TEXT: VESSELS OF THE IMPERIUM
  TO CLEANSE THE STARS
  “A FLEET OF IMPERIAL SHIPS AT WAR ARE THE BEST NEGOTIATORS”
  
  VESSELS OF THE IMPERIUM
  ARMADA
  12
  IMPERIAL APOCALYPSE CLASS BATTLESHIP  . . . . . . . . . . . . . . . 365 pts
  T
  he Apocalypse class is an ancient design
  that is generally believed to have been
  the precursor of the Retribution class
  battleship millennia ago. The superior
  technologies used to construct the
  multiple lance turrets on the Apocalypse
  have now all but been forgotten and so the
  small number of examples of this ship can
  never be replaced. The loss of even one
  will always be keenly felt. It has been
  theorised by Naval strategists that the
  vessel was specifically created to counter
  the ever-growing numbers of battleships
  and grand cruisers that attempted to lead
  Chaos raiding fleets from within the Eye of
  Terror. In this duty, the Apocalypse has
  proved itself to be everything the Imperial
  Navy could have wished for.
  The rows of fearsome lance armament
  along the broadsides of the Apocalypse are
  its most distinctive feature. It has been
  noted that these lance arrays are fully
  capable of operating at much greater ranges
  by an engineering process that greatly
  increases the load-bearing capabilities of
  their main power relays. However, the array
  conduits themselves become notoriously
  unreliable when stressed this far and run-
  away power drains can easily start to sap
  energy from the ship’s main drives, making
  the Apocalypse sluggish in the midst of
  battle. Thus, almost all existing Apocalypse
  class battleships keep their lance armament
  limited 
  to 
  medium 
  ranges. 
  Most
  Segmentum fleets have at least a few
  examples of the Apocalypse still in battle-
  worthy condition, though their numbers
  are gradually dwindling.
  FAMOUS SHIPS OF THE 
  THIRD ARMAGEDDON WAR
  His Will 
  Triumph
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Battleship/12
  15cm
  45°
  4
  6+ front/5+
  4
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Port lance battery
  30cm
  6
  Left
  Starboard lance battery
  30cm
  6
  Right
  Prow nova cannon
  30 - 150cm
  1
  Front
  Dorsal weapons battery
  60cm
  6
  Left/front/right
  Notes: The Apocalypse class battleship cannot be given Come to New Heading special orders. 
  If the Apocalypse is given Lock On special orders, it may increase the range of its lances to 60cm for
  that Shooting phase only. However, if this option is used the Apocalypse will suffer an immediate
  Thrusters critical hit as soon as the lances are fired.
  THE LONG KNIVES
  Third Armageddon War Flight Report, Squadron Leader Narch
  TAW plus 1:37: First invaders of our skies sighted. Heard that the orbital defence platforms are performing superbly, keeping
  the enemy at bay. Taking the Long Knives to engage the few enemy craft that have broken through.
  TAW plus 1:58: First enemies engaged. Joined the Distant Stars in a sweep of sector 8729 by 31. Fourteen confirmed kills,
  8 probables. No losses on our side.
  
  VESSELS OF THE IMPERIUM
  ARMADA
  13
  Notes: The Oberon class battleship cannot be given Come to New Heading special orders. Like the
  Emperor class, the Oberon dispenses with the normal armoured prow and instead carries a mass of
  sensor probes that it uses to direct its attack craft to the enemy. This also adds +1 to its Leadership
  rating. For an extra +5 points, the Oberon class may carry squadrons of Shark assault boats.
  IMPERIAL OBERON CLASS BATTLESHIP  . . . . . . . . . . . . . . . . . . . 335 pts
  T
  he Oberon class battleship is an
  incredibly rare vessel, a very early
  variant of the Emperor class that has been
  gradually phased out after the renowned
  successes 
  of 
  its 
  more 
  well-known
  predecessor.
  The Oberon itself was an attempt to
  design a battleship that could theoretically
  deal with all manner of threats without the
  constant need of all existing classes to rely
  on escorting vessels. Though it lacks the
  sheer blanket coverage of ordnance that
  an Emperor class can lay down, the
  Oberon retains all the fearsome firepower
  of the previous design, whilst adding two
  devastating long-ranged lance batteries to
  each broadside.
  Often used in dangerous armed patrols
  with little or no escort, the Oberon is able
  to utilise its superior sensor probes to
  allow a captain to judge the nature of
  potential threats long before they are
  aware of the battleship’s own presence, a
  factor that makes the Oberon superior to
  most other ships in this role. In combat,
  the Oberon lacks the hard-hitting power
  of the Retribution and Apocalypse classes
  and the massive attack craft wings that an
  Emperor 
  can 
  deploy, 
  but 
  it 
  has
  consistently proved itself to be a very
  capable ship of the line that has the
  potential to defeat any enemy it may face.
  FAMOUS SHIPS OF THE 
  THIRD ARMAGEDDON WAR
  Green Lake
  TAW plus 2:22: Returned to base to refuel and
  rearm, before receiving the scramble signal once
  more. Heavy enemy air activity in the southern
  skies, attacking missile silos.
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Battleship/12
  15cm
  45°
  4
  5+
  5
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Port launch bays
  Furies: 30cm
  2 squadrons
  –
  Starhawks: 20cm
  Starboard launch bays
  Furies: 30cm
  2 squadrons
  –
  Starhawks: 20cm
  Port weapons battery
  60cm
  6
  Left
  Starboard weapons battery
  60cm
  6
  Right
  Port lance battery
  60cm
  2
  Left
  Starboard lance battery
  60cm
  2
  Right
  Prow weapons battery
  45cm
  5
  Left/Front/Right
  Dorsal weapons battery
  45cm
  5
  Left/Front/Right
  
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Grand Cruiser/10
  20cm
  45°
  3
  5+
  3
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Port lance battery
  45cm
  2
  Left
  Starboard lance battery
  45cm
  2
  Right
  Port weapons battery
  60cm
  10
  Left
  Starboard weapons battery
  60cm
  10
  Right
  VESSELS OF THE IMPERIUM
  ARMADA
  14
  IMPERIAL VENGEANCE CLASS GRAND CRUISER  . . . . . . . . . . . . . 230 pts
  T
  he Vengeance class straddles the line
  between earlier and later Imperial ship
  design. The ship can be seen with the
  beginnings of the characteristic armoured
  prow, although as yet the extra armour had
  not been added. Today, the Vengeance
  remains part of the Imperial fleet reserve,
  regarded by most admirals as an old
  warhorse, past its best days. Vengeances have
  also been identified as part of Traitor fleets,
  dating back to the mass mutiny that split the
  Imperial fleet in half during the Great
  Betrayal. Since then Imperial ship design has
  slowly evolved, but within the warp, where
  time does not follow a linear path, ships can
  survive untold millennia as if it were only
  yesterday. 
  The active Vengeance class grand cruisers that
  are part of the Segmentum Obscurus fleet are
  generally deployed in squadrons whose
  ongoing mission is to patrol and defend the
  systems lying around the Eye of Terror in a
  constant vigil against Chaos incursions. Other
  Vengeances are scattered across Imperial fleet
  reserves throughout Segmentum Obscurus
  and Segmentum Pacificus as second-line
  units, 
  replacement 
  squadrons 
  and
  mothballed as war reserves. 
  Several patrolling squadrons of Vengeance’s
  have, whilst engaged in routine duties,
  strayed into the Eye itself, either lured there in
  pursuit of raiders or caught in a sudden and
  unpredictable flare or expansion.  Such
  patrols are never seen again, although reports
  of Vengeance class grand cruisers supporting
  renegade raids and even Black Crusades have
  been on the increase. 
  FAMOUS SHIPS
  The Covenanter (Battlefleet Scarus)
  Vigilanti Eternus (Battlefleet Cadia)
  TAW plus 2:41: Reports that the orbital defence network has been penetrated. Enemy activity intense. The primitive Ork
  attack craft are strafing our ground defences. Far less comforting engaging such numbers without the support of our surface-
  based missiles and lasers. Long Knives III & VII shot down within first few minutes of combat during Ork ambush as
  we attacked their strafers. Currently heading back to base to refuel, pursued by full strength enemy squadron. The Shadow
  Fires have been vectored on to our position to cover our withdrawal.
  TAW plus 2:43: Just sighted a burning orbital platform high in the atmosphere, plummeting to the surface. Starting to hear
  reports of the complete failure of our defences.
  TAW plus 3:09: Home base overrun by Ork warband. Hearing that many air bases are suffering in a similar manner. Ground
  defences are still mostly in Imperial hands, but are under heavy assault by the enemy and thus of little use in shooting
  down Ork landing craft. How did they manage to land troops so quickly? The Long Knives are diverting to secondary
  base.
  
  VESSELS OF THE IMPERIUM
  ARMADA
  15
  IMPERIAL AVENGER CLASS GRAND CRUISER . . . . . . . . . . . . . . . . 220 pts
  T
  he Avenger is a hang-over from earlier
  days, and earlier fleet tactics. It is a gun
  boat, designed as a line-breaker. The
  squadrons of Avengers would deploy
  behind a shield of escort vessels or light
  cruisers. As the fleets closed the range they
  would accelerate to full speed, racing into
  the midst of an enemy fleet. Once in the
  heart of the enemy it would sit, its heavy
  batteries blazing left and right, trading
  barrages at point-blank range. The plan
  called for two or three squadrons of
  Avengers to cause (and usually take) very
  heavy damage, but its big batteries could
  out-shoot most enemies at close quarters.
  The disruption and damage caused by this
  brutal tactic of close quarters slugging
  would leave the enemy fleet in disarray,
  and easy prey to following waves who
  could then mop up.
  As tactical doctrine changed so the
  Avenger’s place in many Imperial fleets
  became redundant. The Avenger was
  relegated from front-line duty. Many had
  their batteries stripped out for use
  elsewhere. 
  Some 
  squadrons 
  were
  mothballed in fleet reserves, but, when
  hard-pressed, the Avenger can once again
  be seen racing into the heart of the enemy.
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Grand Cruiser/10
  20cm
  45°
  3
  5+
  3
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Port weapons battery
  30cm
  16
  Left
  Starboard weapons battery
  30cm
  16
  Right
  TAW plus 3:12: The shadow of a space hulk is hanging above us, just beyond the atmosphere. It must truly be huge for us to see it at this range.
  TAW plus 3:27: Target of opportunity. Ork landing craft spotted with light escort. The Long Knives engaged and acquitted themselves well, sending three craft to the ground in
  flames before the escorts rallied and drove us off. Long Knife IX did not make it.
  TAW plus 3:41: Secondary base also overrun by the enemy. Have decided to divert to the Plains of Anthrand. I hope we can affect a landing there without too much serious
  damage to our undercarriage. Fuel critical.
  TAW plus 3:45: Have made contact with forward team of the Pioneer Corps within the Plains. They are preparing a temporary flight strip for our arrival. Brave men to set up
  a beacon for us whilst the Orks invade.
  FAMOUS SHIPS
  Guardian of Aquinas (Martian Reserve Fleet) 
  The Sword Infernus (Battlefleet Corona)
  
  VESSELS OF THE IMPERIUM
  ARMADA
  16
  IMPERIAL EXORCIST CLASS GRAND CRUISER  . . . . . . . . . . . . . . . 230 pts
  T
  he Exorcist class was originally
  developed as a long range patrol
  vessel, capable of self sufficiency for long
  periods of time away from fleet support.
  Usually operating with two or three
  squadrons of escorts, Exorcists were often
  posted to the far-flung corners of the
  Imperium to patrol the edges of the
  Eastern Fringe and into the galactic halo. 
  Down the years the Exorcist has gradually
  been replaced by later ship designs,
  especially the Mars class. Some Exorcists
  were kept on by fleets on the fringes of the
  Imperium to plough the long lonely patrol
  routes into the halo. Many Exorcists were
  used as colonial transports. The entire
  penal colony of Brandt 764 was moved en
  masse by Exorcist grand cruisers to
  populate and work Tor Alpha, a world
  beyond the Eastern Fringe, discovered by
  (and named after) the famous Rogue
  Trader 
  Foulway 
  Tor. 
  The 
  Exorcist
  squadron, led by the Light of Ascension
  was then used as convoy escorts for the
  ore transports returning to the Imperium,
  and played a major part in the defence of
  the system when it was attacked and
  eventually overrun by a Tyranid hive fleet.
  FAMOUS SHIPS
  Warrior Knight (Battlefleet Agripinaa)
  Light of Ascension (Lost 978.M41)
  Kingmaker (Battlefleet Scarus)
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Grand Cruiser/10
  20cm
  45°
  3
  5+
  3
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Port weapons battery
  45cm
  8
  Left
  Starboard weapons battery
  45cm
  8
  Right
  Port launch bays
  Furies: 30cm
  2 squadrons
  -
  Starhawks: 20cm
  Starboard launch bays
  Furies: 30cm
  2 squadrons
  -
  Starhawks: 20cm
  Notes: The Light of Ascension was fitted with shorter range but more powerful weapon batteries.
  Reduce the range of the weapon batteries to 30cm and increase their firepower to 10, at no extra points.
  TAW plus 4:02: Squadron grounded. Sighted Ork squadron on horizon as we landed, but I believe we were undetected. Pioneer Captain Ranlic most welcoming. Pioneers sparing
  what fuel they can for our Thunderbolts, but due to leave soon for their own mission. My pilots have been ordered to extend every courtesy to the Pioneers. We owe them a
  great deal.
  
  VESSELS OF THE IMPERIUM
  ARMADA
  17
  IMPERIAL ARMAGEDDON CLASS BATTLECRUISER  . . . . . . . . . . . 245 pts
  T
  he Armageddon class was developed in
  an attempt to rapidly increase the
  number of available battlecruisers. Almost
  without exception, Armageddon class ships
  are built from the recovered hulls of crippled
  Lunar class vessels, making them one of the
  easiest battlecruisers to construct, though
  many fleet commanders have proved
  unwilling to sacrifice large numbers of their
  main front-line cruiser. The very first example
  to depart the extensive St. Jowen’s Dock was
  the Ex Cathedra. Originally named the Orion
  as a Lunar class, the ship suffered heavily
  whilst engaging Chaos raiders above the
  world of Pyran and, as it limped back to the
  Armageddon system, the decision was made
  not only to repair the venerable vessel, but to
  upgrade it to battlecruiser standards.
  Power relays were re-routed from the ship’s
  main plasma reactors to provide a substantial
  increase in efficiency for the existing
  weapons batteries, whilst long-ranged lance
  turret arrays were built upon a modified
  dorsal spine. This alone gave the ship a much
  greater punch at medium ranges and the
  ability to engage at distance. An immediate
  drawback became obvious as nearly three
  and a half thousand extra crewmen had to be
  drafted in simply to man the additional
  weapons and to maintain the short-lived
  relays that powered them.
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Cruiser/8
  20cm
  45°
  2
  6+ front/5+
  2
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Port lance battery
  45cm
  2
  Left
  Starboard lance battery
  45cm
  2
  Right
  Port weapons battery
  45cm
  6
  Left
  Starboard weapons battery
  45cm
  6
  Right
  Prow torpedoes
  30cm
  6
  Front
  Dorsal lance battery
  60cm
  2
  Left/front/right
  TAW plus 8:22: Hearing comm bursts that many other squadrons are still fighting, their pilots not able to rest as they come down to rearm, then return to the furball. The Long
  Knives are suffering some guilt for this, but there is little we can do.
  TAW plus 8:34: After much discussion with the pilots, I have allowed Long Knives II & IV to perform an armed reconnaissance of the surrounding area. Have warned them to
  steer clear of all enemy activity.
  TAW plus 8:56: Scrambling. Long Knife II reports Ork warband heading our way. Squadron air borne to turn them back.
  TAW plus 9:37: Heavy combat. Strafing warband column. Lost Long Knife II to ground fire. Enemy air activity detected.
  TAW plus 10:01: Long Knives in retreat once more. Pursued by three enemy squadrons, no answer to distress calls.
  FAMOUS SHIPS OF THE THIRD ARMAGEDDON WAR
  Ex Cathedra
  Thunderchild
  Hammer of Light
  
  VESSELS OF THE IMPERIUM
  ARMADA
  18
  IMPERIAL ENDEAVOUR CLASS LIGHT CRUISER  . . . . . . . . . . . . . . 120 pts
  IMPERIAL ENDURANCE CLASS LIGHT CRUISER  . . . . . . . . . . . . . . 120 pts
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR TURRETS
  Cruiser/6
  20cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow weapons battery
  30cm
  2
  Front/left/right
  Prow torpedoes
  30cm
  2
  Front
  Port weapons battery
  30cm
  6
  Left
  Starboard weapons battery
  30cm
  6
  Right
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR TURRETS
  Cruiser/6
  20cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow weapons battery
  30cm
  2
  Front/left/right
  Prow torpedoes
  30cm
  2
  Front
  Port lance battery
  30cm
  2
  Left
  Starboard lance battery
  30cm
  2
  Right
  T
  he Endurance class is an Endeavour with its weapons battery refitted to
  carry lances. A common tactic amongst fleet admirals is to pair up
  Endeavours and Endurances for mutual protection, and a fearsome
  combined firepower. Given that the Endurance is produced in less
  numbers, a lack of Endurances does not always make this possible. It is
  more likely that a mixed squadron will contain two or three Endeavours and
  a single Endurance in support. Operating in this manner, the Ad Liberis was
  responsible for the destruction of nine Ork escorts as the War for
  Armageddon began above the high-g world of Pelucidar during a savage
  three-hour engagement, before their withdrawal was ordered by Admiral
  Parol.
  Conor. Perpetior. Contemnor!
  (Endeavour. Endure. Defy!)
  - Motto of Voss Forgeworld
  Taken from the ‘Shield of Voss’ Incantation
  T
  he Endeavour class, lacking the speed for anti-pirate operations, is
  preferred as a convoy flagship or  a heavy escort to larger capital ships
  of the line. Its heavy gun batteries can almost match the firepower of larger
  cruisers and it is capable of holding its own in the midst of a pitched battle.
  Many Endeavour class light cruisers were sent to the Armageddon fleet
  during the latest Ork invasion, where, during fighting against Ork vessels,
  the Endeavour’s relative slow speed for its class was not found to be a
  hindrance.  The Endeavour, and its sister vessels, became a stable of the
  Armageddon fleet as replacements for lost ships.
  FAMOUS SHIPS OF THE THIRD ARMAGEDDON WAR
  Sanctis Legate 
  Sword of Voss 
  Leonid
  Special Rules. Endeavour light cruisers (and its two variants, the
  Endurance and Defiant) get a +1 to their dice roll when defending
  against a boarding action, because the mid-ship corridor is easy to
  defend and restricts access to vital parts of the ship.
  
  VESSELS OF THE IMPERIUM
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR TURRETS
  Cruiser/6
  20cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow lance battery
  30cm
  2
  Front/left/right
  Port launch bays
  30cm
  1 squadron
  -
  Starboard launch bays
  30cm
  1 squadron
  -
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR TURRETS
  Escort/1
  25cm
  90°
  1
  5+
  1
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Prow weapons battery
  30cm
  3
  Front/left/right
  Prow torpedoes
  30cm
  1
  Front
  IMPERIAL DEFIANT CLASS LIGHT CRUISER  . . . . . . . . . . . . . . . . 130 pts
  IMPERIAL FALCHION CLASS ESCORT  . . . . . . . . . . . . . . . . . . . . . 35 pts
  T
  he Defiant is the least common of the Voss triumvirate but it is the last
  piece in the jigsaw. A capable carrier, the Defiant is regarded as too
  vulnerable to operate without support. Lacking any guns for self defence,
  the Defiant is usually relegated to a support role, operating behind the
  main fighting ships, out of the line of fire. 
  A relatively recent development of the Endeavour, the light carriers of this
  class proved to be vital lynchpin of the Imperial fleet’s desperate struggle
  to stem the relentless tide of destruction and death that accompanied the
  Orks’ massive invasion force into the Armageddon sector. Being more agile
  than the much larger Ork kroozers arrayed against it, these vessels were
  able to push deeply into the vast greenskin host before unleashing their
  bombers upon the capital ships of the invasion fleet. Though the
  Forebearer and Archangel were lost above St. Jowen’s Dock when they
  were overrun while struggling valiantly to refuel and rearm their
  beleaguered attack craft in the heat of battle, their brave pilots were
  responsible for destroying the kill kroozer Grimzag’s Ammer and crippling
  two Terror ships.
  T
  he Voss pattern ship design has also been used on an escort vessel, the
  Falchion class. When traitors made off with the designs for a larger escort
  ship to fulfil the role for the Cobra destroyer from the Monsk forge world in
  761.M40, the Magos set about reconstructing the records of its design with
  what little information was left behind, and brought it to Voss. 
  By 261.M41 the first operational escort squadrons based on this new design
  began to ply the stellar void. Though this design is slowly being distributed
  throughout the domains of the Adeptus Mechanicus, dissemination has
  been slow and many fleets still go without a single example of this type.
  Only two squadrons were operational during the early years of the
  Armageddon War, the Michaelis Fire Squadron and the Torchbearer Patrol. 
  An all round escort much in the mould of the widely built Sword class, the
  Falchion is versatile. It is used for patrolling, convoy escorting and as close
  escorts to the light cruisers, guarding its larger cousins’ rear in battle. Like all the
  Voss pattern ships, being unique to that forge world, it is not commonly
  distributed throughout fleets but those that are equipped with Falchions find
  them a worthy substitute for the common Sword class.
  FAMOUS SQUADRONS OF THE THIRD ARMAGEDDON WAR
  The Initiates of Monglor
  The Rhomphaian Squadron
  ARMADA
  19
  
  SPACE MARINE VESSELS
  ARMADA
  20
  designed to facilitate planetary assault. Only the
  smallest of vessels would be permitted to act
  exclusively as gunships, with the larger
  battlebarges and strike cruisers remaining
  predominantly as aids to invasion, ensuring the
  Space Marines would never present a threat to
  the Imperial Navy proper. Inevitably, the
  wrangling over interpretation of a ship’s
  ‘primary 
  role’ 
  leads 
  to 
  some 
  chapters
  possessing rather more versatile fleets than the
  Imperial Navy is entirely comfortable with. 
  Unlike the vessels of the Imperial Navy, a Space
  Marine ship has a relatively small crew. A Space
  Marine is far too valuable to waste in manning a
  gun or watching a surveyor screen, and so only
  the officers aboard a vessel are likely to be
  Space Marines, as well as the few Techmarines
  who oversee the engines and perform other
  mechanical duties. Almost all the ship’s systems
  are run and monitored by servitors; half-human
  cyborgs who are wired into the vessel’s
  weapons, 
  engines 
  and 
  communications
  apparatus. There are also a few hundred
  Chapter serfs to attend to other duties, such as
  routine cleaning and maintenance, serving the
  Space Marines during meal times and other
  such honoured tasks. These serfs come from the
  Chapter’s home planet or the enclave they
  protect, many of them Novitiates or applicants
  who have failed some part of the recruiting or
  training process. These serfs are fanatically loyal
  to their superhuman masters, and indoctrinated
  into many of the lesser orders of the Chapter’s
  Cult. Although human, they still benefit from
  remarkable training and access to superior
  weaponry than is usually found on a naval
  vessel, making them a fearsome prospect in a
  boarding action – even without the support of
  their genetically modified lords.
  When Gulliman set about the long and arduous
  task of preparing Codex Astartes, the role of
  space vessels amongst the Adeptus Astartes
  proved a particular sticking. For an Imperium
  still reeling from internecine Heresy that almost
  tore it apart, the division of power was a vitally
  important consideration. Of the most extreme
  options on offer, it was ventured by some that
  the Space Marines should be denied any vessels
  at all, barring intra-system transports for
  movement between homeworlds and attendant
  moons. Corax, amongst others, protested
  strongly that in fact had the Space Marines been
  better equipped with fleets of their own his own
  Legion might not have been so horrendously
  decimated when trapped on Istvaan V by Horus
  and the newly revealed traitors. Instead, a
  compromise was reached which limited the
  Space Marines to vessels whose primary role was
  that of transport, delivery and suppression
  SPACE MARINE FLEETS
  IN BATTLEFLEET GOTHIC
  
  SPACE MARINE VESSELS
  ARMADA
  21
  SPACE MARINE WEAPONS
  Some weapons function differently on Space
  Marine vessels, as described below.
  Bombardment Cannon
  Space Marine battle barges carry a heavyweight
  battery of bombardment cannons as part of their
  main armament. Bombardment cannons are huge,
  turret-mounted linear accelerators, capable of
  launching a salvo of heavy magma bomb warheads.
  As their name implies, bombardment cannons are
  used primarily for pounding planetary defences
  into rubble and giving devastating orbital support
  to Space Marine landing forces. Bombardment
  cannons are equally devastating in ship-to-ship
  combat, capable of blasting apart any capital ship
  in just a few salvoes.
  Bombardment cannons fire in the same way as
  weapon batteries with two exceptions:
  I) Bombardment cannons always hit on a 4 or 
  more, regardless of the target’s armour (even vs
  ordnance).
  II) Bombardment cannons inflict critical hits on a
  roll of 4 or more, rather than just on a roll of 6.
  ORDNANCE
  Rather than the bombers and fighters employed by
  Imperial Naval forces, the Adeptus Astartes make
  exclusive use of the Thunderhawk gunship. They
  also make use of other types of ordnance not
  widely used in the Imperial Fleet. 
  Space Marine vessels may fire boarding torpedoes
  instead of ordinary torpedoes, as detailed in the
  Ordnance rules in Battlefleet Gothic. Remember
  that as these are Space Marines, they will have a +1
  bonus to their hit and run attacks if they hit an
  enemy ship.
  There are no specific rules for drop pods – they
  have been taken into account with the Space
  Marines’ special rules for planetary assaults.
  Thunderhawk gunships combine the abilities of
  assault boats and fighters, and move like any other
  attack craft, with a speed of 20cm. A Thunderhawk
  counter that is intercepted by enemy fighters or
  moves onto an enemy ordnance marker removes
  the enemy as fighters would. However as they are
  extremely resilient, roll a dice when this happens.
  On a score of 4+, do not remove the
  Thunderhawk marker (However, Thunderhawks
  can only remove one enemy marker in any given
  ordnance phase and stop moving as soon as they
  intercept an enemy. Also, if a Thunderhawk marker
  uses its save to remain in play and comes into
  contact with another ordnance marker in the same
  ordnance phase, it is removed normally.). Note that
  against Eldar fighters, which also have this ability, it
  is possible that you end up with neither marker
  being removed! If this happens, either marker is
  free to move away in their next turn, or they can
  stay in place and attempt to remove their enemy
  again.
  When a Thunderhawk marker moves into contact
  with an enemy ship’s base, they are treated exactly
  like assault boats (with the +1 bonus to their hit
  and run attack for being Space Marines). Using its
  4+ save does not prevent it from attacking a ship if
  in base contact with one when stopped. Once a
  Thunderhawk marker has made its hit and run
  attack, it is removed from play.
  SPACE MARINE LEADERSHIP
  Space Marines are highly organised, efficient and
  disciplined, allowing them to out-perform their
  enemy in almost any situation. When randomly
  generating the Leadership value for a Space Marine
  ship, use the table here.
  D6 ROLL
  LEADERSHIP
  1-2
  8
  3-4
  9
  5-6
  10
  BOARDING ACTIONS
  AND HIT & RUN ATTACKS
  Space Marines are the supreme fighting force of the
  Imperium, and excel at ship-to-ship boarding
  actions, where their skill is paramount and their
  lack of numbers irrelevant. To represent this, Space
  Marine ships add +2 to their D6 roll when they
  fight in a boarding action and +1 when they make
  any hit and run attack.
  Enemy hit and run attacks against a Space Marine
  ship deduct 1 from their dice rolls (and so will fail
  on a roll of 1 or 2 before modification).
  PLANETARY ASSAULTS
  AND EXTERMINATUS
  Space Marines excel at planetary landings and
  attacking enemy-held systems. Their entire
  organisation and the weapons and ships at their
  disposal are designed solely for the purpose of
  reclaiming or destroying planets that have fallen
  into enemy hands.
  In a Planetary Assault scenario, Space Marine strike
  cruisers and battle barges earn 2 Assault points for
  every turn they spend landing troops or
  bombarding the planet, rather than 1 point as is
  normal. In an Exterminatus scenario, a battle barge
  can be used as an Exterminator, unchanged from
  the following data sheet (battle barges are
  equipped with virus bombs and cyclotronic
  warheads as standard). In addition, once a battle
  barge is in position to exterminate the planet, you
  need to roll a 3+ to do so rather than a 4+.
  “A
  typical offensive against a rebel or alien-held planet
  begins with the arrival of strike craft which clear
  away defending system ships. The strike craft then neutralise
  orbital defences, ground-based defence laser silos and missile
  bunkers. By preference, if the system defences are weak or
  still under friendly control, the Space Marines will deploy
  directly onto the planet’s surface, often directly into the
  midst of a decisive engagement to take advantage of the
  considerable shock of their arrival. 
  In conclusion I would surmise that the Adeptus Astartes
  command powerful fleet forces, capable of overwhelming
  even a heavily defended system. In a fleet action they would
  be at a disadvantage in comparison to Imperial Navy vessels,
  due to their special adaptations for planetary assaults.
  However it is hard to imagine that the Adeptus Astartes
  would accept a ship to ship fight on any but the most
  favourable terms, instead operating against shipping lanes,
  dock facilities and other vulnerable assets.”
  – From the lectures of Lord Captain Morley 
  of the Fleet Insturum of Alien Studies. 
  
  SPACE MARINE VESSELS
  ARMADA
  22
  SPACE MARINE BATTLEBARGE  . . . . . . . . . . . . . . . . . . . . . . . . . . 425 pts
  Most Space Marine Chapters control two
  or three battle barges. They are very brutal
  vessels, with only one purpose behind
  their design.
  As might be expected, a battle barge, is
  configured for close support of  planetary
  landings 
  and 
  carries 
  numerous
  bombardment turrets and torpedo tubes.
  A considerable amount of hull space is
  given over to launch bays for intra-system
  craft 
  and 
  drop 
  pods, 
  observations
  indicating that up to three companies can
  deploy simultaneously. 
  The vessel is extremely heavily armoured
  and well shielded, presumably so that it
  can breach planetary defences without
  harm coming to its cargo. Naturally the
  battle barge would make a frightening
  opponent in any situation where boarding
  is involved.
  FAMOUS SHIPS
  Punisher, Redeemer (Exorcists Chapter)
  Sword of Truth (White Consuls Chapter)
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Battleship/12
  20cm
  45°
  3
  6+
  3
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Port weapons battery
  45cm
  12
  Left
  Starboard weapons battery
  45cm
  12
  Right
  Prow launch bays
  Thunderhawk: 20cm
  3 squadrons
  -
  Prow torpedoes 
  Speed: 30 cm
  6
  Front
  Dorsal bombardment cannon 
  30cm
  8
  Left/front/right
  Notes: The Battlebarge cannot use Come to New Heading special orders.
  
  SPACE MARINE VESSELS
  ARMADA
  23
  SPACE MARINE STRIKE CRUISER. . . . . . . . . . . . . . . . . . . . . . . . . 145 pts
  While a Space Marine Chapter only rarely employs the might of its battle
  barges, Adeptus Astartes strike cruisers are a more common, although still
  rare, sight. Often the arrival of a Space Marine strike cruiser is enough to
  quell a rebellious system. The Space Marines are quick to act if their
  enemies’ surrender is not immediately forthcoming.
  Strike Cruisers are fast, lightly-armed vessels which mass slightly less than
  the Imperial Navy’s Dauntless class light cruisers. Their primary function
  seems to be that of rapid response, reports indicating that they are
  invariably the first craft to arrive at a threatened planet. 
  Strike cruisers appear to carry approximately one full company of Space
  Marines (including support vehicles) and have been observed to deploy
  them within twenty minutes of arrival in orbit.
  FAMOUS SHIPS OF THE GOTHIC WAR
  Titus (Imperial Fists Chapter)
  Hermes (White Consuls Chapter)
  Eternal Faith (White Consuls Chapter)
  Captain Augusta (Exorcists Chapter)
  Eternal Defiance (Exorcists Chapter)
  Hunter (Exorcists Chapter)
  Holy Execution (Red Talons Chapter)
  Claw of Justice (Red Talons Chapter)
  STRIKE CRUISERS
  Like battlebarges, strike cruisers do not represent a single class of vessel, or
  specific configurations of weapons and systems, but rather represent a
  broad range of different Space Marine vessels used for largely similar tasks.
  Strike cruisers, first and foremost, need to be swift vessels, with a
  substantial transport capacity and various means of delivering those troops
  (be that a mixture of teleporters, drop pods or launch bays equipped with
  Thunderhawks). Within these parameters, strike cruisers can, and do, take
  a variety of forms.
  The Grey Knights, perhaps the most secretive and unusual chapter of all,
  have their base within the Solar System itself, within easy striking distance
  of Mars and hence their strike cruisers are sleek vessels, utilising quite the
  simply the most advanced systems available, even by Space Marine
  standards. Other chapters, too, possess widely differing forms of strike
  cruiser, each shaped by centuries of tradition and varying doctrine amongst
  the chapters of the Adeptus Astartes.
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR TURRETS
  Cruiser/6
  25cm
  90°
  1
  6+
  2
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Port weapons battery
  30cm
  4
  Left
  Starboard weapons battery
  30cm
  4
  Right
  Prow launch bay
  Thunderhawk: 20cm
  2 squadrons
  –
  Prow bombardment cannon 
  30cm
  3
  Front/left/right
  Grey Knights Strike Cruiser
  
  SPACE MARINE VESSELS
  ARMADA
  24
  SPACE MARINE RAPID STRIKE VESSELS  . . . . . . . . . . . . . . . . . . pts: varies
  HUNTER CLASS DESTROYER . . . . . . . . . . . . . . . . . . . . . . . . . . . . 40 pts
  All Space Marine Chapters make use of ships known collectively as rapid strike vessels.
  These ships are mainly used for patrols through the Space Marines’ domains, and for
  providing a mobile escort for the battle barges and strike cruisers. Rapid strike vessels
  are crewed by the Chapters’ serfs, overseen by a cadre of Techmarines and other
  specialists.
  Cobra Class Destroyer
  Firestorm Class Frigate
  Sword Class Frigate
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR TURRETS
  Escort/1
  35cm
  90°
  1
  5+
  1
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Torpedoes
  30cm
  2
  Forward
  Weapons Battery
  30cm
  1
  Forward/left/right
  Using Rapid Strike Vessels: There are many different types of rapid strike vessel,
  and their design can vary from Chapter to Chapter. Space Marine Fleets may
  represent these various rapid strike vessels by using the escorts from the Gothic
  Sector fleet list, with the additional Space Marine rules listed earlier, at the points
  cost indicated in the Adeptus Astartes fleet list. As you will see from the fleet list,
  these vessels cost an additional 5 points, due to the additional Space Marine special
  rules. 
  Of course, these must be painted in the appropriate fleet colours – you can’t just take
  your Imperial Navy escorts and say that they are rapid strike vessels!
  The Hunter class destroyer, although based on a design long available to
  almost all Space Marine chapters, was pioneered primarily by the Dark
  Angels, whose deep distrust of other factions within the Imperial hierarchy
  made acquisition of vessels from shipyards and forgeworlds far more
  problematic than for most other chapters. As such, the Dark Angels chose
  the Hunter class destroyer as the most viable counterpart to the Imperial
  Navy’s cobra and maintain large flotillas of the vessel in all their battlefleets.
  “I
  n addition to standard missiles and torpedoes, the Adeptus Astartes utilise
  three main types of ordnance; drop pods, boarding torpedoes and
  Thunderhawk gunships. Drop pods are basic ablative capsules which descend to
  a planet in a rapid drop, controlled by a ring of retro burners, closely resembling
  a simple ship’s life pod in operation.
  Boarding torpedoes are large, self-guiding missiles which appear to carry a
  significant number of troops and are used for ship-to-ship boarding actions. […]
  With both drop pods and boarding torpedoes, the troops in transit are
  vulnerable during the transport period, but detection of these small craft is very
  difficult, limiting any defensive measures to the last moments of their approach.“
  
  SPACE MARINE VESSELS
  ARMADA
  25
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR TURRETS
  Escort/1
  30cm
  90°
  1
  5+
  2
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Weapons Battery
  30cm
  4
  Forward/left/right
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR TURRETS
  Escort/1
  35cm
  90°
  1
  5+
  1
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  Lance
  30cm
  1
  Forward/left/right
  Weapons Battery
  30cm
  2
  Forward/left/right
  GLADIUS CLASS FRIGATE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 45 pts
  NOVA CLASS FRIGATE . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . . 50 pts
  Invariably the Gladius is the most numerous escort within a chapter-fleet,
  being one of the few escorts in relatively uniform usage across the chapters.
  The vessel, although larger than any genuine gunboats likely to be in us, is
  relatively small by Space Marine standards, seldom carrying much more
  than a single squad of Space Marines who are invariably spread across its
  decks and control centres supervising the much more numerous chapter
  serfs upon whom the chapter relies for actual operation of its vessels. As
  such, the Gladius lacks the genuine punch of other Space Marine vessels,
  and is of little use in their favoured planetary assaults, but instead earns
  itself an admirable place as the foremost ship of the line when it comes to
  more mundane border patrols and deep space blockades.
  Of all the vessels in the service of the Adeptus Astartes, the Nova class
  frigate is commonly the single class to which the Imperial navy take the
  most exception. It lacks sufficient size to really fulfil the deployment and
  assault roles for which Space Marine ships are primarily intended and its
  lance armament and speed make it a menacing gunboat in its own right. As
  such, the Nova remains rare in most Space Marine fleets, a trend the
  Imperial Navy, the Inquisition and other institutions perpetually concerned
  by the balance of power would dearly love to see continue.
  “T
  hunderhawk gunships are employed as intra-system transports, moving
  troops and war material between ships and planets or between planets,
  moons or asteroids within a star system. Thunderhawks also carry a substantial
  armament of missiles, rockets and cannons for their size, and are used to give
  direct fire support to the Space Marines once they are on the surface. Though
  Thunderhawks are relatively ponderous, their heavily armoured heat shielding
  and flexible weaponry make them a prickly proposition when it comes to
  interception.”
  – From the lectures of Lord Captain Morley 
  of the Fleet Insturum of Alien Studies. 
  We shall never rest while a single renegade draws breath.
  Captain Leitz of the Exorcists
  
  SPACE MARINE VESSELS
  ARMADA
  26
  ADEPTUS ASTARTES FLEET CAPABILITIES
  IN THE GOTHIC SECTOR, 
  OBSCURA SEGMENTUM
  27th of Bariel, IR 11,752
  Honoured lord, I have instituted the study of Adeptus Astartes naval
  assets as you requested. My initial findings are below and as you will
  observe the available information is scant. The Chapter Masters I have
  contacted have all refused to render detailed information regarding the
  strength and location of their fleet units, giving only hazy details
  about individual ship types at best or stony silence at worst. Their
  repeated implication seems to be that they are more likely to have
  to fight against Battlefleet Obscura than alongside it, hence their
  interest in joint fleet operations is minimal. 
  The majority of the information I have gleaned is from the ships’
  logs of the Righteous Endeavour and the Demiarch Vespasian, who
  were both present at the Scylla incident and the subsequent convoy
  runs through Ork held space. Earlier, well-documented histories are
  available for the Battle of Macragge and the incursions of the Black
  Crusade of Vulkarth, but I have found these to be dated and of
  dubious veracity. I will update this report as I gather more data but
  the lack of cooperation from the Chapter Masters and the dispersed
  nature of their forces will be a constant impediment.
  ASTARTES SHIP CLASSES
  Fortress Monasteries
  Several Chapters, most notably the Dark Angels and the Fire Hawks,
  operate from mobile space fortresses. These gigantic craft contain
  sufficient accommodation, workshops, training areas and dock
  facilities for the entire Chapter and operate as a mobile base for
  Chapter operations. While their defensive/offensive capabilities are
  alleged to be equivalent to a Ramilies class star fort, they are not
  only mobile but warp-capable. The warp drives for these structures
  must be enormous, far exceeding those of our own Emperor class
  battleships. However the loss of the Fire Hawk’s fortress Raptorus
  Rex during a standard jump from Piraeus to Crow’s World in 963
  may indicate that these craft are dangerously unstable. Allegedly no
  Chapter possesses more than a single fortress, on this basis I would
  estimate that there are between two and five of these behemoths
  operating in the entire Segmentum, and at most one in the Gothic
  Sector. 
  Battle Barges
  Battle barges have been reported in conjunction with nearly all major
  Astartes operations, most recently in the Scylla incident. In this
  engagement a battle barge of the Harbingers Chapter identified as the
  Unrelenting Fury intercepted the Scylla and delivered a series of
  punishing salvoes against it. The Unrelenting Fury was observed to
  suffer severe engine damage from repeated attack-craft attacks but
  was otherwise unharmed. 
  If the Unrelenting Fury is a typical example of an Astartes main
  fleet unit the following conclusions can be drawn: As might be
  expected the vessel is configured for close support of planetary
  landings and carries numerous bombardment turrets and torpedo
  tubes. A considerable amount of hull space is given over to launch
  bays for light intra-system craft and drop pods, observations
  indicating that up to three companies can be deployed simultaneously. 
  The vessel is extremely heavily armoured and well shielded,
  presumably so that it can breach planetary defences without harm
  coming to its cargo. The Unrelenting Fury was apparently “slow and
  very stately in its movements” indicating that engine strength is
  comparatively low in relation to mass, although this may have been
  due to damage from the fighter attacks. In ship-to-ship combat I
  would rate this vessel as comparable to an Emperor class battleship,
  its lower acceleration and closer ranged weapons weighing off against
  superior armour and shields. Naturally the battle barge would make
  a frightening opponent in any situation where boarding is involved. 
  I have been unable to find any definitive information about numbers
  of battle barges in operation but I have located twenty eight separate
  reports of incidents involving them in the Segmentum over the last
  20 years. From these reports I have identified eleven different craft,
  five appearing in the Gothic sector.
  Strike Craft 
  Strike craft are fast, lightly-armed vessels whose mass is slightly less
  than our own Dauntless class light cruisers. Their primary function
  seems to be that of rapid response, reports indicating that they are
  invariably the first craft to arrive at a threatened planet. Strike craft
  vary in configuration but share common features of large bays for
  deploying ordnance and powerful warp engines. Strike craft appear to
  carry approximately one full company of Space Marines (including
  support vehicles) and have been observed to deploy them within
  twenty minutes of arrival in orbit. The sheer numbers of reported
  sightings of strike craft indicate that they also perform patrol and
  pursuit functions across a vast area of space. I would estimate that
  there are approximately one hundred craft of this class operating in
  the segmentum as a whole, of which twenty to thirty appear in the
  Gothic sector on a regular basis.
  Ordnance
  In addition to standard missiles and torpedoes the Adeptus Astartes
  utilise three main types of ordnance; drop pods, boarding torpedoes
  and Thunderhawk gunships. Drop pods are basic ablative capsules
  which descend to a planet in a rapid drop controlled by a ring of
  retro burners, closely resembling a simple ship’s life pod in operation.
  Drop pod shells examined on Larras Landing show they carry five
  to ten warriors in exceedingly spartan conditions. 
  Boarding torpedoes are large self-guiding missiles which appear to
  carry a similar number of troops and are used for ship to ship
  boarding actions. The tip of the boarding torpedo contains magnetic
  clamps, shock absorbers and explosive charges for breaching a target
  vessel’s hull. With both drop pods and boarding torpedoes the troops
  in transit would be vulnerable during the transport period but
  detection of these small craft would be very difficult, limiting any
  defensive measures to the last moments of their approach. 
  Thunderhawk gunships are employed as intra-system transports
  moving troops, supplies and ammunition between ships and planets
  or between planets, moons or asteroids within a star system.
  Thunderhawks also carry a substantial armament of missiles, rockets
  and cannon for their size and are used to give direct fire support to
  the Space Marines once they are on the surface. Though
  Thunderhawks are relatively ponderous, their heavily armoured heat
  shielding and flexible weaponry make them a prickly proposition
  when it comes to interception. Most Astartes strike craft appear to
  carry at least three Gunships, which between them is sufficient to
  transport a company of Space Marines simultaneously. Battle barges
  are thought to carry at least nine Thunderhawks each and fortress
  monasteries might be able to carry thirty or more.
  MODUS OPERANDI
  Despite their impressive fleet assets the Space Marine’s naval assets
  are primarily directed at transportation, supply and support of ground
  forces. A typical offensive against a rebel or alien-held planet begins
  with the arrival of strike craft which engage and clear away defending
  system ships and may establish a hidden base located within an
  asteroid field or on a small moon if a protracted campaign is being
  undertaken. The strike craft then move on to neutralise any orbital
  defences, ground-based defence laser silos and missile bunkers.
  Orbital defences are boarded and captured (as occurred on Larras
  Landing, Bray, Magdelon, Vanaheim and many others) and then
  turned against ground defences or simply destroyed. Surviving ground
  defences are sabotaged by scout forces or captured by main force
  assault troops inserted via drop pods. By preference, if the system
  defences are weak or still under friendly control, the Space Marines
  will deploy directly onto the planet’s surface, often directly into the
  midst of a decisive engagement to take advantage of the considerable
  shock of their arrival. 
  In addition to the delivery and support of ground forces Astartes
  vessels will undertake patrol operations to secure a system against
  pirates or raiders for a limited duration. However they obviously view
  this as a role which should fall to the Imperial fleet and Chapter
  Master Verchen of the Iron Fists even went so far as to pass
  comment on the number of raiders which have recently penetrated
  the Purgatory system and the blockade around Dudzus. 
  In conclusion I would surmise that the Adeptus Astartes commands
  powerful fleet forces, capable of overwhelming even a heavily
  defended system. In a fleet action they would be at a disadvantage
  in comparison to Imperial vessels due to their special adaptations for
  planetary assaults. However it is hard to imagine that the Adeptus
  Astartes would accept a ship to ship fight on any but the most
  favourable terms, instead operating against shipping lanes, dock
  facilities and other vulnerable assets. I only pray that they remain on
  our side.
  
  VESSELS OF THE IMPERIUM
  ARMADA
  27
  FLEET COMMANDER
  0-1 Fleet Commander
  Your fleet may include a commander to lead it.
  If your fleet is worth over 750 points it must
  include a fleet commander
  Fleet-Admiral (Ld 8)  . . . . . . . . . . . . . . . .50pts
  Admiral (Ld 9) . . . . . . . . . . . . . . . . . . . .100pts
  Solar Admiral (Ld 10)  . . . . . . . . . . . . . .150pts
  Master of the Fleet (Ld 10)  . . . . . . . . . . .50pts
  Your fleet commander gets a single re-roll
  included in his points cost, and may buy more if
  you wish. The cost of your re-rolls depends on
  the commander you choose (ie you cannot
  choose to buy Master of the Fleet re-rolls if your
  fleet is commanded by an Admiral).
  Admiral Re-rolls
  One extra re-rolls  . . . . . . . . . . . . . . . . . .25pts
  Two extra re-rolls  . . . . . . . . . . . . . . . . . .75pts
  Three extra re-rolls  . . . . . . . . . . . . . . . .150pts
  Master of the Fleet Re-rolls
  One extra re-rolls  . . . . . . . . . . . . . . . . . .25pts
  Two extra re-rolls  . . . . . . . . . . . . . . . . . .50pts
  Three extra re-rolls  . . . . . . . . . . . . . . . . .75pts
  Note: Command duties were shared between
  officers of the Imperial Navy and their Space
  Marine counterparts throughout the Third
  Armageddon War. As long as at least one Space
  Marine Battlebarge is included you may choose
  a Master of the Fleet, who will always be
  assigned to a Battlebarge and cannot be
  assigned to a non-Space Marine ship. As long as
  the ship includes at least one Imperial capital
  ship it may include a fleet-admiral, admiral or
  solar admiral, who will always be assigned to an
  Imperial Navy vessel and cannot be a assigned to
  a Space Marine vessel. 
  CAPITAL SHIPS
  Battleships
  You may include up to one battleship in your
  fleet for every three battlecruisers or cruisers.
  Imperial Emperor Class Battleship  . . . .345pts
  Imperial Apocalypse Class Battleship . . .365pts
  Imperial Oberon Class Battleship  . . . . .335pts
  Space Marine Battlebarge*  . . . . . . . . . . 425pts
  *Space Marine vessels may not be squadroned
  with non-Space Marine vessels.
  Battlecruisers
  You may include up to 1 battlecruiser in your
  fleet for every cruiser.
  Mars Class Battlecruiser . . . . . . . . . . . . .270pts
  Armageddon Class Battlecruiser  . . . . . .245pts
  0-12 Cruisers
  Imperial Lunar Class Cruiser  . . . . . . . . .180pts
  Imperial Tyrant Class Cruiser  . . . . . . . .185pts
  Imperial Gothic Class Cruiser  . . . . . . . .180pts
  Imperial Dictator Class Cruiser  . . . . . . .220pts
  Space Marine Strike Cruiser* . . . . . . . . .145pts
  Endeavour Class Light Cruiser . . . . . . . .120pts
  Endurance Class Light Cruiser**  . . . . . .120pts
  Defiant Class Light Cruiser** . . . . . . . . .130pts
  *Space Marine vessels may not be squadroned
  with non-Space Marine vessels.
  **The Endurance and Defiant are rare variants
  of the Endeavour, and with manufacturing and
  refitting capabilities at a premium during the
  Third Armageddon War, the forge world of Voss
  inevitably produced far more of the Endeavour
  than either of its variants. For this reason, the
  combined numbers of Endurance and Defiant
  class vessels may not exceed the number of
  Endeavour class light cruisers in the fleet.
  ESCORTS
  You may include any number of escorts in your
  fleet.
  Imperial Falchion Class Frigate  . . . . . . . .35pts
  Imperial Firestorm Class Frigate  . . . . . . .40pts
  Space Marine Rapid Strike Vessels
  Firestorm* . . . . . . . . . . . . . . . . . . . . . . . .45pts
  Sword*  . . . . . . . . . . . . . . . . . . . . . . . . . .40pts
  Cobra*  . . . . . . . . . . . . . . . . . . . . . . . . . .35pts
  Hunter Class Destroyer*  . . . . . . . . . . . . .40pts
  Gladius Class Frigate*  . . . . . . . . . . . . . . .45pts
  Nova Class Frigate*  . . . . . . . . . . . . . . . . .50pts
  *Space Marine vessels may not be squadroned
  with non-Space Marine vessels.
  ORDNANCE
  Any Imperial Navy ship with launch bays may
  choose to have them launch any mix of Fury
  interceptors and Starhawk bombers. An
  Emperor class or Oberon class battleship may
  carry Shark assault boats at an additional cost of
  +5 points. Ships with torpedo tubes are armed
  with ordinary torpedoes.
  Space Marine vessels with launch bays carry
  Thunderhawk Gunships. Space Marine Ships
  with torpedo tubes are armed with ordinary
  torpedoes and boarding torpedoes.
  RESERVES
  Like other fleets, Armageddon sector fleets can
  include reserves. However, it is important to
  note that despite the inclusion of Space Marine
  vessels in the fleet list, this is still an Imperial
  Navy fleet and hence may only take reserves
  from other Imperial Navy fleets list NOT Space
  Marine fleet lists. Likewise, Imperial Navy fleets
  choosing reserves from this fleet list cannot
  choose Space Marine vessels from it.
  SEGMENTUM SOLAR, ARMAGEDDON SECTOR FLEET LIST
  
  VESSELS OF THE IMPERIUM
  SEGMENTUM OBSCURUS, BASTION FLEETS LIST
  FLEET COMMANDER
  0-1 Admiral
  You may include 1 Admiral in your fleet, who
  must be assigned to a ship and improves its
  Leadership to the value shown. If the fleet is
  worth over 750 points an Admiral must be
  included to lead it.
  Fleet-Admiral (Ld 8) . . . . . . . . . . . . . . . . 50 pts
  Admiral (Ld 9) . . . . . . . . . . . . . . . . . . . 100 pts
  Solar Admiral (Ld 10) . . . . . . . . . . . . . . 150 pts
  Admirals get one Fleet Commander re-roll
  included in their points cost. If you want more
  you’ll have to pay for them.
  One extra re-roll. . . . . . . . . . . . . . . . . . . 25 pts
  Two extra re-rolls . . . . . . . . . . . . . . . . . . 75 pts
  Three extra re-rolls . . . . . . . . . . . . . . . . 150 pts
  CAPITAL SHIPS
  Battleships
  You may include up to one battleship in your
  fleet for every three cruisers or battlecruisers.
  Grand cruisers do not count for this purpose.
  Apocalypse class battleship . . . . . . . . . 365 pts
  Emperor class battleship. . . . . . . . . . . . 345 pts
  Retribution class battleship. . . . . . . . . . 365 pts
  Battlecruisers & Grand Cruisers
  You may include up to one battlecruiser or
  grand cruiser in your fleet for every two
  cruisers.
  Armageddon class battlecruiser. . . . . . . 245 pts
  Mars class battlecruiser. . . . . . . . . . . . . 270 pts
  Overlord class battlecruiser . . . . . . . . . 235 pts
  Vengeance class grand cruiser. . . . . . . . 230 pts
  Avenger class grand cruiser . . . . . . . . . 200 pts
  Exorcist class grand cruiser. . . . . . . . . . 230 pts
  0-12 Cruisers
  Dictator class cruiser . . . . . . . . . . . . . . 220 pts
  Tyrant class cruiser . . . . . . . . . . . . . . . . 185 pts
  Lunar class cruiser . . . . . . . . . . . . . . . . 180 pts
  Gothic class cruiser. . . . . . . . . . . . . . . . 180 pts
  Dauntless class light cruiser . . . . . . . . . 110 pts
  Endeavour class light cruiser . . . . . . . . 120 pts
  Endurance class light cruiser*. . . . . . . . 120 pts
  Defiant class light cruiser* . . . . . . . . . . 130 pts
  The Endurance and Defiant class light cruisers
  are rare variants of the Endeavour, hence the
  combined number of Endurance and Defiant
  class vessels in the fleet may not exceed the
  number of Endurance class light cruisers in the
  fleet.
  ESCORTS
  You may include any number of escorts in your
  fleet.
  Imperial Firestorm class frigate. . . . . . . . 40 pts
  Imperial Sword class frigate . . . . . . . . . . 35 pts
  Imperial Cobra class destroyer . . . . . . . . 30 pts
  ORDNANCE
  Any ship with launch bays may choose to have
  them launch any mix of Fury interceptors and
  Starhawk bombers. An Emperor class battleship
  may carry Shark assault boats at an additional
  cost of +5 points. Ships with torpedo tubes are
  armed with ordinary torpedoes.
  THE BASTION FLEETS
  Even within a single segmentum, battlefleets
  can vary massively from sector to sector having
  been shaped over the course of millennia,
  responding to their own particular need and
  circumstance. 
  For example, Battlefleet Gothic forms a
  component part of the Segementum Obscurus
  battlefleets, as do its neighbours, Tamahl and
  Odessa, as well as the more distant battlefleets
  Cadia, Agripinaa, Scarus and Corona, among
  others. Even though these battlefleets all hail
  from the same segmentum and rely on many of
  the same forge worlds and naval bases, there is
  still great variation within them. 
  Battlefleeets Cadia, Agripinaa, Scarus and
  Corona, in particular, are collectively known as
  the Bastion Fleets. These fleets are given over to
  guarding the region of space around the Eye of
  Terror, or the Sectors Ocular as these bordering
  regions are sometimes known. By their very
  nature, the Bastion Fleets are some of the most
  extensive and best equipped battlefleets of the
  Imperium, forced to exist in a state of near
  perpetual warfare against the frequent raiders
  from the Eye of Terror. More rarely, these
  battlefleets are forced to assemble into vast
  armadas and repel the amassed threat of a
  Black Crusade, and to this end maintain
  substantial reserve fleets ready for action when
  the existing Navy are . 
  ARMADA
  28
  “Cadia, Agripinaa, Belis Corona – these are
  the worlds which will stand as the firmly
  barred gateways set amidst the unbreachable
  walls which we, the Imperial Navy, must
  now form.”
  “Titan, Mars and Ancient Terra – these are
  the glittering palaces within to which we
  must allow none to pass. So shall it be that
  we prove truly the bastion of all mankind.”
  - Admiral Quarren’s address at the outset
  of Abaddon’s Thirteenth Black Crusade
  
  ARMADA
  29
  VESSELS OF THE IMPERIUM
  BATTLEFLEET CADIA
  The constant turmoil surrounding the
  Cadian gate requires Battlefleet Cadia to be
  far more active than many other battlefleets.
  The whole sector exists in an almost
  perpetual state of readiness, and as such the
  demands on manpower and resources are
  huge. Vast numbers of new, inexperienced
  sailors frequently have to be drawn up to
  replace those lost in the constant fighting
  (many of them drawn from worlds within
  the Cadian system itself such as Vigilatum
  and Macharia). Because of this, the ships
  and squadrons of Battlefleet Cadia must roll
  two dice and pick the lowest score when
  determining leadership.
  However, those that survive the harsh first
  years or military service around the Cadian
  Gate rapidly mature to become some of the
  most capable leaders in the Imperium. To
  represent this, Battlefleet Cadia uses the
  additional fleet list entry below.
  0-5 Veteran Captains
  You may include up to five Veteran
  Captains in your fleet. Each Veteran
  Captain must be assigned to a particular
  ship and improves its leadership by +1. 
  Veteran Captain (Ld +1)  . . . . . . . . . 50pts
  You may wait until after rolling for
  leadership before deciding which ships to
  assign your veteran captains to. Ships
  assigned a Veteran Captain must be
  squadroned on the tabletop (their skills are
  too precious to waste on lone ships). Even
  escort squadrons can have a Veteran Captain
  assigned to them, in which case the entire
  squadron receives the leadership bonus.
  You should still mark out one particular
  escort as bearing the captain, and if this
  vessel is destroyed the bonus is lost. 
  A Veteran Captain gets one re-roll which is
  included in their points cost and can only be
  used on their own vessel or another vessel
  in their own squadron.
  THE RESERVE FLEETS 
  OF SEGMENTUM OBSCURUS
  As with all highly militarised zones, it is important
  for the Imperial Navy to maintain substantial
  reserves of vessels around the Eye of Terror, ready
  to deploy as reinforcements should the need
  arise. Whilst it is possible to keep the vessels
  themselves ready in this manner, Battlefleet
  Obscura simply does not possess the manpower
  to keep reserve crews stationed aboard these
  vessels as well. Instead, whole shipyards are filled
  with rows of silent, inactive vessels, often
  representing classes of ship now outdated or
  scarce. In times of great need these ships will
  then be brought into service and crewed with
  sailors from destroyed or crippled vessels or even
  with hastily mustered new recruits, meaning the
  crew is unlikely to have any familiarity with their
  new vessel. As such a posting to a reserve fleet is
  an unnerving duty, forcing a sailor to enter deep
  into an unfamiliar vessel which may have lain
  dormant for centuries. Much superstition
  surrounds such fleets and perhaps because of
  this, unusual behaviour of both crew and vessel is
  rather too commonplace.
  Reserve fleets are used only reluctantly by the
  Imperial Navy, and only in the most desperate of
  circumstances, but an invasion the size of
  Abaddon’s Thirteenth Black Crusade without
  doubt qualifies as exactly that – the most dire of
  circumstances, the most desperate of times.
  If you wish, you may use a Battlefleet Obscura
  Reserve Fleet, picked using the fleet list opposite.
  In addition, you may of course use the Reserves
  rule to pick other Imperial vessels not found in
  your own fleet list. However, since a reserve fleet
  also draws on very old or scarce vessels, you may
  also use your reserve choices to select any of the
  following Chaos vessels if you so wish. 
  Repulsive Class Grand Cruiser
  Executor Class Grand Cruiser
  Hades Class Heavy Cruiser
  Murder Class Cruiser
  Carnage Class Cruiser
  These ‘reserve’ vessels are picked in the normal
  manner, so for every three vessels of a given type
  which you choose from the main fleet list, you may
  pick one vessel of that type from another Imperial
  list, or from the above selection of Chaos vessels
  (but not both). 
  Reserve vessels use all their normal rules and keep
  their particular ordnance types (i.e. Chaos
  ordnance is used on Chaos ships picked in a
  reserve fleet) but you cannot pick any of the ship
  class variants described since these are described
  for vessels who have already turned traitor and
  hence obviously no longer in Imperial service!
  Strange Happenings
  In a reserve fleet, all vessels are prone to certain
  unexpected events, such as mass panic or even
  mutiny amongst the crew, inexplicable noises,
  sensor readings and sightings or disconcerting
  setbacks and failure of machinery. When any ship
  in a reserve fleet rolls a double for a command
  check it becomes unreliable for the rest of the
  game. Unreliable ships will not continue to fight if
  crippled. Crippled ships will attempt to disengage
  every turn and run for the nearest point on the
  nearest table edge if they fail. If a vessel in a reserve
  fleet also fails the command check by rolling a
  double, then not only does it become unreliable
  but it also may do absolutely nothing during the
  current turn other than make its minimum move
  directly ahead.
  Against Chaos fleets, where the followers of the
  dark gods are able to exert their influence to
  further unsettle their already nervous opponents,
  unforeseen events can be even more devastating.
  When fighting against Chaos fleets, a vessel which
  has already become unreliable and rolls a second
  double for a command check must attempt to
  disengage as soon as possible exactly as if they had
  been crippled (and will continue to do so for the
  rest of the game). If the second double is also a
  failure for the command check, the ship
  immediately defects and is controlled by the
  Chaos player for the rest of the game! In this
  case victory points are awarded to neither
  player, no matter what the ship’s eventual fate.
  
  FLEET COMMANDER
  0-1 Master of the Fleet
  You may include 1 Master of the Fleet. If your
  fleet includes any battle barges, he must be
  assigned to a battle barge in preference to a
  strike cruiser. If the fleet is worth over 750
  points, the Master of the Fleet must be included
  to lead it.
  Master of the Fleet (Ld 10)  . . . . . . . . . . 50 pts
  You may buy Fleet Commander re-rolls for your
  Master of the Fleet.
  One re-roll  . . . . . . . . . . . . . . . . . . . . . . 25 pts
  Two re-rolls  . . . . . . . . . . . . . . . . . . . . . 50 pts
  Three re-rolls  . . . . . . . . . . . . . . . . . . . . 75 pts
  In addition, the Master of the Fleet’s ship may
  carry a Terminator boarding party for +50
  points. Taken from the elite First Company and
  wearing the heaviest armour known to man,
  Terminators are the greatest ship-to-ship fighters
  in the galaxy. Once per battle you may use the
  Terminators in a teleport attack. All the normal
  rules for teleport attack apply (see the
  Battlefleet Gothic rulebook) except that this
  teleport attack may be made in addition to a
  normal 
  teleport 
  attack 
  that 
  turn. 
  The
  Terminators’ teleport attack rolls 2 dice for its
  hit and run attack, and applies both results
  (including the normal +1 bonus for being
  Space Marines). Once the Terminators have
  performed their attack, they may not be used for
  the rest of the battle.
  CAPITAL SHIPS
  0-3 Battle Barges
  You may include one Space Marine battle barge
  for every 1,000 points or part thereof in your
  fleet.
  Space Marine battle barge  . . . . . . . . . . 425 pts
  0-10 Cruisers
  Space Marine strike cruisers  . . . . . . . . 145 pts
  ESCORTS
  Rapid strike vessel (Firestorm)  . . . . . . . 45 pts
  Rapid strike vessel (Sword)  . . . . . . . . . . 40 pts
  Rapid strike vessel (Cobra)  . . . . . . . . . . 35 pts
  Hunter class Destroyer  . . . . . . . . . . . . . 40 pts
  Gladius class Frigate  . . . . . . . . . . . . . . . 45 pts
  Nova class Frigate  . . . . . . . . . . . . . . . . . 50 pts
  ORDNANCE
  Any ship with launch bays carries Thunderhawk
  Gunships. Ships with torpedo tubes are armed
  with 
  ordinary 
  torpedoes 
  and 
  boarding
  torpedoes.
  VESSELS OF THE IMPERIUM
  ARMADA
  30
  CODEX ASTARTES SPACE MARINE FLEET LIST
  “...and they shall know no fear.”
  - Founding Motto of 
  the Adeptus Astartes
  
  RAMILIES CLASS STAR FORT
  ARMADA
  31
  RAMILIES CLASS STAR FORT
  This operation, always perilous, has resulted in the
  loss of over twelve hundred Ramilies stars forts in
  their ten millennia of service to the Emperor.
  However each journey has shortened Imperial
  campaigns by years at a time by allowing the
  Imperial fleet to move repair, command and
  resupply facilities right up to the front line, saving
  its ship’s lengthy return trips to temporary supply
  bases or full repair dock facilities far behind the
  warzone.
  The Ramilies itself is heavily armed as befits its role
  and fully capable of fighting off a fleet of attackers
  if need be. On occasion they are commandeered to
  be placed as permanent orbital bombardment
  emplacements over embattled worlds, or act as
  part of the defences of a vital system. At any one
  time Cypra Mundi will include between six and
  eight of these gigantic fortresses as part of its
  orbital ring. Some are used as Adeptus Mechanicus
  deep space research facilities for projects too secret
  to be placed near any inhabited world. Others have
  gone to the Inquisition to be used as hidden
  fortresses for that clandestine and all-powerful
  organisation. Over the centuries blasphemously
  altered rebel star forts have been sighted likewise
  supporting 
  Chaos 
  renegade 
  fleets. 
  Such
  abhorrence is attached to these twisted parodies
  that they are pursued doggedly by Imperial Navy
  captains, but the last accreditted destruction of one
  was in the Tauran Annulus in M.39. Ork raiders
  have captured partially crippled Ramilies at least
  six times, most memorably in the notorious
  ‘Skaggerak Incident’ during the Segmentum
  Obscurus fleet review of 975.M41 
  The Ramilies class star fort has formed a vital lynch
  pin in Imperial strategy since the earliest days of the
  Great Crusade. It was designed, according to
  Mechanicus legends, by the hitherto unknown
  Artisan Magos Lian Ramilies from STC materials
  captured in the purgation of the ‘Stone World’,
  Ulthanx. The Hyper-plasmatic energy conduction
  system used by the Ramilies is barely understood by
  the Techpriests in current times, but thanks to the
  STC system it is still reproducible and has
  guaranteed endurance of over 3,000 years. The
  greatest advantage of the Ramilies by far is that its
  powerful generators can erect a warp-bubble over
  the entire structure enabling it, with the aid of
  seventeen navigators and an attendant fleet of tugs,
  supply ships, warships and system craft, to enter
  the Warp and be towed to different star systems.
  
  RAMILIES CLASS STAR FORT
  ARMADA
  32
  RAMILIES CLASS STAR FORT SPECIAL RULES
  Damage Control
  Damage control is also undertaken individually.
  To all intents and purposes the four quadrants
  function as individual stations placed ‘back to
  back’. The fort itself is only destroyed once all
  four quadrants are reduced to 0 Damage Points,
  and you should then roll on the catastrophic
  damage table for the Ramilies.
  ORDNANCE
  Individual quadrants have their own ordnance
  and will run out on doubles as normal. Basilica
  weapons are considered to have an unlimited
  supply of torpedoes and never run out.
  SHIELDS & BLAST MARKERS
  Each quadrant has its own shields; when blast
  markers are placed put them in contact with the
  appropriate edge of the fort’s base. In the End
  phase D6 blast markers are removed from the
  whole of the Ramilies fort, not just D6 blast
  markers per quadrant.
  DOCKING
  Friendly ships in contact with the Ramilies
  model can halt their movement just as if they
  were in a gravity well. If they wish to turn they
  may use Burn Retros special orders without
  taking a Command check to do so. If a ship is in
  contact with one of the four inter-quadrant
  docking piers it can fully dock. While fully
  docked a ship it gains an extra four dice when
  rolling for damage control during a battle and
  can restock ordnance if it has run out by
  remaining in contact with the pier and
  successfully using Reload Ordnance special
  orders for two consecutive turns, being
  reloaded on the third turn. Even while fully
  docked the ship is still targeted and attacked
  separately to the fort, although it counts as
  being in close formation with the fort for
  massed turret fire with the benefits and dangers
  that brings. For more detail see page 158.
  SPECIAL ORDERS
  Unlike most defences, the command control and
  communications of the Ramilies is superior to
  even that of a warship. To represent this a Ramilies
  can use the following combat orders:
  • Reload Ordnance
  • Lock On
  • Brace for Impact
  Ramilies are also typically manned by experienced
  personnel, so their Leadership is rolled as for a
  capital ship. A Ramilies also has a single command
  check re-roll which may be used when it attempts
  to roll special orders. Fleet Commanders may be
  placed aboard a Ramilies, in which case their own
  Leadership value is used by the fort and the fort’s
  re-roll is added to the commander’s own re-rolls
  so that it can be used throughout the fleet.
  SPLIT ORDERS
  The internal communications of the Ramilies
  mean that its different quadrants can use different
  squadrons can use different special orders. For
  the purposes of issuing special orders to the
  Ramilies the owning player can effectively divide
  the quadrants up into squadrons and then issue
  special orders to each in turn. 
  For example, the player wishes to issue Reload
  Ordnance orders to the north and east quadrants,
  while Locking On with the south and west. Only
  two Command checks are made for the two pairs
  of orders. If later in the turn the player needed to
  Brace for Impact he could do so with a single
  quadrant only, leaving the rest free to reload or
  lock on again next turn.
  Weapons mounted on the central Basilica count
  as operating under the special orders of all of the
  quadrants, so it entirely possible for them to be
  locked on, reloading and braced all at the same
  time. Brace for Impact orders will halve the
  firepower and ordnance strength of the Basilica
  weapons as normal.
  QUADRANTS
  The Ramilies star fort is so large that its weapons,
  hits and defences are divided up into four
  ‘quadrants’ representing the different sides of the
  space station. When the star fort is fired upon,
  determine which quadrant the firing will hit by
  tracing a straight line from the stem of the firing
  ship to the centre of the fort. Likewise, when
  ordnance hits it will be resolved against the
  quadrant of the fort it moves in from.
  Templates
  Nova cannons and Armageddon guns can score a
  ‘full on’ D6 hits only against the quadrant most
  under the centre hole of the marker when it hits.
  Damage & Criticals
  All damage and criticals only affect the quadrant
  that they are inflicted against unless specifically
  noted 
  otherwise. 
  Quadrants 
  are 
  crippled
  individually once they are reduced to 6 Damage
  Points. Once a quadrant’s hits are reduced to 0 any
  further hits plow into the drifting wreckage and do
  no further damage, treat that quadrant of the fort
  as an asteroid field from now on. 
  Hit-and-run Raiders
  Hit and run raids are likewise resolved only against
  the quadrant they are directed at and will not affect
  other quadrants.
  Boarding
  The Ramilies cannot be boarded by ships. Whole
  regiments would be needed. The only vessel that
  may attempt to board a Ramilies is a space hulk, as
  only a space hulk has sufficient numbers of troops.
  ‘North’
  Quadrant
  ‘South’
  Quadrant
  ‘East’
  Quadrant
  ‘West’
  Quadrant
  Docking
  Pier
  Docking
  Pier
  Quadrant
  Basilica
  
  RAMILIES CLASS STAR FORT
  ARMADA
  33
  RAMILIES CLASS STAR FORT  . . . . . . . . . . . . . . . . . . . . . . . . . . 875 pts
  TYPE/HITS
  SPEED
  TURNS
  SHIELDS
  ARMOUR
  TURRETS
  Defence/12 per quadrant 
  0cm
  0
  4 per quadrant 
  5+
  4 per quadrant
  ARMAMENT
  RANGE/SPEED
  FIREPOWER/STR
  FIRE ARC
  QUADRANT BATTERIES
  Weapons battery
  60cm
  12
  quadrant
  Lance battery
  60cm
  5
  quadrant
  Launch bays 
  Fighters: 30cm
  4 squadrons
  -
  Bombers: 20cm
  BASILICA BATTERIES
  Weapon battery
  45cm
  4
  all round
  Torpedo silos
  30cm
  9
  all round
  The Fort in Campaigns
  In a campaign a Ramilies can only be gained
  by a commander of eleven or more renown
  by making a dedicated appeal needing a 5+
  to succeed. Alternatively the commander
  may surrender control of one forge world or
  hive planet and be granted a Ramilies by way
  of replacement. A Ramilies generates repair
  points equivalent to a pirate base and players
  can attempt to attack it in the same way as a
  pirate base. In addition to generating repair
  points the Ramilies enables one capital ships
  or escort squadron withdrawn for full
  repairs to return before the start of the
  players next game on a D6 roll of 4+.
  If a Ramilies is found it can be moved to try
  and prevent further attacks on it. If the
  owning player decides to move his fort he
  must roll a D6. On a roll of 1 the fort is lost
  in the Warp and must be struck from the
  roster. On a 2 or more the fort relocates
  successfully and must be found again before
  it can be attacked.
  Availability 
  The Ramilies is available to Imperial and
  Chaos Fleets, subject to the rules below. 
  Deployment & Scenarios
  A Ramilies can be deployed as an orbital
  defence or, in appropriate scenarios such
  Planetary Assault, Exterminatus, Surprise
  Attack, or Hunter, Prey as a replacement for a
  planet. In such scenarios orbital defences may
  be sited within 30cm of a Ramilies class star
  fort. A Ramilies is bought from the fleet’s
  points, rather than defences to represent its
  rarity and importance. Ramilies may only be
  used by prior agreement in competitive
  games (it’s unlikely to be ambushing you in
  the middle of a fleet engagement after all), but
  can prove to be a good ‘surprising find’ for
  players in Umpired scenarios.
  
  RAMILIES CLASS STAR FORT
  ARMADA
  34
  RAMILIES CLASS STAR FORT 
  CRITICAL HITS
  Some of the larger defensive platforms like space stations and the Ramilies
  have multiple hits. When it comes to taking damage, defences with multiple
  hits work just like capital ships. They can suffer criticals just like capital
  ships and get crippled once they have lost half of their Damage Points.
  Remember that critical hits against the Ramilies only affect the quadrant
  they are scored against unless the result specifically states otherwise. The
  Ramilies class star fort uses the special critical hits table opposite.
  RAMILIES CLASS STAR FORT 
  CATASTROPHIC DAMAGE
  Once all four quadrants of the Ramilies are reduced to 0 Damage Points roll
  a D6 to see what happens to the vast wreck.
  2D6 
  Extra 
  Roll Damage Result
  2-3
  +0
  Lances damaged. The quadrant’s lance array is taken 
  off line by the hit. The quadrant’s lance armament may 
  not fire until it has been repaired.
  4
  +0
  Main armament damaged. Heavy damage silences 
  some of the quadrant’s weapon batteries. They fire at 
  half strength until it has been repaired.
  5
  +0
  Ordnance Bays hit. The quadrant’s ordnance bays are 
  ravaged by explosions. No ordnance may be fired by the 
  quadrant until the bays have been repaired.
  6
  +1
  Reactors damaged. The hyper plasmatic reactors are 
  damaged, shutting down the power grid to the 
  defences. Until the damage is repaired the quadrant’s 
  shields and turrets are at half strength. 
  7
  +0
  Fire! Oxygen lines are broken, leading to fires in many 
  compartments. Roll to repair (extinguish) the fire in the 
  End phase, if the fire is not put out it causes 1 point of 
  extra damage and keeps burning.
  8
  +D3
  Hull breach. A huge gash is torn in the quadrant’s hull, 
  causing carnage among the crew.
  9
  0
  Command Tower Struck. A command tower on the 
  central basilica is torn away. The Ramilies’ Leadership 
  value is reduced by -2 points. This damage may not be 
  repaired.
  10
  0
  Shields Collapse. The shield generators overload and 
  burn out, leaving the quadrant’s virtually defenceless. 
  The quadrant’s shield strength is reduced to 0. This 
  damage may not be repaired.
  11
  +D3
  Basilica penetrated! The main basilica is struck, 
  causing immense destruction as the torpedoes stored 
  there explode and wreak havoc. All quadrants suffer D3 
  damage and the Basilica weapons are lost.
  12
  +D6
  Reactor Struck! The central plasma reactor at the heart 
  of Ramilies is struck, all four quadrants suffer an extra 
  D6 hits from the resulting power surges and leaking 
  plasma. Roll another critical damage result immediately 
  and apply that to the quadrant struck.
  D6 Extra Blast 
  Roll Markers
  Result
  1-2
  0
  Wrecked. The main structure of the stations survives 
  somehow with parts intact and even some pockets of 
  atmosphere. Venting gases and wreckage block line of 
  fire across the wrecked fort, treat any movement 
  through it as moving through an asteroid field.
  3
  0
  Structural Collapse. The area is filled with huge 
  chunks of wreckage as the fort comes apart. Place 
  a 15cm diameter asteroid field where it was.
  4-5 
  2D6
  Hyper-plasma Meltdown. The sophisticated reactor 
  of the Ramilies goes critical in spectacular style. 
  Resolve eight lance shots at every ship within 4D6cm. 
  All ordnance within that distance is removed. All 
  other ships, defences and ordnance markers on the 
  table suffer the effects of a solar flare centred on the 
  fort, as noted on p47 of the Battlefleet Gothic 
  rulebook. Finally the fort itself is replaced by 2D6 
  blast markers.
  6
  0
  Warpbubble Implosion. The Ramilies is drawn into 
  the Warp by an instantaneous collapse of its warp 
  bubble generator. Resolve four lance shots at every 
  ship and ordnance marker within 4D6cm. Then 
  replace the Ramilies with a Warp Rift as detailed on 
  p45 of the Battlelfleet Gothic rulebook. All ordnance 
  and ships on the table top are then drawn 15cm 
  towards the Rift immediately and if moved into it will 
  beaffected is noted in the Celestial Phenomena rules. 
  RAMILIES CLASS STAR FORT CRITICAL HITS TABLE
  RAMILIES CLASS STAR FORT CATASTROPHIC DAMAGE TABLE
  
SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/Supplementals/BFG - Fleets of the Imperium.pdf