Battlefleet 40K

Battlefleet 40K (B40K) is a fan-made rule set for playing Battlefleet Gothic-style space combat games in a manner that has more similarity with the rule set for 8th Edition Warhammer 40,000. Thematically, Battlefleet 40K is set during the 'present day' of the Imperium Nihilus era following the opening of the Great Rift and is intended to represent starship combat anywhere in the galaxy rather than in a particular sector of space.#

Types of Vessels
Vessels are characterized within the rules as belonging to one of three categories: Escort, Cruiser, and Battleship. Each category has special rules that affect their activities, which are included on the list of the Vessel's statistics and are also included in the rules for the relevant phases of the turn.

Basing of Vessels
Basing of Vessels is done using plastic flight stand bases. It is encouraged that such bases be around 32mm, although given that all rules concerning contact with a vessel or the firing/launching of ordnance are done with a measurement from the model rather than the base, this basing should be done in a manner best to stabilize the model whilst not impeding game play.

Statistics of Vessels
The statistics for each Vessel class are compiled in the Ship List along with relevant keywords, special rules, and other information.

Some statistics may be altered over the course of a game or campaign by various actions. In which case, it is encouraged that player should fill out a Ship Card for each Vessel in their fleet in order to keep track of any statistical changes.

Dice Rolls
As with 40K, a natural roll of a 1 is always considered a failure, and a natural roll of a 6 is always considered a success.

Special Orders
At various points during the Battle Round, a player may issue Special Orders to their Vessels that allow them to undertake certain actions. To successfully use a Special Order, the controlling Player must roll 2D6 against the selected Vessel's Leadership value and score equal to or less than the Leadership Value. If the score is higher than the Leadership value, the Vessel does not use the Special Order and carries out its actions as normal. Vessels can only be issued (or have attempted to be issued) one Special Order per Phase.

Any positive or negative modifiers issued to that Vessel by undertaking a Special Order remain in effect on that Vessel for the rest of that Battle Round and are cumulative. I.e., a Vessel issued the Full Speed Ahead special order in the Movement Phase (-1 to Hit rolls) and then the Fire at Will special order in the Shooting Phase (-1 to Hit rolls) will suffer from a -2 penalty to all of its Hit rolls for the remainder of that Battle Round.

The Golden Rule
As always; where a situation occurs that is not covered by these rules, players should negotiate an understanding that is agreeable to all participants. Failing that, a dice roll should be used to agree upon the interpretation to be used.

The Battle Round Sequence
The Battle Round is comprised of several phases. Each of these phases uses a combination of alternating and simultaneous actions by all players in a similar manner to 8th Edition Kill Team. Phases are outlined below in chronological order with a brief description of how they are sequenced.

Initiative Phase: Players roll 1D6 for Initiative. The player with the highest score has the Initiative for this Battle Round and shall carry out their actions first unless otherwise specified. Remaining players are sequenced based on their Initiative scores in declining order if there are more than two players.

Movement Phase: Players move all of their units before the next player in the Initiative ranking does the same. ''I.e.; Player A has three Cruisers and Player B has three Cruisers. Player A (with highest initiative) will move ( all three of their Cruisers, whereupon Player B will move all three of their Cruisers''.

Psychic Phase: Players action this phase in an alternating sequence per unit. ''I.e.; Player A (with highest initiative) has two Cruisers with a psychic capability and Player B has one Cruiser with a psychic capability. Player A will action one of these psychic Cruisers, whereupon Player B will action their single psychic Cruiser, whereupon Player A will action their second psychic Cruiser.''

Shooting Phase: Players action this phase in an alternating sequence per unit. I.e.; Player A (with highest initiative) will fire the weapons on one of their three Cruisers, whereupon Player B will fire with one of their Cruisers.

Boarding Phase: Players carry out all of their boarding actions before the next player in the Initiative ranking does the same. ''I.e; Player A (with highest initiative) has two boarding actions to carry out, whilst Player B has three boarding actions to carry out. Player A will carry out all two of their boarding actions, whereupon Player B will carry out all three of their boarding actions.''

Morale Phase: Players carry out all of their morale rolls before the next player in the Initiative ranking does the same. ''I.e; Player A (with highest initiative) has two Cruisers left at the end of the Battle Round, whilst Player B has three Cruisers left at the end of the Battle Round. Player A will carry out all two of their Morale Rolls, whereupon Player B will carry out all three of their Morale Rolls.''

The Initiative Phase
Players roll for Initiative to see in what order they will participate for this Battle Round. Initiative is rolled at the start of each new Battle Round. Players roll a D6. The Player with the highest score has the highest Initiative and carries out their actions first except where stated otherwise in the rules, the Player with the second highest score carries out their actions second, and so on.

The Movement Phase
Players move all of the units under their command according to the Initiative ranking for the Battle Round. Players may move their Vessels up to the maximum forward movement range listed in that Vessel's statistics, unless they are using the Full Speed Ahead order.

Some Vessels have a minimum forward movement requirement to represent the concept of inertia in space. This is based upon the Vessel's category. Most Vessels also have a maximum turn radius. This is also based upon the Vessel's category.

Vessels must move their minimum forward movement requirement during the Movement Phase, unless they are using an ability that alters this rule. Similarly, Vessels must move their minimum forward movement requirement before they can make a turn, unless they are using an ability that alters this rule.

The minimum forward movement requirements and maximum turn radii are listed per Vessel category below.

ESCORT: No minimum movement, maximum ninety degree turn radius.

CRUISER: Minimum movement equal to one-third of maximum movement value, maximum forty-five degree turn radius.

BATTLESHIP: Minimum movement equal to half of maximum movement value, maximum forty-five degree turn radius.

A vessel may only make one forward movement and one turn per Movement Phase, unless using an ability that alters this rule.

Movement Phase Special Orders
The following Special Orders may be issued to Vessels during the Movement Phase. Before the Vessel has moved, the controlling Player may declare that the Vessel is undertaking one of the following Special Orders:

Full Speed Ahead - The controlling Player may roll 1D6 and add that to the maximum forward movement range of the Vessel under this order. The Vessel may still make a turn at the end of this forward movement, but any shooting from this Vessel will be carried out with a -1 modifier to the Vessel's Hit rolls.

Ramming Speed - The controlling Player may roll 2D6 and add that to the maximum forward movement range of the Vessel under this order. The Vessel may not make a turn at the end of this forward movement, and any shooting from this Vessel will be carried out with a -2 modifier to the Vessel's Hit rolls.

Bring Her About - The Vessel under this order may make two turns during this Movement Phase. The Vessel must still undertake its minimum forward movement requirement before making the first turn, but may make its second turn either immediately after the first turn or at any point further along the vessel's remaining forward movement range. Any shooting from this Vessel will be carried out with a -1 modifier to the Vessel's Hit rolls.

All Back Full - The Vessel under this order may ignore its minimum movement requirement for this Movement Phase and remain stationary. This vessel will suffer a +1 modifier to Hit rolls against it whilst under this order.

Psychic Phase
Some vessels may carry contingents of psykers that harness the powers of the Warp across the void of space between warring fleets. Players action this phase in an alternating sequence per unit as described in the Battle Round Sequence.

The controlling player will select a Vessel with the Psyker keyword and attempt to manifest a power by rolling 2D6 and comparing the total score to Psychic Rating of the chosen power. If the total score is equal to or greater than the Psychic Rating, the power activates and is resolved. If the total score is below the Psychic Rating, the power does not activate.

Opposing players that also have a Vessel with the Psyker keyword may attempt to Deny the Witch if their Vessel is within 12 inches of the Vessel that has just successfully activated a psychic power. The denying player will roll 2D6 and compare the total score to the total score achieved by the player activating the psychic power. If the total score of the denying player is greater than the total score originally rolled by the activating player, the Psychic Power is defeated and does not activate.

Vessels with the Psyker keyword may only attempt to activate two powers each per Psychic Phase and may only undertake one Deny the Witch test per Psychic Phase. Only one Deny the Witch test may be taken against an individual attempt to manifest a Psychic Power.

Psychic Powers known by a Vessel can only be used once per Psychic Phase. However, if multiple Vessels know the same Psychic Power, they can each attempt to manifest that power once in that Psychic Phase.