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  1. Battle Fleet Gothic-style 40k: Close Combat

    While most modern warfare is a distant, impersonal affair, some factions prefer to have things out in close quarters. In the Forty-First Millennium, close combat is not an entirely unexpected eventuality.

    In order to engage a foe in close combat, a unit must first meet its target face to face, and to do that, they must move into base-to-base contact during the movement phase. As the focus necessary to to fire accurately is too much of a liability ...

    Updated 12-26-2014 at 01:14 PM by Andrew Thomas

  2. Battle Fleet Gothic-style 40k: The End Phase

    During the end phase, players sort out any events which have been set into action during the turn, such as repairing any critical damage. Some of the Blast markers are removed from the table, as the energy and debris they represent is naturally dissipated. The end phase is also a good opportunity to tidy up the table top, count victory points, check up on scenario victory conditions and break out the biscuits. The end phase works in the following order:
    • Attempt to
  3. Battle Fleet Gothic-style 40k: Damage


    When a unit is damaged, note the number of hits it has taken on your army roster.

    Certain units, namely Superheavy Vehicles and Gargantuan creatures, are more adversely affected by damage then others. When one of these units has lost half its damage points, it is crippled. When such a unit has lost all its hits, it is out of action and a roll needs to be made on the Catastrophic Damage table to see if it explodes in a spectacular fashion or ...

    Updated 12-24-2014 at 12:52 AM by Andrew Thomas

  4. Battle Fleet Gothic-style 40k: The Shooting Phase

    In the shooting phase your units get to unleash their weaponry against the enemy. The attacks that units make are divided into two sorts: direct firing and Strength attacks. Direct fire attacks include weapons such as pistols, rifles and machine Guns, which require a modicum of aiming. Strength attacks include Flamethrowers and Mortars, where proximity to many targets is preferable to striking a single one directly.

    Direct firing uses a ...
  5. Battle Fleet Gothic-style 40k: The Psychic Phase

    Psykers are warriors gifted with awesome mental powers that enable them to channel the baleful energy of the Warp, to bolster their allies and hinder or even harm their enemies. Unleashing these powers on the battlefield is resolved during the Psychic Phase.
    Mastery Levels
    The breadth of esoteric knowledge, in terms of the number of Psychic Powers at your Army's disposal, is determined by your Psykers' net Mastery Levels. Your army list will determine what ...

    Updated 12-23-2014 at 05:59 PM by Andrew Thomas

  6. Battle Fleet Gothic-style 40k: The Movement Phase

    During the movement phase, units maneuver into position to begin battle, moving your forces into the right position to rain destruction upon your opponent is vital – some units need to keep their distance while others need to come to grips at close quarters. The movement phase is filled with opportunities. By moving your units, you can surround a target and destroy it, smash through the heart of an opposing Detachment, lurk behind cover, flee from powerful enemies, even ...
  7. Battle Fleet Gothic-style 40k: Turn Sequence

    A game of Warhammer 40,000 is unlike many other games such as chess or draughts where you only move one piece at a time. A tremendous amount of action takes place in a real battle, units maneuver and fire at each other, assaults are launched in vast waves and munitions scream towards their targets.

    In a real battle, this all happens at once amidst the chaos of combat. A 40k game represents the ebb and flow of battle, but in order for us to decide its outcome players ...
  8. Battle Fleet Gothic-style 40k: Special Orders

    There are six different special orders and each one allows a unit to perform better at something, such as gunnery or evasion, during its turn. A unit, regardless of size or composition, can only ever be on one special order at a time. The six special orders are:

    Surge Forward: A unit Surging Forward concentrates its efforts on producing an extra burst of speed, usually gaining an extra 2D6in of movement. Its weapons are reduced to half effectiveness and that ...

    Updated 12-23-2014 at 12:58 AM by Andrew Thomas

  9. Warhammer 30,000 Roleplay Campaign: The Last Supper - Part 12 - The Red Angel

    Angron, The Red Angel:

    The Red Angel has never sat comfortably at the Emperor's table. Not when he was first abducted at the height of the slave revolt he orchestrated on his homeworld; not when he led his Legion from brutal victory to savage triumph; not when he achieved the highest honours the Imperium could offer. Angron is a man denied the Good Death he had earned,
  10. Battle Fleet Gothic-style 40k: Armaments & Leadership

    Armament: This section lists the unit's armaments and their location.

    Range/Speed: The maximum range of weapons is shown in inches. As you can see in the previous post, the Astra Militarum Infantry squad carries more kinds of weapon than the Kabalites.

    Firepower/Strength: This number represents how effective a weapon system is when it shoots – the higher the number the better. Special weapons systems like grenades and melee weapons have a Strength rating instead of ...

    Updated 12-24-2014 at 11:57 AM by Andrew Thomas

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