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RULES FOR FIGHTING IN
WARP SPACE
Taken
from “The Cerberus War, Scenario 2: Warp Space” by James Parry &
Friends, originally published in BFG Magazine #14. Condensed and
re-written by Andy Rucker.
Forward
The
following is the essence of the special rules that were published in BFG
magazine for representing a battle in Warp Space. I have not yet played
this scenario, but it does look like a lot of fun. I’m not going to
re-write the article verbatim here, both because of time constraints and
because I don’t want to go stepping on toes as far as copyrights are
concerned! Here is a printer-friendly Word version of this article:
warpspacebattle.doc
Background
Basically, the fluff is that this scenario is based on the description
of warp combat found in Gordon Rennie’s novel “Execution
Hour” and involves two opposing fleets rushing towards the
same objective who unexpectedly encounter each other in the Warp. Both
sides must now contend with two adversaries: The enemy fleet and the
hostile environment of the warp!
Forces
The
original scenario calls for 1,000 point fleets, although there is no
real reason why a larger game is not possible. Similar to the Escalating
Engagement scenario, each player divides their fleet into 5 divisions
and assigns a contact marker to each.
Battlezone
Terrain
is placed as usual and has its usual effects, but represents different
phenomena as follows:
Gas
Clouds & Asteroid Fields = Dense & Super Dense Warp Rifts
Small Planet = Inert & Stationary Space Hulk
Warp Rift = Gateway to Real Space
Note:
Any special racial abilities, crew skills, or refits that affect
Celestial Phenomena do not apply in this scenario due to the hostile
environment.
Special Rules
- Nova
Cannon/Armageddon Gun: Need a 4+ to fire, much like in low orbit.
Additionally, shots of over 30 cm are also subject to the Targeting
Difficulties rule.
- Targeting
Difficulties: For targets over 30 cm away, roll a D6 for each
weapon system. If anything less than a 4+ is rolled, the shot is
considered to have been blocked by a suddenly shifting warp current
and has no effect on the enemy. If you are using two different
batteries at once (such as dorsal and side), then roll a D6 for each
one.
- Hostile Environment:
Warp space makes ships more vulnerable to fire at close range, so
shift two columns to the left instead of one when firing at targets
closer than 15 cm.
- Ordnance Limitations:
Crewed ordinance (fighters, bombers, boarding torpedoes, etc) is not
allowed as these small craft lack Geller Fields to protect their crews
from warp daemons (Demiurg ordnance is exempt, as it is automated).
Additionally, unmanned ordinance is quickly destroyed by the hostile
environment, and so is removed at the end of the ordinance phase of
the turn it was launched (thus torpedoes effectively have only a 30 cm
range).
- Shields Collapsing,
Captain!: If a ship suffers a Shields Collapse critical, than a D6
is immediately rolled. On a roll of 1, the ship’s Geller Field has
collapsed along with the shields and the ship is immediately destroyed
due to the warp daemons devouring the souls of its crew. For the
Necrons and Eldar, if a 9 or 10 (respectively) is rolled on that
race’s critical damage table, it will have the same effect as the
Shield Collapse critical on other races.
- Warp Storm!: This
optional rule uses the Solar Flares and Radiation Bursts rules from
the BBB to represent destructive warp turbulence that effects the
entire table. The Signaling Problems sub-plot is also applied to both
sides. Eldar and Necrons are not immune from the effects of warp
storms, as they are not accustomed to fighting in the Immaterium.
However, the Necrons retain their saving throw against Solar Flare
hits.
Set-Up
Similar
to Cruiser Clash, the two opposing fleets set up within 15 cm of
opposite long table edges. A D6 roll to determines which player goes
first, then the players take turns placing one contact marker at a time
in their set-up area. Once all contact markers are placed it is revealed
which ship is associated with each marker. The ships are then placed
within 10 cm of their contact marker with any facing desired.
First Turn
The
winner of a D6 roll can pick first or second turn.
Game Length
After
eight turns, warp turbulence increases significantly, forcing both sides
to disengage.
Victory Conditions
Calculate
victory points as normal, except that no points are awarded for “Holding
the Field” as there is no time to recover hulks following the battle.
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