This allows more room to write down fleet information as well as refits and current stats for each capital ship in the fleet.
BFG Planet
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BFG
Excel recreation of the Battlefleet Gothic ship registry
Battlefleet Gothic Imperial Fleet Roster
Melta and Vortex Torpedo Markers
Mentalism
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This paper enumerates how the sound empirical footings have strengthened the symbiotic relationship between literature and language. Based on reductive interpretation many teachers regard literature as inappropriate to the classroom of language, but
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Metabical case study scenario calculationFull description
This is an award winning business plan by the European Union, for the Enterprise fellowship scheme. Business Plan by Syed Masrur, the Founder of the first English speaking Islamic Television Channe...
Scenario: Break Through This Scenario may be played 2x with different opponents. FORCES: There are no attackers and defenders in this scenario. Two fleets of 750 Points are attempting to break through each other’s defenses in order to secure neutral planets. BATTLEZONE: These blockades are protecting the Outer Reaches of the solar systems and terrain will be rolled for as below. On a 4+ roll each 2x2 section will have terrain rolled for randomly. 1-2: D3 Asteroid Fields 3: 1 Gas/Dust Cloud 4: D3 Gas/Dust Clouds 5-6: Planet (Max 1 per table) FIRST TURN: Players each roll a dice. The player with the highest roll determines who takes the first turn. SPECIAL RULES: None for this Scenario GAME LENGTH: Game lasts 8 turns or until both players have left the table. VICTORY CONDITIONS: Each player is attempting to exit the opponents’ side of the table with as many ships as possible while stopping the opponent from doing the same. For each of your ships that exit the opponent’s side of the table score an equal amount of victory points for that ship according to the following rules: 100% per Ship with no damage / 90% per Ship with any damage / 50% per Ship that is crippled Note: No victory points will be awarded for disengaging your ships (you save the ship but lose out on victory points) Note #2: If one player leaves or disengages all of his ships before turn 8 than the other player may still move his ships until turn 8 in an attempt to get off his opponents table edge. RENOWN: +0 / -1 An additional loss of renown for allowing the enemy to secure planets. Also Score Renown according to the Renown table in the campaign directions for this store. REWARDS: The victor will be allowed to secure a neutral planet that is already connected to one of their own planets. Count only the victory points that you have more than your opponent. (example, Player A got 550 VP and Player B got 400 VP, this would mean Player A won with 150 VP and would receive 1 planet) 1-200 Victory Points : 1 Planet
201+ Victory Points : 2 Planets
Harvest Fleets: Harvest Fleets still secure Tech/Biomorph points as usual through destroying opponents ships. Harvest fleets that are victorious in this scenario may claim the appropriate number of planets from their opponent and steal 3x its resources for this week only. Hive worlds may NOT be chosen unless they don’t control any connecting planets by the controlling player. After Game: All destroyed ships/escort squadrons are still reduced down to leadership 6 and must be recorded with a new name in your fleet registry. If the destroyed ship had refits or crew skills than roll to see if those are lost according to the campaign rules. All ships that survive may roll to either gain leadership or lose leadership according to the campaign rules. Score an equal amount of Structure and Tech points according to the planets that you control. Do not score points for planets that Harvesters are stealing resources from this turn. Ships do not get fully repaired this week for free; you MUST use your remaining structure points to repair your ships. Unused points may be cached for next week. FLEET REGISTRIES MUST BE TURNED IN TO GET CREDIT FOR PLAYING!!!