a
but as systems and fuses blew the ship collapsed into a whirling   visiting the hellish dimension outside the known universe.        pattern for the Event Horizon. The three flotillas ventured
gate surrounding the ship.                                                                                                           deeper into space following possible projections.
                                                                   In the end the Event Horizon was brought to an explosion as the
The Event Horizon disappeared from the known universe.             self-destruct mechanism was activated by Captain Miller in an     Though unbeknownst to the Adeptus Mechanicus the
                                                                   act of self-sacrifice.                                            Inquisition also learned of the Event Horizon and set on a
                                                                                                                                     mission to find the ancient vessels for their own ends…
                                                                                                                                                                                             56
Scenario -The Eisner Incident                                        BATTLEZONE                                                          SPECIAL RULES
Anderson trade station - Fishnell system. It was in M42.017 when     This battle takes place in Deep Space. Place a large sized planet   Both fleets must try to board the Event Horizon and learn of
the locale of the trade station picked up a distress call coming     as shown on the map below. Furthermore, the planet has two          long-lost knowledge. If a ship comes into base contact with this
from the fifth planet of the system, Eisner, the planet furthest     gas/dust rings: one is 15 cm away from the planet’s edge and        vessel, make a leadership test on 3D6 and discard the lowest
away from the sun, known for its mesmerising gas cloud rings. A      5cm wide, the second ring is 25 cm away from the planet’s           dice. If multiple ships of the same fleet participate in the same
few local captains set on course to answer the distress call.        edge and 7cm wide. Additionally, both players
                                                                                                                15cm may set up two      boarding action, lower the highest dice with 1 per extra ship. If
However, before they could arrive at Eisner a large behemoth         asteroid fields: these are D3 x 5cm wide and D3 x 5cm long.         a ship is boarding and the opponent moves into the boarding
entered the system ordering the system ships to return and not                                                                           action, the highest dice is upped with a value of 1 per opposing
come near Eisner for the foreseeable future. The captains swiftly    SET-UP                                                              ship.
turned around as there would be no argument with a warship of        Both players roll a dice. The player with the highest roll may      Each time a player succeeds in this action, that player gains an
the Adeptus Mechanicus.                                              pick in which corner the fleet is deployed.                         Event Horizon point.
                                                                     Place the Event Horizon between the planet and the closest
As Magos Ja Vala set course for Eisner, Augurs quickly verified it   dust/gas ring in the centre of the table.                           Players may shoot at the Event Horizon to deny the opponent
was the elusive Event Horizon sending out the distress call. But                                                                         precious knowledge and victory points.
what usually would have been a regular investigation and
                                                                        deployment                                        deployment
salvage mission turned upside down when sensors revealed a                                                                               In this scenario the Event Horizon will stay in place and thus
second fleet moving in fast to Eisner as well…. Magos Ja Vala                                                                            makes no movement. Use the profile and rules from the
frowned as he noticed the signature of the Inquisition. This                                                                             following page.
encounter would need to be dealt with swiftly.
                                                                                                                                         GAME LENGTH
FORCES                                                                                                                                   When one fleet is destroyed or has completely disengaged, the
The Adeptus Mechanicus player may pick a fleet of up to 750                                                                              other fleet gets D3 turns to try and score Event Horizon points.
points. A maximum of two normal cruisers may be chosen.                                                   Event Horizon                  At the end of those turns the Event Horizon will fall back into
The Inquisition player may pick a fleet of up to 750 points. The                                                                         the warp.
Inquisition fleet must be led by either an Inquisitor Lord of the
Ordo Xenos or Ordo Malleus. No Grey Knights, Blackship or                                                                                The game continues until the Event Horizon is removed.
Adeptus Mechanicus reserves may be taken.
(As an alternative one or two Rogue Trader fleets of 750 points                                                                          VICTORY CONDITIONS
could be chosen).                                                    FIRST TURN
                                                                                                                                         The player who scored the most Event Horizon points will win
                                                                     The attacker takes the first turn.
                                                                                                                                         this scenario. Furthermore, you calculate the usual victory
                                                                                                                                         point to determine the winner in case the Event Horizon points
                                                                                                                                         are tied.
                                                                                                                                                                                                 57
Type/Hits              Speed        Turns         Shields         Armour          Turrets      The Event Horizon in regular games of Battlefleet Gothic
Cruiser/10             20 cm         45º          Special            6+               0        You may include the Event Horizon in any Chaos fleet, of course it may be only taken
                                                                                               once. It follows the profile as listed in the Special Rules of this scenario. Furthermore, it
Notes                                                                                          follows all basic rules for capital ships and being a daemonship. The special Horrors of
                                                                                               the Warp rules are only used when the ship is materialised. As long as it is spectral it will
Mirrors:                                                                                            15cm
                                                                                               reduce the Leadership of every ship within 15 cm with -1.
The Event Horizon is protected by the very core of the warp energies; which daemonic
entity took possession of the vessel in unknown but each time the Event Horizon takes a        The Event Horizon costs 300 points and takes up a heavy cruiser slot.
hit roll a D6: on a roll of 3 or higher the shot is deflected towards the ship firing at it,
resolve this as an attack versus the shooting ship. When ordnance makes a successful
attack and a 3+ from “Mirrors” is rolled the attack is negated. Roll once for a wave of
attack craft or torpedoes.
Warp bound:
When the Event Horizon is reduced to 2 hit points, it will start to slip back into the warp.
Roll a D6 in each end phase: on a 4+ it is removed from the table as it is pulled back into
the warp.
 1-2: Warp full of Horrors: the structure of a ship is attacked by clawing warp energies:
      every enemy ship within 15 cm takes D3+1 hits. (shields have no effect).
 3-4: Dreams of Doom: the crew of the ship is driven insane by images of the warp:
      every enemy within 15 cm cannot take special orders or make leadership checks
      of any type, including Brace For Impact in its next turn (own and opponents).
 5-6: Herald of dread: the captain of the vessel is being possessed by a daemonic entity:
      roll a D6 for each enemy ship within 15 cm, on a 4+ the vessel will be under the
      command of a daemon for the next turn and as such, the vessel must turn towards
      the closest celestial phenomena and move at full speed. It may not do anything
      else.
                                                                                                                                                                                               58
Arch Magos Larsik, a venerable figure with over four centuries      As demonic entities began to merge with the cold metal of the      The then crazed Magos decided to bend his mind to improving
of rule over Gathemorn's Forgeworld, was a legendary master         warships, a twisted fleet emerged from Gathemorn's shipyards.      upon a colossal and evil ship design he had seen vox-scripts of.
of the ancient sciences, renowned for his meticulous                These demon engines, possessed and corrupted, bore little          Larsik decided to build and improve upon the great despoilers'
craftsmanship in creating formidable warships for both the          resemblance to the pristine vessels that had once rolled off the   design of the planet killer. Larsik took many years to perfect
Imperial Navy and the Adeptus Mechanicus fleets. His                assembly lines. The Arch Magos had unwittingly birthed a fleet     and build his masterwork, in finishing the giant ship, he had
reputation as a brilliant innovator and visionary leader had        that defied the laws of Imperial
                                                                                              30cm   engineering,
                                                                                                              15cm
                                                                                                                  and with each        created a ship of splitting the void super with its armament and
made Gathemorn's shipyards a beacon of technological                passing day, the tainted armada grew in power and                  wiping a planet from existence. The Void Destroyer was born.
excellence within the Imperium.                                     malevolence.
                                                                                                                                                                                              60
30cm   15cm
              61
Of all the celestial phenomenon that may be encountered in         A Mandeville point is where most artificial breaches to and from   The most common region for Mandeville points is in the outer
habitable systems the warp rift has the most devastating           the immaterium take place. This is likely due to distance from     reaches or deep space. This can often coincide with a stable
potential to ships and planets alike. Real space is distorted      planets, stars and other significant gravity wells or dangers to   Lagrangian point where competing gravity wells find
haphazardly blending with the immaterium, the natural laws         shipping. Vitally the ease of breaching the dimensional            equilibrium. Due to this being on the gravitational plane it is
are broken or twisted. The damage a warp rift can cause is         membrane coupled with the relative tranquillity of the             common for shipping to remain in alignment with planetary
incredibly varied, such as melding of physical matter,             immaterium will determine a suitable Mandeville
                                                                                                               15cm
                                                                                                                       point.         orbits and those of mundane celestial phenomenon. Depending
spaghettification, relocation or reconfiguration, time dilation,                                                                      on the system's Lagrangian points an abundance of asteroid
spiritual destabilisation and of course daemonic infestation.                                                                         fields and dust clouds can be found at the point of transition to
                                                                                                                                      and from the immaterium. If it weren't for the disruptive nature
Warp Rifts occur where the                                                                                                                                               of a breach from the
membrane between the                                                                                                                                                     immaterium collisions would
immaterium and real space is the                                                                                                                                         be common. Mandeville points
                                                                                                                                                                         further in system are not rare
weakest, or in the case of
                                                                                                                                                                         but warp travel in such places
warpstorms, where the
                                                                                                                                                                         will likely be heavily restricted
immaterium is the most turbulent.
                                                                                                                                                                         due to the increased risk of
Weaknesses in the dimensional                                                                                                                                            warp rifts. Therefore, warp
membrane can be considered a                                                                                                                                             rifts in habitable zones or
'natural' phenomena but can also                                                                                                                                         closer to a star will be
be caused by frequent warp travel.                                                                                                    incredibly rare.
                                                                                                                                                                                                 63
Effects                                                                                                                                     Tyranids; Hiveships are considered the only warp capable
Warp rifts block line of fire.                                       At the beginning of the player's turn he must roll a d6 for each       vessels in the fleet but will not do so intentionally. All other
                                                                     of his contact markers, on a 5+ the ship may move on from the          Tyranid vessels entering a warp rift will count as destroyed on
Ordnance will count as destroyed when making contact with a          board edge within 10cm of the marker. This roll is modified by         a roll of a 2+ (a roll of a 1 being disengagement as normal).
warp rift.                                                           the following: +2 if friendly ships are within 30cm, +1 if 25cm
                                                                     speed or faster, +1 if 30cm speed or faster.15cm
                                                                                                                   If failed, the contact   Tau; Orcas and Wardens are not warp capable, as such will
                                                                     marker may be moved along the table edge by the ships speed.           count as destroyed when making contact with a warp rift.
Not all ships or defences are capable of safely traversing warp
rifts. System ships, defence monitors and other orbital defences
will be effectively destroyed when coming into contact with a        Warp rifts from Warp Drive Implosions                                  Kroot; Skiffs(system ships) count as destroyed if they make
warp rift. Ramillies class starforts and Blackstone fortresses       If a ship suffers the Warp Drive Implosion result on the               contact with a warp rift.
are examples of warp capable orbital defences, if they were to       catastrophic damage table leave the ships flying base in place,
contact a warp rift, they would count as having disengaged.          this is now treated as a warp rift. At the start of each players       Nicassar; Caravan's disengage when making contact with a
                                                                     turn roll a D6, on a 1 the warp rift is removed.                       warp rift after a successful leadership test, otherwise they are
Traversing a warp rift                                                                                                                      destroyed. Dhows can be redeployed as normal.
If you wish a ship or squadron to enter a warp rift you must         Placement
take a leadership test at the start of their movement phase for      Warp rift markers are D6xD6cm wide by D6xD6cm long.                    Demiurg (Votann); Demiurg use Warp Skimming rather than
each individual ship. If failed the ship must avoid the warp rift,                                                                          normal warp jumps, as such warp rifts are harder for them to
if this is impossible the ship disengages when in stem contact       Warp Rifts and xenos fleets                                            navigate. A Roll of a 6 on a D6 when placing blips is a
with the warp rift and then suffers D6 damage.                       Some fleets are not as adept at traversing the warp as others          disengagement rather than picking which board edge or warp
                                                                     and so have special rules:                                             rift.
After a successful leadership test, when the ship's stem
overlaps the warp rift marker it has entered the immaterium.         Eldar(Corsairs, Craftworld, Dark Eldar); If a disengagement
Pick a board edge and Roll a D6:                                     result is rolled when traversing a warp rift the ship suffers D6
   1. the ship disengages                                            damage.                                                                Note: Ray Bell, just as Bob, has been a long-standing member of
   2.place a contact marker anywhere on the chosen board                                                                                    the High Admiralty, the Battlefleet Gothic rules committee. He
     edge                                                            Necrons; Necrons do not interact with warp rifts in the                was part of the team in creating the Armada supplement and
   3.place a contact marker anywhere on the board edge to            standard manner. Necrons must pass a leadership test as                several articles of him can be found in Warp Rift and the old
     right                                                           normal to move onto a warp rift, however they do not roll for          magazines.
   4.place a contact marker anywhere on the opposite board           redeployment and instead roll to close the warp rift: Roll a D6,
     edge                                                            on a 1 the ship disengages due to emergency protocols, on a 2-         And he also still answers community rules questions for which I
   5.place a contact marker anywhere on the board edge to the        5 the ship moves through the warp rift as if it were a dust            am very glad.
     left                                                            cloud, on a 6 the warp rift counts as a dust cloud for the
   6.place a contact marker anywhere on any board edge or            remainder of the game.
     warp rift marker(including the one entered)
                                                                                                                                                                                                     64
   Double’s Hobby Insights
Terrain
                      Written by DoublebaseFanatic
Prologue
What is better than 1 article?                                                                The Equipment
Exactly, 5 in one. And since this is a special issue of Warp Rift Magazine (Happy birthday!   Brushes:
<3), I thought it was time to write one (or more) special articles.                           Winsor & Newton Series 7 (0)
                                                                                              Many old bigger ones
I’ve also noticed that my hobby articles have very rarely talked about terrain. The terrain
is actually the most important thing to make the game immersive. (imo) The list of items      Airbrush:
used will be bit longer, that's why I'll keep the prologue short this time.                   Fengda FE-183 – 0,5mm
                                                                                              Harder & Steenbeck Compressor 16A
(Besides, otherwise I would feel like one of those food bloggers. I'd have to write 20        Space stencil
pages about how much my last trip to Kandodzhikistan influenced me creatively, what a
positive influence FIMO had on my mental well-being, before we finally get to the recipe.     Tools:
#nofront)                                                                                     Scissors
                                                                                              A Cutting mat
So, let's dive into the world of crafting and we start with the most frequently used to the   Blu Tack to fix my models
rather special terrain.                                                                       A self-made wet pallete
                                                                                              Glossy haispray
                                                                                              Colours:
Recipe:                                                                                       Citadel (brushwork)
                                                                                              Vallejo Model Air (airbrush)
Asteroid Fields                           The Planet
   •Foam                                     •Acrylic beads
   •Fimo                                     •Citadel Technical Mordant Earth
   •Bases and stems                          •Various colours
   •Various colours                          •Glossy hairspray
   •Superglue                                •Superglue
   •Baking paper
                                                                                                                                                                  New
Then we take an existing asteroid (with a strong
structure or a lava stone) and roll it over the entire
surface of the two rolled-out FIMO discs to transfer
its structure onto them.
New
For the moon I found a 7cm sphere and for the planet
I used an older, larger one from a previous project.
But since that wasn't enough for me, I repeat the last
two steps, only this time with Vallejo 71.001 White
Using the brush and various Citadel colours, I paint a    With the help of Blu Tack, I placed the moon at the
few more details on the islands, such as small forests    approximate point where I want it to hit the planet.
or mountain ranges. A few highlights here and there.      Then I darkened the room and illuminated both
                                                          celestial bodies from the other side with a flashlight
                                                          to see how the shadows on both spheres behave.
Feel free to send me your current projects on the various channels. As always, I
look forward to hearing from you. Of course you can also ask me questions, give me
ideas or criticise me. I am always ready for an extensive conversation :)
Instagram: DoublebaseFanatic
Discord: doublebasefanatic
Linktree: DoublebaseFanatic
Remove the Strike cruiser entry in all Space Marines lists as well as the Armageddon list,                       Type/Hits                Speed         Turns             Shields        Armour         Turrets
and replace it with these two entries:
                                                                                                                 Cruiser/6                25 cm           90º               1               6+                 2
                                                                                                                 Options
                                                                                                                 May take 1 extra shield for 20pts.
                                                                                                                 May replace its launch bays with strength-6, speed 30cm torpedo tubes, which may fire normal or
                                                                                                                 boarding torpedoes for free.
                                                                                                                                                                                                       82
              Suppression Cruiser - 160 pts
              The suppression cruiser is a heavily modified strike cruiser that is designed for fleet action
              and heavy planetary fire support. Far rarer than the standard strike cruiser, suppression
              cruisers nevertheless give space marine chapters a valuable gunship that can even go toe to
              toe with Navy cruisers.
30cm   15cm
               Type/Hits                Speed         Turns          Shields          Armour            Turrets
Cruiser/6 25 cm 90º 1 6+ 2
               Note
               1 Suppression Cruiser may be taken for every 2 strike cruisers in your fleet (any variant)
               In the Space Marine Crusade fleet, an additional lance-armed suppression cruiser may be taken on
               top of the 2:1 ratio above
               Options
               May take 1 extra shield for 20pts.
               May replace its strength-5 prow bombardment cannon with a strength-1, range 45 cm prow lance
               firing Left/Front/Right for + 30 points.
                                                                                                       83
James Woodford   https://www.instagram.com/anung_un_rama_79/
James Woodford   https://www.instagram.com/anung_un_rama_79/
James Woodford   https://www.instagram.com/anung_un_rama_79/
James Woodford   https://www.instagram.com/anung_un_rama_79/
Issue 43 | March 2024