New Rules

Turn Sequence

  1. Orders Phase
  2. Launch Fighters
  3. Movement
  4. Land Fighters
  5. Shooting Phase
  6. Torpedo Phase
  7. Ramming Phase
  8. Boarding Phase
  9. End Phase

Orders Phase

There are two modifications to existing orders and one new order: Launch Fighters.

All Ahead Full

Ships on this order also add +1 to their ram value when they ram a ship or are rammed from the front.

Brace for Impact

Ships on this order remove 1 point of damage when they are rammed.

Launch Fighters

Ships on this order may launch or land up to double their normal number of fighter squadrons.

Move: Half to full speed.
Turns: Up to one.
Fire: Weapon batteries and special weapons at half strength.

Launch Fighters Phase

In this phase a ship can launch up to as many fighter squadrons as it is permitted by its orders. The fighter squadrons are placed in contact with the model facing in any direction that the player wishes.

Movement Phase

Most of the movement is the same as WD #225, but with some exceptions. Ships may move across each other without ramming provided they do not finish the turn in contact with each other, in the front arc of the moving ship. If the ships are in contact then they have rammed each other. Ships can move across each other due to the three-dimensional nature of space warfare, with one ship passing below or above the other.

Solar Wind

Eldar ships are powered by the effects of the photons released by the stars on their massive solar sails. Before the game starts, the direction of the solar wind must be determined. To do this the Eldar player makes a leadership test (2D6, 8 or less). If they pass the test then the Eldar player may choose the direction of the wind. If they fail then their opponent chooses it. This represents the Eldar Admiral trying to manoeuvre the Eldar fleet into the most advantageous position to fight.

The solar wind affects the Eldar movement in the same way as conventional wind does on Sail ships; moving into the wind is slow, but moving with the wind is a lot faster. The movement modifiers below are calculated on a centimetre by centimetre basis, so if the ship turns then the modifier may change.

Direction
Into wind Half Move
Across wind Normal Move
With wind Double move

Fighter Movement

Fighters move exactly as normal ships except that they cannot be hit by torpedoes and cannot be rammed by ships, and so can move across both ships and torpedoes without penalty, and can finish their go in contact with either of them.

Land Fighters Phase

Ships may land up to half the number of fighter squadron that it is permitted. Fighter squadrons eligible for landing must be in contact with the ship at the end of the movement phase.

Shooting Phase

Emergency Firing

Ships that are about to be rammed may fire in their opponent's shooting phase if they first make a leadership test. The shooting is taken at point blank range but at half firepower (aiming is not a problem, but the weapons may not have recharged). Only weapon batteries may fire.

Torpedo Phase

Torpedo Endurance

Torpedoes do not have unlimited endurance, due to factors such as limited fuel and the effect of space debris and radiation. To represent this, after the second turns movement for the torpedo swarm and after it has done damage, reduce the torpedo swarm's strength by 1.

Eldar Torpedoes

The Eldar are the most technologically advanced race in the known galaxy (the Tyranids being from outside the galaxy and the Necrons being largely unknown). Eldar torpedoes are no exception to theis and have improved tracking devices as well as being faster and doing more damage to the target. To represent this the Eldar torpedoes are allowed to make up to two 45° turns each round to be able to follow their target ship. In addition, when the torpedoes hit the target it is with a +1 modifier on the dice. The swarm must be given a target to start with and will attempt to close with it each turn. The torpedoes can also lose tracking, however, under certain circumstances shown below. If the torpedoes do lose tracking, then they fly in a straight line until a target passes within 45° to the front of the swarm and they pass on a lock-on roll.

Condition 1D6 roll (roll under to keep lock)
Ship ½ covered by blast markers 5+
Ship inside blind field 4+
Ship has Holofields 3+

Ramming Phase

Ramming ships is a very dangerous proposal as the chance that both ships could get destroyed in the event is quite high. The actual process is very simple; firstly determine the direction of the ram and then consult the table below:

Direction Damage
Ramming ship 1D6 + Ram Value
Rammed from front 1D6 + ½ Ram Value
Rammed from side or rear 1D3 + ½ Ram Value

Boarding Phase

Ships carry boarding parties to seize opposing vesseals and to protect themselves from being boarded. Most boarding actions are conducted against crippled ships but certain ships such as the Imperial Dictator and the Tyranid Ramsmite Kraken can conduct boarding actions against normal ships. To board a ship the attacking vessel must be within 2 cm of the opposing vessel that has no active shields (not blind or holofields, though). Conducting boarding actions is simple; each ship rolls 1D6 and adds the number of boarding parties that it has. The loser loses 1 boarding party and the winner can continue the attack or else counter-board the opposing vessel. Once a vessel has run out of boarding parties then it is captured. The attacking vessel must leave one boarding party on board in order to be able to claim capture at the end of the game. If the player is unable to do this, or they have boarded a Tyranid vessel or Tyranids have captured another vessel then the ship is dead in space and effectively destroyed, but do not roll for catastrophic damage. Even if the ship is recaptured, the damage to the insides of the ship is so great that it cannot move or fire for the remainder of the battle. Fighters cannot be boarded, but transports cannot be attempt to board crippled ships. (Web designer's note: I think we're in Space Hulk territory here, Tim... :-) )

End Phase

Reload Fighter Squadrons

Fighter squadrons are reloaded with weapons or troops in the end phase of the turn after they landed; e.g. fighter squadrons that land in turn 4 are reloaded at the end phase of turn 5 ready to launch in turn 6.