Additional Rules Battlefleet Gothic
Star Trek in Battlefleet Gothic The Federation: Part One
The Federation: Part One
The Federation: Part Two
The Alien Races
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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!
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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
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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:
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1:
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+0
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2-4:
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+1
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5:
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+2
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6:
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+3
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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.
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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.
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Name
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Type/Hits
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Speed
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Turns
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Shields
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Armour
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Turrets
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Points
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Heavy Cruiser
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Cruiser/10
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20
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45o
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4
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5 Rear: 4+
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3
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230
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Phaserbanks
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45 cm
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8
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Front/Left/Right
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Torpedo bays
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30 cm
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4
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Front
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Launch bays
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20 cm
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1 Squadron
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-
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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.
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Name
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Type/Hits
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Speed
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Turns
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Shields
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Armour
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Turrets
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Points
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Dreadnought
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Capital/12
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20
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45o
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4
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6 Rear: 5+
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3
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430
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Phaserbanks
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60 cm
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8
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Front/Left/Right
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Torpedo bays
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30 cm
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6
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Front
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Launch bays
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20 cm
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2 Squadrons
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-
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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.
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Name
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Type/Hits
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Speed
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Turns
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Shields
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Armour
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Turrets
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Points
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Light Cruiser
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Capital/6
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20
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45o
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3
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5 Rear: 4+
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3
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150
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Phaserbanks
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45 cm
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6
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Front/Left/Right
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Torpedo bays
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30 cm
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4
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Front
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Launch bays
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20 cm
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1 Squadron
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-
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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.
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Name
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Type/Hits
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Speed
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Turns
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Shields
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Armour
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Turrets
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Points
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Strike Carrier
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Capital/8
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20
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45o
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3
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5 Rear: 4+
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3
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190
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Phaserbanks
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30 cm
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6
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Front/Left/Right
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Launch bays
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20 cm
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5 Squadrons
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-
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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.
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Name
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Type/Hits
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Speed
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Turns
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Shields
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Armour
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Turrets
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Points
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Space Control Cruiser
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Capital/14
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20
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45o
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4
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6 Rear: 5+
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4
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650
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Phaserbanks
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60 cm
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12
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Front/Left/Right
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Phaserbanks
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45 cm
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6
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Rear
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Torpedo bays
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30 cm
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8
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Front
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Launch bays
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20 cm
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2 Squadrons
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-
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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.
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Name
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Type/Hits
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Speed
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Turns
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Shields
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Armour
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Turrets
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Points
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Scout
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Escort/1
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30
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45o
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1
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5 Rear: 4+
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1
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30
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Phaserbanks
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30 cm
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4
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Front/Left/Right
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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.
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Name
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Type/Hits
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Speed
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Turns
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Shields
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Armour
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Turrets
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Points
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Tug
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Escort/1
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20
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45o
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2
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5
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1
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30
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Phaserbanks
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30 cm
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2
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Front/Left/Right
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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.
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Name
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Type/Hits
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Speed
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Turns
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Shields
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Armour
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Turrets
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Points
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Frigate
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Escort/1
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25
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45o
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2
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4
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1
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40
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Phaserbanks
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30 cm
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5
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Front/Left/Right
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Torpedo bays
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30 cm
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3
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Front
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Notes: Escape pods.
Destroyers - A specially designed frigate, build for war, these are often encountered in dense
and rather hostile systems.
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Name
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Type/Hits
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Speed
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Turns
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Shields
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Armour
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Turrets
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Points
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Destroyer
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Escort/1
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20
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45o
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1
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5 Rear: 4+
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1
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45
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Armament
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Range/Speed
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Firepower/Strength
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Fire Arc
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Phaserbanks
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45 cm
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5
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Front/Left/Right
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Torpedo bays
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30 cm
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4
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Front
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Notes: Escape pods.
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Top of Page
Date: 27/06/2002
Submitted by: TeDiouS
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