Additional Rules
Battlefleet Gothic

Star Trek in Battlefleet Gothic
The Federation: Part One



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The Federation: Part One
The Federation: Part Two
The Alien Races



Introduction

How many people know the classic game Star Fleet Battles, set in the time of the cult series Star Trek, during captein James T. Kirk famous five year mission? That many still. And who's feeling sorry that it has a rather complex manual, and can' be played as a fast game due to it's detailed rules? Mmm, at least as many still. Well , here is a short alternative, namely the rules to use them in Games Workshop's game of Battlefleet Gothic!

Special Rules

  • Ships equipped with launch bays can only launch assault boats
  • All ships can make teleport attacks at a range of 15 cm's, but with a -1 penalty for the boarding roll
  • Federation ships are well shielded, but are rather slow, so they can only turn for 45o, even Escorts, after they moved at least 10 cm's
  • Federation vessels are equipped with escape pods. When a vessel is destroyed, roll a d6. On a roll of 6 the crew manages to escape and the victory points scored for that ship are reduced by 10%
  • Each fleet, no matter it's size, must have a heavy cruiser, the ship of the Fleet Admiral
  • The Federation can't place it's vessels in squadrons
  • A Federation Task Force doesn't follow normal rules for selecting escorts/capital ships, it can be made up of completely capital vessels if desired

Leadership

The heavy cruiser of the Fleet Admiral has Ld 10 and 1 re-roll. Up to two further re-rolls can be bought at a cost of 25 points a piece.

The other vessels have a basic Ld score of 6, adjusted as following by the score of a D6:

1: +0
2-4: +1
5: +2
6: +3

Armament

Phaserbanks: These are basic weapon batteries, and torpedo bays are torpedo bays. Also, some vessels have specially modified Type C Phaserbanks, fitted to fire aft. They are treated as normal Phaserbanks in all other ways. Additionally, you can buy a special type of torpedo, namely the Quantum Torpedo, at 15 points per shot. Each can be used only once in the game. Capital ships may have 5 of these, escorts 3, and a vessel must have torpedo bays in order to be able to launch them.

Quantum Torpedoes: These torpedoes are used as normal, but when they impact they immediately cause a critical hit, no roll for critical hits is needed.

Federation Vessels

1+ Heavy Cruiser - The Heavy Cruiser is the backbone of the Federation fleet, they are good all rounders and can deal out a serious amount of damage.

Name Type/Hits Speed Turns Shields Armour Turrets Points
Heavy Cruiser Cruiser/10 20 45o 4 5
Rear: 4+
3 230

Armament Range/Speed Firepower/Strength Fire Arc
Phaserbanks 45 cm 8 Front/Left/Right
Torpedo bays 30 cm 4 Front
Launch bays 20 cm 1 Squadron -

Notes: Escape pods, Admiral.

0-2 Dreadnoughts - The heavy warships of the task forces, these ships can hold up entire fleets for a serious amount of time, though unfortunatly they are quite limited in numbers.

Name Type/Hits Speed Turns Shields Armour Turrets Points
Dreadnought Capital/12 20 45o 4 6
Rear: 5+
3 430

Armament Range/Speed Firepower/Strength Fire Arc
Phaserbanks 60 cm 8 Front/Left/Right
Torpedo bays 30 cm 6 Front
Launch bays 20 cm 2 Squadrons -

Notes: Escape pods.

Light Cruisers - A smaller class of warships, but perfectly capable of dealing out a punch, these vessels mostly form the second line of attack of a Federation task force.

Name Type/Hits Speed Turns Shields Armour Turrets Points
Light Cruiser Capital/6 20 45o 3 5
Rear: 4+
3 150

Armament Range/Speed Firepower/Strength Fire Arc
Phaserbanks 45 cm 6 Front/Left/Right
Torpedo bays 30 cm 4 Front
Launch bays 20 cm 1 Squadron -

Notes: Escape pods.

0-1 Strike Carrier - A specialised and lightly armed cruiser, it's main strength lies in the sheer number of assault boats it can launch to finish off weakened enemy vessels.

Name Type/Hits Speed Turns Shields Armour Turrets Points
Strike Carrier Capital/8 20 45o 3 5
Rear: 4+
3 190

Armament Range/Speed Firepower/Strength Fire Arc
Phaserbanks 30 cm 6 Front/Left/Right
Launch bays 20 cm 5 Squadrons -

Notes: Escape pods.

0-1 Space Control Cruiser - The ultimate Federation vessel, this is actually a mobile space station. These vessels can survive on their own in a warzone, and deal out lots of punishment.

Name Type/Hits Speed Turns Shields Armour Turrets Points
Space Control Cruiser Capital/14 20 45o 4 6
Rear: 5+
4 650

Armament Range/Speed Firepower/Strength Fire Arc
Phaserbanks 60 cm 12 Front/Left/Right
Phaserbanks 45 cm 6 Rear
Torpedo bays 30 cm 8 Front
Launch bays 20 cm 2 Squadrons -

Notes: Escape pods.

Scouts - A fast and lightly armed vessel, these are usually the first to engage the enemy as they operate far in front of the main task force vessels.

Name Type/Hits Speed Turns Shields Armour Turrets Points
Scout Escort/1 30 45o 1 5
Rear: 4+
1 30

Armament Range/Speed Firepower/Strength Fire Arc
Phaserbanks 30 cm 4 Front/Left/Right

Notes: Escape pods.

Tugs - Tugs are small transport vessels, tugging damaged ships out of a war zone, or bringing ground troops in Cargo Pods to the warzone. They are only of use in a Planetary Assault, where they can land the needed forces.

Name Type/Hits Speed Turns Shields Armour Turrets Points
Tug Escort/1 20 45o 2 5 1 30

Armament Range/Speed Firepower/Strength Fire Arc
Phaserbanks 30 cm 2 Front/Left/Right

Notes: Escape pods, Two Cargo Pods (these are treated as transport ships, and the tug gets a single transport capacity for each Cargo Pod pulled behind).

Frigates - These small vessels are build as a supporting force, border patrol or exploration of strange phenomena.

Name Type/Hits Speed Turns Shields Armour Turrets Points
Frigate Escort/1 25 45o 2 4 1 40

Armament Range/Speed Firepower/Strength Fire Arc
Phaserbanks 30 cm 5 Front/Left/Right
Torpedo bays 30 cm 3 Front

Notes: Escape pods.

Destroyers - A specially designed frigate, build for war, these are often encountered in dense and rather hostile systems.

Name Type/Hits Speed Turns Shields Armour Turrets Points
Destroyer Escort/1 20 45o 1 5
Rear: 4+
1 45

Armament Range/Speed Firepower/Strength Fire Arc
Phaserbanks 45 cm 5 Front/Left/Right
Torpedo bays 30 cm 4 Front

Notes: Escape pods.

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Date: 27/06/2002
Submitted by: TeDiouS