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    July/Aug 2004 Issue 03

    From the Nexus Publishing House

    Eldar in Battlefleet Gothic | Captain Sinns Gambit

    Orkimedes Workshop | Tau Refits | Destroyer of Worlds

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    Please register your support for this publication.

    Download your copy direct from theofficial web site, at:

    www.epic40k.co.uk/bfgmag/

    Submissions:

    All types of article are desperately needed, to keep this publicationalive. In some cases, submission includes inclusion on the web site at:

    www.epic40k.co.uk. Please include a note with your submission if you

    would like this clarified. Submission via email implies approval for

    publication.

    Send your submissions to:

    New Rules - [email protected]

    Focus Articles - [email protected]

    Painting and Converting - [email protected]

    Fiction - [email protected] Reports - [email protected]

    Any comments, feedback or anything else, please send your email to:

    [email protected]

    Warp Rift Publication Team:

    Iain (CyberShadow) - Editor, Battle Reports, Avast Midstern

    Ray Bell - New Rules

    Chris French - Articles

    John Webber/CyberShadow - Painting

    Space Cadet - Fiction

    Credits:

    Title Banner - Nicholas Mariana

    Cover Picture - Khyron

    Additional Graphics - Nathan Montes, Lee Eldridge, John Webber

    Additional Fiction - CyberShadowWarp Rift:Volume One,Number Three

    July/August 2004

    Warp Rift is not endorsed, nor does it endorse, Games Workshop, and it is not an official publication of GamesWorkshop. Any words, phrases or images are used without permission and no challenge is intended as a resultof such usage, including the use of these words, phrases and images without the appropriate symbols ofcopyright. Additionally, these pages - including content, design and images - are copyright (except wheresuch copyright would infringe other such rights). Licensed names, images and logos are copyright theirrespective companies or authors. No part of these pages may be 'borrowed' or reproduced, and no articles orrules should be considered 'official' in any way.

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    Issue Three - Contents:

    Lock On

    Eldar in Battlefleet Gothic (David McCarthy) 03

    Encyclopaedia Gothica

    Orkimedes Workshop (Various) 08

    Tau Refits (Raymond Bell) 14The Dry Dock

    Destroyer of Worlds (Khyron) 18

    Officers Mess

    Captain Sinns Gambit (Norman) 22Void Stalker

    Astronomicon 30

    Docking Claws 31

    Incoming 31

    02

    Apologies: Issue two featured two excellent fiction pieces fromNorman. However, due to human error (namely, mine) a few of theinitial downloads of this issue contained the first story credited toSpace Cadet. I would like to take this opportunity to apologise to

    Norman.Welcome to this, the third packed issue of Warp Rift. By some divinewill, this issue actually arrives on target (the first Thursday of themonth), for the first time in its short history!Unfortunately, again this issue I have had to drop the Ships Logsection from this issue. This is due to a lack of battle reports, makingme start to believe that, while we are all talking about the game,no-one is actually playing it! Please, if you do play a game in the nextsix weeks (or anytime), please send in a report of your game forinclusion in this tome.

    Issue three of Warp Rift really is packed. We have the third part ofthe Captain Sinn series from Norman, along with an article on thebest use of the Eldar fleet in the game. Also, this issue sees a wholeraft of new rules, examining Tau refits and skills, as well as rules fornew Orky Gubbinz!While looking for a cover picture I examined Khyrons vessels inmore details, and the pictures that almost made the cover havebeen compiled into a showcase article.I hope you enjoy this issue, and all I have left is the usual plead forarticles and anything that we can use in issue four and beyond. Untilnext time...

    Good hunting, CyberShadow

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    03

    Eldar in Battlefleet Gothicby David McCarthy

    What could possibly be said aboutEldar in BFG that hasn't been saidbefore? They're fast; they'remanoeuvrable; they have someamazing weapons; someonecoughing while on board can puncha hole in the hull -- we hear it all thetime. But these axioms are notuniversally regarded -- some areignored when they should be

    centrepiece of any prospectivePirate's plan; others areunquestioned when they are in factmisleading. I hope to give you anidea of Eldar from my perspectiveand to form some new axioms of myown.The first thing I noticed with theEldar: In BFG, as in every other GWgame, they are able to bring powerat a point. In every game I'veplayed using Eldar, I've had theability to point my force at aparticular enemy unit and bring ahorrendous amount of my force'sfirepower on that one unit. Arespectable Eldar attack will notmerely damage a cruiser, or crippleit; it will obliterate it.

    One advantage Imperial and Chaosships have over Eldar is a doggeddetermination to keep fighting.Eldar fleets either consist primarilyof escorts (in which case everysuccessful hit is a ship out ofaction), or a few cruisers (which aredamaged easily, have few hitpoints, and are usually boggeddown by criticals). Other fleets have

    a lot more hit points, pluseffectively-"regenerating" pointswith shields. Eldar cannot afford tospread their firepower across theentire enemy fleet.Playing Eldar is a lot about playingsneaky. It's not often an Imperialplayer will surprise you with histactics -- they have minimal style,but a sledgehammer doesn't needit! The Eldar player can put 80% ofhis fleet into the perfect positionand take out any cruiser hechooses. Don't like the look of thatEmperor parked in the middle of 3Gothics? Fake a flank attack, and atthe last instant bring both halves ofthe fleet directly into the centre,obliterate the emperor, and retreat

    180 Degree spin to get firing solution on opponent, then utilising ordnance move to escape

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    pronto! With your speed andmanoeuvrability, you control thegame.Eldar are possibly the fastest anddefinitely the most manoeuvrableof all Gothic fleets. I want you torepeat that to yourselves a fewtimes. There's not a ship in thegame you can't outrun and not aship that can outmanoeuvre you.Only Necrons can come close tomatching your speed, and even forthem it's a random affair thatrequires special orders; if they try

    it you can just spin 180 degrees,unload your weapons at them, andfly back the way you came, leavingthem well out of position to pursue.You can have a good idea as towhere every enemy ship will be forthe next few turns; there is noexcuse for letting the enemydictate the battle's pace.Eldar not only can dictate the battle

    they fight, they should dictate it! Ifan Imperial fleet flies at you withan Emperor and Mars in the centreand two Overlords on either side,and look all set to turn theOverlords and present broadsides,and you fly right at the front likeyou're supposed to, you deserve

    what you're going to get! You canwin any engagement, and wineasily, but only if you fight on yourterms! Is there an asteroid field inthe middle of the board, and largeamount of empty space behind itand between you and the Imperialfleet? Only a fool would fly past theasteroids and engage theImperials on their terms. Dog theasteroid field, using it for Ordnancepot-shots, then jump out and takethe Imperials apart as theyapproach. Is there a planet close to

    your main thrust? Force theImperial ships close to the planet;it's perfect cover to dodge behindafter you've attacked. Being Eldaris about being in total control.Ask any BFG player to name theEldar's most notable feature, andhe'll probably say"manoeuvrability and speed". With180-degree turns, and 2 moves

    per turn, "greased lightning"doesn't even come close todescribing Eldar. Everyone knowsthis, everyone understands this --but why doesn't everyone preparefor this? After many games, I'vechatted with my opponent,discussing the game. Often I ask

    Dividing fleet to split enemy, then pouncing on one section with all forces

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    why they did such-and-such, orwhat they thought of a particulartactic. Often, I ask why they seemto be playing their fleet purelyaggressively, not reacting to mymovements at all. And I always getthe same answer: "You can't planfor Eldar movement, they can goanywhere".Think about this for a second. I playImperial, Chaos, and Orksregularly; and in every game, myopponents, resigned to the factthat they can't predict my

    movements, are just concentratingon their attack. This is a gift. Or,they do react to my movement; itthen becomes easy to lure theenemy fleet out of formation.Whether by edging squadronsforward and back; faking a flankingmanoeuvre, then rejoining thefleet; or the simplest Eldar tactic --split your fleet in half, send each

    half opposite ways, and when hesplits his fleet to react, move onehalf right back over the other sideto concentrate on one half of hisfleet, leaving the other half totallyout in the open (people ignoringEldar speed again) -- by the timeyou actually engage, the enemy'sships should be totally disorganisedand unable to support each other.The one tactic I see Eldar playersuse that makes me cringe is this: Inany game (Warhammer, 40K, BFG,whatever), it is second nature toset up your forces exactly oppositeyour opponent. Is he sneakilysetting up two Penitent Engines ona flank? Put a full squad ofWarwalkers opposite! Has the

    Empire player left a weak spot inthe centre of his line? Put your fullsquad of Chaos Knights ready toplough through! Unfortunately,Eldar players in BFG do this, too.I've seen an Ork player set up aBrute-heavy fleet, with a huge Hulkat the back set up in a small areadead-centre of his side of the board-- and the Eldar player deploysopposite him! They then just moveat each other. You can imagine theoutcome. If I'd been playing, Iwouldn't have been able to stop

    myself giggling as I set up all mysquadrons right along the edge ofmy side, ready to split his fleet andengulf him.Next, Eldar are fragile. It's not hardto see. With everything having 4+armour, no shields, no turrets, andcriticals on a 4+, they're hardlyheavyweights. But then again,they're not quite "whoops, that one

    Sword has just killed my VoidStalker" weak -- played correctly,they can be annoyingly durable.The best Eldar fleets are mostlyEscorts. This is one true axiom.Eldar cruisers are quite powerful,but compared to cruisers of otherraces, they're not the behemothsyou might expect them to be. Thetwo main Eldar cruisers are theEclipse (Strength 2 Pulsars and 4launch bays for 250pts) or Shadow(Strength 12 batteries andStrength 4 torpedoes for 210pts),both on a 6-hit Eldar frame. That'sit. You look at the Imperial List andsee what a monster of a ship250pts will buy you. But 250pts ofEldar Escorts will buy you a

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    6-strong squadron of Nightshades(Strength 12 torpedo waves), 6Hemlocks (Strength 6 Pulsars) oralmost 4 Aconites (Strength 20

    batteries). And these squads willnot get bogged down by criticals;they don't survive to receive them!So I think it's a wise Eldar playerwho minimises cruisers andmaximises Escorts. I'm playing a1,500-pt game next week [ED.NOTE: By the time y'all read this,this fight will have long since comeand gone; one wonders how hedid], and I've got one Shadow andone Eclipse; all the rest are Escorts.So this negates one Eldar weakness-- criticals on a 4+; I've barely gotany ships to take criticals! And if Iallow my Eclipse to take any shotsat all (until it runs out of Ordnance),I'm doing something very wrong.Eldar fragility -- it really comesdown to two things: How close youleave your ships to the enemy, and

    how many weapons batteries theycan bring to bear. Eldar can betough little sods. I try to alwayskeep my Aconites hovering 60cmaway from their target -- swoop in,blaze away and fly off again,making sure you're back to 60cmaway and abeam. With Eldarmanoeuvrability, you can almostalways ensure that at the end of

    you turn, all your ships are eithersafely behind cover, or soannoyingly positioned that youdon't bother working out thebattery table -- just go straight tothe Ordnance column! This meansyou're reducing huge, hulkingbattleships with Strength 12+batteries to lobbing 2-3 shots at

    your ships, only half of which arelikely to hit. And if he manages tocombine a few cruisers' salvoes,but you brace.

    Huge weapon batteries are only aproblem if you let them be. Unlessyou're lucky enough to blow thedamn things off the ship on yourfirst run, just keep yourself wellaway until you do. With lances,bombers and everything else, yourholofield, while not infallible, istrustworthy enough to pretty muchdiscount them. I've proven (withsome jamminess, granted) whattough little buggers Eldar can be -- Icharged my Void Stalker, LockedOn, at an Emperor parked betweentwo Mars. I was really unlucky withthe dice, and the Emperor wasbarely scratched as I flew past.Next turn, adding up lances,torpedoes and loads of bomberhits, my Void Stalker took 77 hits.Obviously I braced. Two hits got

    through. How's that forpsychological impact?The final point to emphasise is fleetunity. Again, GW are prettyconsistent with Eldar psychology.In every other WH40K game, Eldarunits have to work together as acohesive force, or be wiped out.BFG is no exception. I've pointedthis out to my opponents when I

    play them, and they always arguethe point, complaining that I set upand move my fleet in a dispersedand non-supportive way. They'reright. But whenever it comes toattack, that seemingly dispersedand non-supportive fleet suddenlycoalesces and strikes as a unifiedwhole before sweeping off into

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    cover again.There is one truth to BFG play: If

    you can force your opponent tobreak his formation apart, whileretaining your formation'scohesiveness, you'll win. It's assimple as that. If he ends up tryingto attack your more-distantsquadrons, you can attack histhrust with every unit you have

    around. If he's sending cruisers outin every direction chasing your

    fleet, he may as well give up thereand then. Similarly, if you'reattacking piecemeal, you've gotlittle chance. If he's hounding yourships and you have to keepregrouping, it's pointless. Butyou're not going to let that happenare you?

    Dispersing fleet to mislead opponent, followed by a sudden concentration of forces

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    Orkimedes Workshop

    Created by Raymond Bell, Nate Montes and W. S.Scott Boyd, with help from the BFG-list and otherhelpful Grots. Compiled and edited by Raymond

    Bell.Orkimedes was an Ork Mek with a brilliant mind capable ofdesigning/inventing ingenious (insane) weapons and other such devicesfor renowned Ork bosses, or those with enough teef. He was probablyGhazghkull's greatest asset in the 3rd Armageddon war. During the war

    Orkimedes was the commander of his own Space Hulk, classified by theImperium with many different names but it is commonly known by Orks asOrkimedes' Workshop.

    Orkimides' Workshop was a research station, Mek colony, shipyard,weapons range and a gargantuan warship!

    The following are six of Orkimedes finest achievements. If you have aWarlord on a Kroozer or Terrorship (not Battle Kroozers or Battleships),you may take one of the following refits for his ship instead of a normal Orkupgrade. Roll a D6 to determine which refit you get. (Note: these refits

    have been compiled to be used during the 3rd War of Armageddon, butthere is nothing stopping you from using them in a normal game (if yougive a good reason, like: Orkimedes is back!).

    1.Orkimedes' Tellyportas

    One of his greatest successes was his Super Mega Long RangeTellyportas, capable of teleporting an entire Ork army millions of milesthrough space out side of any conventional sensor range. His Tellyportaswere also used to make full-scale boarding actions while safely out of

    weapons range or even totally out of sight with the targeted ship havingno idea where the Orks had come from. It being relatively easy to teleportonto a planet, teleporting on to an enemy ship at such range is acompletely different story. Some Orks would end short of their destinationto freeze their limbs off in the cold of space or end up half inside bulkheadsor even ammo stores or people!

    If there were a Kroozer with a special refit near an enemy ship with itsshields down it could relay the scans of the interior back to the Workshop,

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    where a full-scale boarding action would originate.

    Rules: Replace the Prow Heavy Gunz (or Torpedo Launchers) with aTellyporta relay tower, which allows Orkimedes to teleport a MegaArmoured boarding party onto an enemy ship instead of the Kroozersnormal Tellyporta attack (so it can't be on special orders).

    Mega Armoured Tellyporta attack: Roll 2D6 you may either take thehighest result, this is how many Hit and Run attacks are caused on thetarget, or you may take the lowest result which is the number of Hit andRun attacks caused with a +1 modifier.

    2.Orkilles Wheel

    Orkilles was one of the most renowned Ork Warlords in existence,mainly due to the difficulty of dispatching this invincible green skin.Orkilles sought out Orkimedes shortly before the 3rd Armageddon war.He requested that his ship be refitted to allow it to Ram more easily, afterall Orkilles was invincible! Orkimedes invented what was to becomeknown as Orkilles wheel. Basically it was a red leather steering wheel

    hooked up to the engines and thrusters to assist the Captain in ramming.

    Orkillies had made twelve successful Rams with this new refit. But on the'Thirteenth' Ram, whilst ramming an Armageddon Class Battle cruiser,the Imperial Cruisers' Warp drive Imploded! All that remained of OrkillesKroozer 'Smash and Ram' was an armoured beak drifting out of amaelstrom of plasma.

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    Rules: Replace the Prow Heavy Gunz (or Torpedo Launchers) with an'armoured beak' (similar to a Brute Ram ship's) giving the ship 3 extraD6 ('13'D6 in total) to damage the enemy ship when ramming. Orkilleswheel allows the ship to Ram enemy ships allot easier so whenattempting to ram roll one less D6 for the leadership test (making theKroozer count as an escort wanting to Ram.)

    3.Ork Shokk Attack Lance Gubbins (revision 2.0)

    Orkzi Snot Grinder was a Warboss that blamed everything that wentwrong or that was bad on snotlings. He hated snotlings more than anyother Ork could or will, simply because he looked like one. He was a bitshort for an Ork with a stupid black squig moustache but could easilyshout up a Mob to whack something (usually snotlings). Orkzi Snot

    Grinder petitioned Orkimedes to create him a means to control theever-growing population of snotlings in his army in a useful manner('Day gotta be good fer somethin').

    Orkimedes created the Shokk Attack Lance Gubbins. A weapon designedto rid the fleet of snotlings whilst simultaneously disrupting enemyfunctionality. The problem was it became too popular among Orkzi'sfleet and he started to run out of snotlings. Before long the Orks realisedthey needed snotlings to do the things (Grot work) they didn't want todo. Next thing Orkzi Snot Grinder knew, his Ork Komrades had loaded

    him into his own Shokk Attack Lance Gubbins and fired him at the nextbeekee ship they came across. He ended up in "Launch Bay T-17" with29,482 screaming snotlings when a Thunderhawk tried to launch. (HisKomrades all ended up getting killed by the Space Marine fleet, butthat's another story).

    Rules: Replaces the Prow Heavy Gunz or Torpedo Launchers.Range 30cm.

    Shootyness: D3 + 1 Snotling Blitz Dakkaz, hits as normal Lances.

    'Reload Ordnance' roll required to reload. ('Ard to get all dem Grots towurk 'ard nuff alla time).

    Effect: When it hits (Ignores Shields), the target ship isn't affected untilit has to try a Leadership Roll. It then has to add an extra D6 to the roll.Multiple hits do NOT add more dice, they affect more Leadership Rolls.'Holofield' saves cause Blast markers as normal Lances do, because ofthe Warp Tunnel effects on local space (& big cloud of flash-frozen Grots).

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    A Ship can 'Repair' an infestation (hunt & bag 'em) during its' normalRepair phase. Each 'Hit' requires a successful 'Repair', and the attempt istreated as a Repair for all purposes.

    Notes: Each 'hit' by this weapon Warp teleports a Swarm of Tens ofThousands of panicking Snotlings into the Target Ship, ignoring shields.Once a 'hit' causes an extra D6 to be used, the effect is gone in gameterms, just as if it was 'Repaired'. The 'hit' is ignored until a Leadershiproll is required because the Snotlings are going to cause trouble at theworst time. Not on purpose, it just always works out that way. :-]

    4.Pulsa-Rokkit Torpedoes

    Paying a Bosses ransom the Bad Moon Warboss Gorf Green Gumsdemanded the making of a Pulsar Rokkit Launcha bigger than anyoneelses ever. Orkimedes takes his work very seriously and as Green Gumshad given him enough teef to fill a Small Space Hulk (if there is such athing) he also built (or bought) a Kroozer specifically to wield this newweapon aptly named Gorf's Uge Launcha. Capable of sowing confusionin fleet formations and rather useful if you want to Ram, Green Gumsshowed off his new weapon to his fellow Bad Moon Warbosses who in

    turn got their own Pulsa-Rokkit Torpedo Launchas fitted (that is if theycould match Green Gums price).

    Rules: Replace the Prow Heavy Gunz (or Torpedo Launchers) withPulsa-Rokkit Torpedo Launchas. (Direct fire weapon), Place a NovaCannon template at the desired point between 15-45cm in the front arc.

    Roll a D6: on a 1or 2 it moves straight back D6cm 'towards' the Launcha,on a 3 or 4 it moves D6 cm directly 'away' from the Launcha and on a 5 or

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    6 it detonates on target. Roll 2D6 for the range (from the centre of thetemplate) of the Pulsa Generator and place the result dice on the NovaCannon template (This will be necessary for future turns). If a ships baseis directly under the templates hole it will suffer a hit through shields. Ifordnance is under the template at all it is destroyed.

    *The Pulsa's effects are only counted if within its range. For all purposesthe Pulsa counts as a negative Gravity well. You may make a free 45degree turn away from the Pulsa at the beginning of your movement andat the end of it (although it will be hard to do both!). You may NOT go intohigh or low orbit of the Pulsa (obvious really).

    Ordnance is destroyed on a 6+ (saves will still be in effect, Tau Mantascannot be destroyed by this). (Torpedoes are turned away 45 degrees at

    the start of their movement.) The Pulsa also causes a Right shift on thegunnery table for any ships shooting into, through it or from within thePulsas range).

    In the Next Ork shooting phase reduce the range of the pulsa by D6cm.Keep reducing the Pulsa's range by D6cm in both shooting phases until ithas no range when it should be removed.

    5.Telly-Batteries

    An experiment that half succeeded is only ok if it works: Telly-Batterieswere designed to allow, in effect, all round shooting from the Prow Gunzby teleporting the shot munitions in a different direction i.e. behind or atthe sides of the ship. But it proved harder to perfect the facing than hefirst thought, quite often in the first tests the firepower ended up facingback towards the ship and on one occasion actually hitting it! Butteleporting firepower through large objects was still quite usefulespecially for shooting Panzees in asteroid fields and shooting oomanTin-Roks on the opposite sides of small planets. No one will be able tohide from an Ork again. Another advantage was the ability to put extra

    armour on the Prow and be able to shoot through it!

    Rules: This Refit replaces the ships ability to conduct teleport attacks.The normal Prow Gunz become Telly-batteries. Telly-batteries aresubject to a minimum range of 10cm but can fire through or into anyobstruction (asteroids, moons/small planets, nearby hulks, Warp Rifts)as long as any part of the base or debris is within 10cm but suffering aright column shift while doing so (any other gunnery shifts still takeeffect normally). Anything larger than a small planet cannot be shot

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    through (more than 15cm diameter. So it can shoot through the end of a15cm wide planet 10cm away, meaning it teleports 25cm away). Prowcritical hits are ignored from weapons fire, but is still valid from Hit andRun attacks and equivalents.

    6.Battle Kannon

    Having seen Imperial Nova Cannons in action Orkimedes tried toreplicate the weapon on an Ork Kroozer the 'Blundabus'. Orkimedescreated a shorter range Kannon which although almost as devastatingas a Nova Cannon is based on very different mechanical principles. Toaim the single explosive shell Traktor projectors had to be installed atthe sides of the Battle Kannon to change its trajectory from directlyforward, as the cannon itself is rather simplistic in design. The explosive

    shell is larger than a conventional Nova cannon's shell (althoughsalvaged Nova shells are sometimes used as the core) it does notexplode with a Nova's magnitude, the majority of its damage is causedby chunks of its huge structure impacting the target at terrifying speed.So far Battle Kannons have proven to be far more effective than theHeavy Gunz it replaces keeping with its Ork mentality.

    Rules: Replace the Prow Heavy Gunz (or Torpedo Launchers) with theBattle Kannon. Each shell is fired towards an enemy vessel within 45cmtravelling along long-range tractor beams for increased accuracy. A ship

    equipped with this weapon must already have a Traktor Field(represented by a large base as per Andy Chambers). Place a blastmarker on the targets base (even if ordnance). If within 15cm Roll 3D6,if within 30cm roll 2D6 and if within 45cm a single D6; any rolls of 6causes three hits, shields deflect hits normally (you can only hit once nomatter how many 6's you roll! Holofields offer a 2+ save against thewhole 3 hits, but there is always a blast marker in contact even if notsaved). Successful hits then roll against the target armour value tocause critical hits. This weapon needs to reload to fire again. If crippledor when weapon strength is halved it may not fire.

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    NOTE: Kroot use the standard refits table in the rule book.

    The following refits are purchased at +10% to points cost of ship perrefit.

    Engine Refits:

    1. Burst Compensator: A realignment of additional thrusters andrefining of the Gravitic Sheath allow much more control overacceleration at greater speeds. When on AAF you may move upto the dice rolled instead of maximum.

    2. Series Thrusters: Very similar to the design of Rail battery sequencefiring the hull has been fitted with numerous high-power shortburn thrusters that fire off in sequence to make steady quickturns. When on CTNH special orders you may make the extraturn any time during movement.

    3. Manoeuvring Thrusters: The ship has thrust vanes down the lengthof the ship almost looking like scales on a fish. -5cm from neededdistance to turn.

    4. Inertial Arresters: Decelerators and Inertial compensators havebeen integrated onto the hull. +1 Leadership when using BurnRetros or Come to new heading special orders.

    5.Auxiliary Power Relays: The rear of the ship is laced with superconductive power relays and secondary thrust capacitors. +5cmspeed.

    6. Demiurg Dissipater Shield: The ships Gravitic Sheath has beensupplemented with a prototype Dissipater shield procuredthrough negotiation with the Demiurg. Blast Markers are'hovered up' at the end of the ships movement so that it will

    never end in contact with Blast markers. Blast Markers still slowthe ship down.

    Ship Refits:

    1. Improved Sensor Spines: Acquiring trace-emissions with muchgreater accuracy, the long-range sensor spines are more efficientat sensing enemy movements. +2 Leadership when enemy is onspecial orders.

    Tau Refitsby Raymond Bell

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    2. Deflector: The ships Gravitic sheath has been massively refined andupgraded giving the ship a Prow Deflector giving it 6+ armour inthe front Arc (If the ship already had a Deflector you may eitherkeep the result, meaning you would need 2 prow critical hits toincapacitate the Deflector, or you may re-roll, the second resultstands).

    3. Drone Damage Control: The ship has repair drones capable ofworking in the hostile environment of vacuum aiding to repairs.Roll 2 extra D6 to repair in the end phase unless in contact withblast markers.

    4. Crystalline Composite Hull: New materials designed to withstandmore punishment are used to replace key bulkheads and entiresections of the Hull giving an almost glistening look in spacedock. Increase damage by 10% rounded up (i.e. Hero-+1,

    Explorer- +2).5. Blacksun Filter Comms Net: Emergency communications networks,

    able to work through extreme disruption such as solar radiationand plasma storms. The ship does not suffer -1 Leadership whenin contact with blast markers.

    6. Decoy Launchers: decoys are launched which confuse the enemiessensors (almost like a Holo-field). The ship receives a 6+ saveagainst all hits (not against shields), this can be in addition tobeing braced.

    Weapons Refits:

    1. Tracking Systems: The ship gains Tracking Systems boasted by theMessenger Boats (see Tracking System Rules). But as thesesystems are very sensitive they are disrupted by extreme powerfluctuations; when on All ahead full, Come to new headings, BurnRetros special orders the Tracking systems are ineffective.

    2. Farsight Targeters: The targeters amplify all target data bynarrowing all sensors on a single enemy ship or squadron givingmuch clearer targeting. Rail batteries receive the left shift for

    within 15cm on all ranges.3. Multi Targeter Control: The ship has a direct link between all gunnerycrews and the bridge via a Multi Targeter Control Centre allowingorders for target allocation to be transferred quickly andefficiently. The ship can always choose which target to shoot at(If used in a squadron the whole squadron benefits).

    4.Additional Auto Loaders: New auto loaders have been added to allordnance bays supplementing the standard Loaders. +1Leadership when reloading.

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    5. Heightened Guidance Filters: Extra power has been routed tosuperior weapons systems coupled with long-range guidance sothe vessel can support the fleet at greater range. All weaponsranges (excluding ordnance) are increased by 10cm but speed isreduced to 15cm because of the extra power drain and neededstability.

    6. Motion-Tracking Targeters: A complex analytical array linked to theships navigational systems enables the gun crews to fire withgreater accuracy when the ship is performing specialmanoeuvres. When on All ahead full, Burn retros or Come to newheading special orders firepower is reduced by 25% not 50%.

    Crew Skills Table:

    1. Expert Gunnery: The Gunnery crews are amongst the best in thewhole Kor'Vattra. Re-roll failed command check to lock-on (onceper battle).

    2. Skilled Engineers: The Engineering crew has grasped a totalunderstanding of all the engines systems improving on theirefficiency. When on AAF you may re-roll the extra movement D6,second roll stands even if it's worse. (once per battle).

    3. Adept Trimsman: +1 Ld to use CTNH Special orders.4. Yeld'I: The experience of the ships pilots is unusually high for the

    Kor'Vattra given their usual lifespan in a conflict. 4+ save to

    fighters (as if they were Eldar).5. Disciplined Crew: The ship's crew have all found their niche in the

    ship and in the Kor'Vattra acting with unquestionable purpose.Once per battle can re-roll a failed leadership test or commandcheck.

    6. Elite Command Crew: The ship's command crew works as one for theGreater good each knowing what the other is thinking. Once perbattle can automatically pass a Leadership test or commandcheck.

    *(Kroot Do not have crew skills)

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    Renown

    1 - 5

    6 - 1 0

    11 - 20

    21 - 30

    31 - 50

    51+

    Title

    ElKor

    ElKaisKor

    ElMontYr

    OKor

    OKaisKor

    OShovah

    Ld

    8

    8

    8

    9

    9

    10

    Notes

    1 re-roll

    2 re-rolls

    2 re-rolls, 1 Refit

    2 re-rolls, 1 Refit

    2 re-rolls, 2 Refits

    2 re-rolls, 2 Refits.

    The lone Murder cruiser slipped through the Warp, re-entering space like a fishleaping out of the water. There was a complete silence and utter stillness, the vast

    speed of the vessel lost with no backdrop to chart its pace. It headed inexorably for

    a small, reddish planet. Outside the orbital path of the planet, an artificial moon

    endlessly circled the tiny star, a disk of metal which glinted in occasional reflection

    of its sun, augmented by a multitude of blinking lights. From behind the vast, orbital

    city emerged three vessels, long structures studded with munitions. They rounded

    the station, and moved into a combat formation.

    This world would not be plundered so easily.

    Campaign Promotion Table:

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    Destroyer of Worlds

    By KhyronWhile looking around for this issues cover picture, mymind turned to the various Chaos fleets of Khyron.After he pointed me to one of his picture archives, Ifound more excellent examples of his vessels than Icould use. So, more of his work is presented here in thehope that it will inspire you to greater painting andconverting of your ships. If you have an example of

    your vessels for the game that you are particularlypleased with, why not send them in to us and you couldsee your work displayed here in the future. The emailaddress is in the front of this magazine.

    Right: Abyss ClassWarcruiser

    Below: The Prince ofDoom with theMayhems

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    Above: Bulwark Class Cruiser

    Below: Herald of the End of Times Planet Killer

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    Above: Abyss Class Warcruiser Child ofChaos Orbiting Moon of Bairsten Prime

    Below: Reaper Dreadnought of Khorne

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    Above: The Voice of Chaos Firing Main Lances

    Below: Asteroth Class Command Cruiser

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    Captain Sinns Gambit

    By Norman"Admiral Marcel, the Haynesreports a reading on her scanssir", shouted the vox officer."Haynes defiantly says it is theRed Devastation, and she is listingto starboard 25 degrees'. "Therealso appears to be wreckage oftwo Murder class cruisers, a half adozen escorts of Infidels by the

    make, and what appears to beone Ork Ammer, a Terror ship,three Kill Kroozer's and manyescorts as well Admiral".

    "Damn, the Orks beat us toCaptain Sinn and his ship" repliedAdmiral Marcel as he beat hiscybernetic right hand on hisarmrest of his command chair. "I

    thought for sure we were going toget him this time".

    "Admiral, all is not lost", said FleetCaptain Vassal. "If she is dead inspace we can either launchboarding parties and take the RedDevastation as a prize or we canlaunch torpedoes into her fromthe Lunar cruisers Lexmar andPhoebes, with Cobra escort

    squadron six."

    Flexing his cybernetic right handas he thought for a moment.Admiral Marcel could see the LordAdmiral awarding him the SolarStar, promoting him to SolarAdmiral, more ships to command.Getting up, Admiral Marcel

    walked over to the surveyorstation to look over the tacticalsituation. With his ship theEmperor class battleship SaintSilas, the Overlord classBattlecruiser Odin's Fury, the twoLunars cruisers Lexmar, Phoebes,the Dictator cruiser Poe's Raven,the Dauntless Haynes, three

    escort squadrons. 'What do I haveto fear? The Red Devastation iscrippled and shows no sign of life.

    'The asteroid field is harmless;there are no energy signatures oreven ships. It is not like there areships lying in wait for us. I thinkthe great Captain Sinnoverstepped himself and got

    taken by Greenskins. Heck if theGreenskins Warboss was around Iprobably have to take him back sothe Lord Admiral Severus couldpin a decoration on him. Thatwould be like the Lord Admiral, togive an award to an Ork for doingour work,' thought Marcel.

    "Captain Vassal, we are going totake her, prepare to launch the

    Shark boats and tell the rest of thefleet to close up.""Have the Raven launch twosquadrons of Furies to providecover in case there areGreenskins still around, and orderour fighter crews to stand by."

    "Aye Admiral" commented the

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    vox officer. "The Raven islaunching as well as our Sharkboats sir. Boarding parties are

    away."

    From surveyor station three, theadept begins to notice ananomaly. As the fleet movedcloser to the edge of the asteroidfield white fuzz begins to creeponto his screen. Turning to reportthe anomaly to the Tech Mago, heis sharply rebuffed by a seniorTech-Priest. "Brother have you

    recited the proper prayer overyour screen before and duringshift?", asked the newcomer.

    "No senior adept, I have beendeep into my work," replied theadept. "Vigilance is the key as wellas keeping up your prayers, afteryour watch I recommend threewatches in the Penance chamber

    for your laxity" stated the seniorTech-Priest.

    "Close the fleet up" bellowedAdmiral Marcel. "These damnasteroids are getting thicker as ifthey had minds of their own."

    "Admiral, if I may be your pardon,but closing the fleet up here may

    cause us more harm than good"offered Flag Lieutant Duane.

    "Lt. If I wanted your opinion Iwould ask it of you. If you thinkabout it, that is why you're a FlagLieutant and I am an Admiral"snickered Admiral Marcel.

    "Then with your permission,Admiral, may I lead a recon flightout to check more of the asteroid

    field?" asked Lt. Duane.

    "Anything to get you out of myhair; now be gone" said AdmiralMarcel. "If the Lord Admiralwasn't the man's Godfather, Iwould have you give him a badreview and shipped him off to aspace station somewhereCaptain. That man does not knowwhat it is to be a naval officer."

    As the fleet began closing upformation, unknown to AdmiralMarcel, that the enemy was closerthan he realized. Out in the cold ofspace little flares of light wereslowly making there way to theSaint Silas from the asteroids thatwere closing in on theapproaching fleet.

    "Recon flight Sigma sevendeparting from starboard launchbay", reported Flag LieutantDuane as the flight of four StarFuries leapt into the void of space.As the recon flight left thestarboard launch bay, along theport side of the Saint Silas oneword was spoken by dark

    armored warriors, "Contact," asthey attached to the warship'sgreat side.

    "Admiral, how is Fleet CommissarNovane coming along from hisillness, sir?" asked Captain Vassal.

    "The ships doctor has never seen

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    such a case of cramps as bad ashe has", replied Admiral Marcel. "Ido hope he gets well, I do not like

    not having him running the ship."

    As the two senior officers talked, aharried Ensign approached.Coming to a halt, the youngEnsign brought forth a smartsalute and held it as the AdmiralMarcel and Captain Vassalignored the young man. Buildingup his courage the young Ensignspoke," Sirs, urgent message

    from one of the escorts.""We have lost one escort tocollision with an asteroid andanother heavily damaged, we arealso losing contact with them fromsome kind of interference" relatedthe nervous ensign.

    "What", bellowed Admiral Marcel,"What do you mean we lost an

    escort and another damaged",screamed the Admiral.

    As the nervous ensign waspreparing to reply, an enormousexplosion from within rocked thegreat Battleship amidships. As theexplosions rang through thecommand deck, alarm bells beganto ring, red battle lights came on

    and the great blast doors begansealing the bridge.

    From surveyor station three, theyoung adept there yelled at thetop of his voice, bringing the TechMago and Tech Priest to hisstation. When the two arrived thesaw with there own eyes the

    multiple energy signatures ofenemy ships appearing as fromnowhere. Muttering under his

    breath so as not to be heard, theTech Mago said "By the GreatMachine God, we aresurrounded."

    As the Shark assault boats and itsfighter escort closed on the RedDevastation, a wave ofSwiftdeath Fighters came fromthe hidden side of the RedDevastation. The great battleship

    began to come to life.

    In the lead Shark assault boat aJunior Lieutant felt his throatconstrict and his trousers soddenas he realized that they wereabout to die as the first Swiftdeathcame into view. As the youngJunior Lieutant began the prayerof Faith, his world went up in a ball

    of fire as the Swiftdeath bankedfrom firing its energy cannons.Slowly the assault force and itsfighter escort began to perishfrom the more numerousSwiftdeaths.

    Elsewhere Flag Lieutant Duanewas locked into a melee of combatwith an equal number of

    Swiftdeaths. In the asteroid fieldthe pace was swift, either theother pilot got you or a mistake ofcrashing into an asteroid did.Right now it was two to oneagainst Lt. Duane. Praying to theGod-Emperor, Duane relied onold skills to out fly the ChaosSwiftdeath pilots if couldn't out

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    fight them. As he flew through atightening corridor of asteroids Lt.Duane managed to come out into

    clear space. Taking advantage ofthe situation and knowing that theChaos pilots were close behind,Duane brought his Star Fury into aloop. Coming out of the loop thetwo Swiftdeath pilots never sawthe twin missiles that destroyedtheir fighters.

    Finishing his loop and beginningto level off to gather his bearings

    Flag Lt. Duane saw in front of hima sight that took his breath away.

    As the bridge aboard the SaintSilas shook from more internalblasts, Admiral Marcel was inshock. His beloved warship hadbeen attacked. From reports,three unknown ships supportedby the what the surveyors

    reported as two Devastation ClassCruiser's the Iron Dream, Hellion,the Hades Class Heavy CruiserWidows Bite, the Desolator ClassBattleship Aftermath, andnumerous escort vessels werecoming up from behind. Whatintrigued him were the threeunknown cruisers that appearedto be launching two waves of

    Dreadclaws each.

    Not the fact that the Odin's Furywas being blown up byexplosions, that the Lexmardrifting along or that the Phoebeswas in locked combat with twoMurder class cruisers and aHades. Or that the Captain from

    Poe's Raven and the Haynes wereretreating, but why the threeunknown cruisers looked like

    giant evil birds, these were thelast thoughts going throughAdmiral Marcel's head as thearmored bulkhead blew inwardand Black armored warriors werepouring into his command bridgeas unconsciousness overtook him.

    =====+++++=====

    "Where am I?", asked Admiral

    Marcel to no one in particular ashe awoke with a splittingheadache.

    "It appears we are in a brig on aship, whose I do not know",replied Captain Vassal. In theback ground the sounds of menscreaming and other vile soundsto horrible to bear.

    "Captain what happened to theship and the crew", asked Marcel.

    "I believe that infernal CaptainSinn managed to get boardingparties aboard us somehow", saidVassal. "I believe," startedCaptain Vassal as the door to thebrig swung open. Standing in the

    door way was an armed ChaosStorm trooper in black carapacearmor holding a las-gun in hishands. On his left side of his armorwas the symbol of ChaosUndivided and on his right theysymbol of Captain Am Sinn'sforces, the Flaming Heart. Behindhim stood a taller man in similar

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    armor with a side arm flanked bytwo more Chaos Storm troopersdressed as the first armed Storm

    trooper.

    "Please come with us, the Captainwould like your company on thebridge", spoke the taller man.Looking at each other hesitantlyAdmiral Marcel and CaptainVassal almost protested as a largemutant of amazing size with armsas big as tree trunks, metal legsand a very small head passed the

    guards and gripped both by theshoulders. "Boss said go see daCaptain", spoke the mutant in asurprising loud voice.

    With a Storm trooper to the front,the large mutant holding thereshoulders and the three stormtroopers to the rear, Marcel andVassal were forced marched to

    the uppermost levels of the ship.

    Where they were brought tocommand pulpit of Captain AmSinn.

    "Welcome gentleman to the NightRaven, my command ship" saidCaptain Sinn. Sitting in hiscommand pulpit with two Stormtrooper guards that flanked him,an a Ogryn off to the side with alarge axe in his hands. Sitting inthe pulpit, Marcel and Vassal sawa average built man withchildhood acne scars, piercing

    hazel eyes that seemed to changeas he talked and brown hairwearing a dark maroon ImperialFleet Captains uniform. Wherethe Imperial Aquila would be wasthe symbol of Chaos undividedand Captain Sinn's personalemblem the flaming heart thatwas actually flaming.

    "I demand that you release us

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    immediately Captain", bellowedAdmiral Marcel. "You can not holdus like this."

    "Quit you blustering you pompousparrot. Right now you are myguests aboard the Night Raven",spoke Captain Sinn. "I want youto be the first to see somethingvery remarkable, you could sayit's a gift from the Gods I serve."

    Speaking quickly, Captain Vassalasked the most challenging

    question, " Naval Intelligencethought the Red Devastation wasyour flag ship? An what are youtalking about?" Still on a roll,Captain Vassal decided to go onemore question further. "Captainwhy did you allow yourself to beseduced by the forces of Chaos?

    With that last question asked of

    him, Captain Sinn's eyes began toturn red as he began to rise fromhis seat. Everyone around him,except for Marcel and Vassal heldin place by the mutant, started tostep back. "Why, you ask Captain,you want to know why I fell toChaos, how come I serve them"he asked them.

    "I will answer your question in theorder you asked them.""First the Red Devastation was myflag, I transferred it to my newship the Night Raven, that is allyou need to know on that first"."Second when you realize there ismore than the Navy and you loseit and can never replace it, you

    can be driven to the edge. Yearsago, I was going to revengemyself on a Fleet Captain and his

    task force for killing my wife andunborn child. But an over zealousFleet Commissar brought asecurity team with him on my shipto place me and my officers underarrest for treason. So I and mycrew reacted, killed the FleetCommissar and his detail, tooksome supplies and left ImperialSpace. You see, I lost my wife andfirst born, who shall never see his

    father or the wonders of theUniverse, all because of someFleet Captain that should neverhave worn the Imperial Aquila inthe first place" spoke Sinn as hewas face to face with Vassal.

    Regaining control of himself andwith a slight sigh from his guard,Captain Sinn relaxed in his chair.

    Throwing a leg over the side of hiscommand pulpit, Captain Sinnwaved his hand and a servantsuccubus brought a tray withdrinks on it. "Ian pass the drinksaround please", asked Sinn of thetall Storm trooper. Passing thedrinks around, Marcel and Vassalwere hesitant to take the drinksuntil the large mutant began to

    squeeze their shoulders. Takingtheir offered drinks they stood insilence.

    "By the way, I took the liberty ofraiding yours and your FleetCaptains liquor cabinet, so pleasedrink it is your liquor anyhow",spoke a grinning Sinn.

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    As they sat drinking there offereddrinks a beautiful Eldar womenwith a lithe build, white skin and

    piercing blue eyes came up toCaptain Sinn with little clothes tohide anything. With a slight smile,she leaned over the Captain andseductively ran her hand up hisknee as her mouth came levelwith his ear. After a few minutesof this, she straightened up,turned and left the assembledgroup.

    "Reng has brought us news, shesays Ghee is about ready for thefinal act" spoke Sinn. With thosewords, Marcel and Vassal wereturned around to look over thegreat bridge. As they watched,great doors with symbols of allfour ruinous powers on thembegan to slide open. When thegreat doors were open, the Saint

    Silas could be seen floating inspace with occasional smallexplosion leaving her batteredhull, along with three Iconoclastclass Destroyers. "Gentleman Iwant you to watch the dais that isslowly rising up in front of thearmor glass prowscreen.""The figure you see is Ghee, aTzeentch sorcerer, you see he is

    about to finish a spell he has beenworking on for months", saidSinn. With a small laugh, "Ghee isabout to sacrifice your entire crewto Chaos Undivided and if it worksas he says, I will have a blessingfrom the Four."

    As he finished saying this, the far

    figure of Ghee was raising hisarms, the air of the bridge feltheavy with energy, the Choir of

    demons that Captain Sinn keptbegan to wail the song they beentaught by Ghee. With the energymounting, the inhuman singing ofthe demons, Marcel and Vassaltried to run but were held tightlyby their mutant guard.

    As the energy built and the wailingincreased Admiral Marcel thoughthe was on the edge of madness

    when all of suddenly, from thelittle man on the raised dais, redenergy began to flow. Marcel triedto turn his head and close his eyesbut the energy just seepedthrough his clinched eyelids. Justabout when he could not take itany more, there was one highnote and then a rush as ifeverything left. Marcel would later

    swear in years that followed thateverything evil passed though hisbody out the prowscreen towardwhere his ship was floating.

    The last conscious thoughtAdmiral Marcel had was the sightof what appeared to be twoDaemonic appearing ships withthree smaller bird like ships

    emerging from where the SaintSilas and the three Iconoclastclass Destroyers once floated.

    When Admiral Marcel awoke, itwas with pain in his right arm justwhere his cybernetic hand wasand a powerful headache. "Whereare we," he asked aloud again, as

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    his sight became focused. "Whathappened," he asked.

    "Admiral we are in a savior pod,after the ships appeared youpassed out, Captain Sinn said hewas freeing us, but only after wepaid a price. The Ogryn that wasthere with the big axe cut off yourcybernetic hand and then theydragged us to the shuttle bay.They loaded us into an ImperialSavior pod and cast us adrift"related Captain Vassal.

    With fire in his eyes and a newfound energy in his body, AdmiralMarcel looked at Captain Vassal,looking dead into his eyes, Marcelspoke "Do not speak of whathappened, if you do so theInquisition will torture us and thenput us in an unmarked grave. Wemust keep the secret of what

    happened to ourselves to bestfight Captain Sinn, is thatunderstood Captain Vassal? Or Imight be the only survivor fromthe Saint Silas" spoke Marcel withmuch venom in his voice he couldmuster as his hand lay on hisholstered Navy bolt pistol.

    =====+++++=====

    Somewhere in the Eye of Terror ashuttlecraft made its landing onthe flight deck of the black Styx

    Heavy Cruiser. The Chaos SpaceMarines of the Black Legion honorguard came to attention as thegangway touched the deck.Walking down the gangway was atall-scarred man in ebony armorwith a gold inlay of the symbol ofChaos Undivided on his left chestand a chained hellhound in hisright hand, down walked thenewest Master of the Chaos

    Cruiser Trowel, WarmasterFathom. "Welcome aboard theTrowel Warmaster Fathom"spoke a mutant with Lieutenantspips on his shoulders. Withoutmuch action, Warmaster Fathomlet lose the hellhound onto theunsuspecting Lieutant. As thehellhound tore into the startledmutant, Warmaster Fathom

    spoke, "Thank you for welcomingme aboard Lieutant, please be asnack for little Sinn here" as hecontinued across the flight deck ofthe Trowel, as he approached thehatch way, a whistle came fromWarmaster Fathom, and thehellhound followed his masterthrough the hatch.

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    Astronomicon

    This section of the magazine serves to highlight some of thequestions and points raised on the Yahoo Gothic List. None ofthe answers here are official, but can be considered as asensible interpretation of the rules. Also, if we get anyquestions or emails here at Warp Rift, they will be publishedhere.

    Q: Is the fleet commander in thecampaign for free?

    A: Yes.

    Q: Can he buy extra re-rolls?And, can he buy ship upgrades,like Mega Armor Boardingparties, or Marks of Chaos?

    A: No, and no.

    Q: Can the fleet buy othercommanders, like Chaos Lords orother Warbosses? And whatabout their upgrades?

    A: No, since any extras aregained as refits and upgradesduring the campaign.

    Q: Do the Eldar ships taken toreplace those lost have a Ld of 6,or of 7? Also, what about SpaceMarine ships/Chaos ships withChaos Space Marine crews?

    A: All ships return with Ld 6 andthen add racial modifiers. So,Eldar come back with a Ld of 7,and so do all Space Marines.

    Q: Can fighters intercept anddestroy a wave of torpedoes?

    Can a single squadron of fightersdestroy all of a S6 wave oftorpedoes? Can I "recall" some ofmy fighters/bombers squadrons(remove the squadrons) duringthe ordnance phase to relaunchordnance during my fire phase(assuming a successful reloadordnance test)?

    A: Yes. Yes, fighters removeother ordnance on a marker formarker exchange (i.e., 1 fightermarker will take out 1 bombermarker, 1 fighter marker, or 1torpedo marker, be it a S1torpedo salvo or a S100 torpedosalvo). And, yes, assuming youmake the Reload Ordnance testbetween recall and launching,not a problem.

    Q: Do Chaos Space Hulks getboarding torpedoes?

    A: Yes.

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    Docking Claws

    The best of the web, listing sites which deal with BattlefleetGothic. If you have a site that you would like listed here, dropus an email.

    www.epic40k.co.uk (www.epic40k.co.uk) - The host of thispublication, www.epic40k.co.uk is a growing site featuring theEpiComms Forums for great Gothic and Epic chat, the Players Index tofind players in your area, and the Spotters Guide, a discourse on thevessels in the game, as well as lots more.

    Port Maw (www.one-end.com/portmaw) - Currently undergoing arevamp, Port Maw has always been a favourite for web surfers lookingfor Gothic. In particular, the site has a large collection of new vesselsfor the game.

    Blackstone 6 (http://blackstone.outpost10f.com) - While currently notbeing updated regularly, there are still a lot of useful articles here, andsome excellent extra counters and downloads.

    The Golgotha Spiral

    (http://www.angelfire.com/games4/chubbybob/bfg1.htm) - Anexcellent site focussing on the vessels of the Golgotha Spiral, and theunique vessels which patrol it. An gold mine for the Gothic converter.

    Incoming

    Got an event for Gothic coming up? Let us know. We want tohear about meetings, groups, conventions and games. So,

    put the word out, and drop us an email detailing your events.