RED ELF

ORK HULKS IN BATTLEFLEET GOTHIC

Here are the rules for Ork Hulks in Battlefleet Gothic that were originally published in the North American edition of White Dwarf #238. If you can find a copy of the issue, pick it up as it contains neat pictures and background stuff to go along with the rules.

You may include up to one Space Hulk in your fleet for every 1500 points of your fleet. Each Hulk MUST be assigned an Ork Warlord to command it.

ORK SPACE HULK
TYPE/HITS
SPEED
TURNS
SHIELDS
ARMOR
TURRETS
POINTS
Defence/40
10cm
Special
3
4+
6
600
ARMAMENT
RANGE/SPEED
FIREPOWER/STR
FIRE ARC
Prow Gunz Battery
45cm
2D6+6
Front
Prow Torpedoes
30cm
2D6
Front
Prow Heavy Gunz Battery
15cm
8
Front
Dorsal Lances
60cm
4
All Round
Starboard Gunz Battery
45cm
2D6+6
Right
Starboard Launch Bays
Fighta Bommas: 25cm
Assault Boats: 30cm
D6+2
-
Port Gunz Battery
45cm
2D6+6
Left
Port Torpedoes
30cm
2D6
Left
Port Launch Bays
Fighta Bommas: 25cm
Assault Boats: 30cm
D6+2
-
Aft Gunz
45cm
2D6+6
Rear

Special Rules: Like Roks, Hulks are so unlike other spaceships that they require a number of special rules. Again, any rules which are not specifically noted as being modified below, apply in full to Hulks.

Leadership: Due to their enormous size, and the strain this places on Ork communications systems (ie shouting loudly), a Hulk is always Leadership 6.

Warlords: Having an Ork Warlord aboard a Space Hulk does not double its boarding value. Also, the Warlord`s upgrades are modified as noted below:

  • Looted Torpedoes and Maniac Gunners upgrades can be used to effect only one weapon system or torpedo battery per turn. Which system is being effected must be nominated before the roll is made for its effectiveness Р the re-roll can`t be transferred elsewhere afterwards!
  • Extra Powerfields costs +50pts instead of +25.
  • Mad Meks enables the hulk to ignore the effects of a critical hit on a D6 roll of 6.
  • Mega-armoured Boarding Parties is unchanged.

Special Orders: A Space Hulk may not use Come To New Heading or Burn Retros special orders. Due to their enormous capacity, Space Hulks do not run out of ordnance if they roll a double for their command check for Reload Ordnance special orders.

Crippling: Space Hulks are not crippled by damage like ordinary ships. They are so big that they must be gradually eroded by enemy fire.

Movement: Like Roks, Space Hulks must move 10cm in a straight line each turn, no more, no less. Space Hulks likewise do not have their speed reduced by Blast markers or damage.

Turning: A Space Hulk may turn up to 45 degrees and only in every second movement phase. The turn must be taken at the end of the Space Hulk`s 10cm movement. This can be seen more clearly in the diagram below.

Gravity Wells: If a Hulk is within the gravity well of a planet or moon at the end of its movement it can make a single 45 degree turn towards the planet or moon, regardless of whether it turned in its last movement phase. Also, the enormous size and mass of a Space Hulk means that it creates its own gravity well extending 5cm from the edges of its base. This affects other ships in exactly the same way as a planetary gravity well and means that ships, Roks, etc can take up a stationary orbit around the Hulk. Objects orbiting the Hulk are moved along with it until such time as they break orbit.

Critical Hits: Due to their massive size and lack of complex systems, do not roll for the effects of critical hits on a Space Hulk using the Critical Damage table. Instead the player who inflicted the critical can choose one of the three options below to represent him ordering his ships to target specific areas or systems of the Hulk.

  1. "Target high energy systems!" Each critical hit using this option will reduce one of the following characteristics by one point (chosen by the player who inflicted the critical):
    Turret value. Shield value. Lance strength.
  2. "Target weapons clusters!" Each critical hit using this option will reduce one of the following characteristics by two points (chosen by the player who inflicted the critical):
    The firepower of a battery facing the direction the attack came from.
    The strength of a torpedo battery facing the direction the attack came from.
    The strength of either one of the launch bays.
  3. "Target thruster assemblies!" The Hulk must roll higher than the number of thruster damage criticals it has suffered on a D6 in order to turn.

NOTE: Hulks may not repair damage from critical hits during the game.

Catastrophic Damage: When a Space Hulk is reduced to 0 Damage roll on the Catastrophic damage table. The drifting and blazing hulk results reamain unchanged. A plasma drive overload result indicates the Space Hulk is torn apart by internal explosions, no damage is scored on ships nearby, instead the hulk breaks up into asteriod field D3x5cm wide and long.

On a Warp drive implosion result the hulk is hurled back into the warp. Replace the Hulk with a Warp drift (celestrial phenomena, p45). Any ships caught in the rift are effected immediately.