+++Battlefleet Gothic Scenario:  Golgotha Crossing
History

Warp Transit Point GS-Lys-267-Xg on Imperial Astral Cartographic maps.  Is found in the outer reaches of the Sicyon system and is strategically important as it is one of the only stable terminus for 3 warp conduits that connect it to the rest of the sub-sector.  Before the outbreak of the Sector War, the Imperium used Golgotha Crossing, along with Bladen Transfer Station to regulate and inspect trade within the sub-sector as it provided an excellent chokepoint for all travel within the sub-sector (all traffic using standard Imperial trade-ways entered the sub-sector at Corlini and left at Tarantis).  Pirates of all varieties always plagued the area and it was long suspected that an Ork bases existed somewhere within the system.  When war erupted, Golgotha Crossing was identified by the forces of Chaos as an important strategic target to disrupt inter-sub-sector trade and sent sizeable elements to undermine and capture/destroy the Imperial presence.  A Chaos spoiler fleet consisting of 4 Battlecruiser, many escorts and thousands of assault boats entered the system on 5142098.M41 and caught Imperial forces off guard.  They destroyed several mechant convoys, including one containing the Imperail Guard Regiment Saviour XXII, their escorts, the customs station, and a small Eldar fleet that moved to intercept.  In short it was a blood bath.  The Imperial forces did not leave without a fight however and sowed many spatial traps in their retreat.  Solar Admiral Kinzel is currently reviewing plans to re-take the Crossing and throw all enemies of the Imperium out with force.

Battlezone

Outer Reaches:  use the special Outer Reaches generator below.

Special Celestial Phenomena


D6 Roll Result
1 D3 Asteroid fields
2 D6 x Deadfall Torpedo Salvo
3 Wreckage
4 D3 gas/dust clouds
5 Rogue Moon
6 Warp Rift
description of phenomena:

deadfall torpedo salvo:  as a last ditch effort, Imperial commanders seeded the Crossing with hundreds of torpedo salvos.  In addition Chaos has lined some of the few open convoy routes with these dormant menaces to disrupt traffic.  Deadfall torpedoes are a salvo hard-wired to home in on any approaching vessel.  The friend/foe logisticators of these weapons are disabled when deployed to avoid any danger of interference with the mechanisms.  But this is not the only way deadfall torpedoes occur.  Many stray salvos run low on fuel, having missed their intended targets.  These stray torpedoes eventually come to rest with only a small amount of fuel left, just enough to lurk in wait for a suitable, unsuspecting target to pass. 

effect:  a deadfall torpedo salvo will have a random strength of D6+2.  Any ship or squadron, but not hulks (require active power sources) that approaching within 30cm of the counter (use the unknown contact counter to spice things up) will be immediately targeted.  Move the counter directly toward the target in the next ordnance phase and resolve the attack per the normal torpedo rules.  Thereafter, remove the counter and replace with a blast marker (if miss).

optional rule:  since these torpedoes have been sitting in the vacuum of space for an unknown amount of time, you can add the following rule, roll a D6, on a result of 6, the salvo fails to activate and roll a D6 again, result 1-3=misfire, replace with blast marker, 4-6=dud.

wreckage:  whether it is the result of a critical navigational error, or one of the many engagements between the forces within the Crossing, there are now many large wreckage fields slowly orbiting the outer reaches.  The smashed wreckage often forms trails or clusters many of thousands of kilometers long.  Forming ideal havens for salvage, technology and pirates...

effect:  aside from it's method of placement, wreckage behaves the same as a asteroid field as shown on page 44 of the rulebook.  In scenarios and campaigns, the wreckage fields are worth D6x20 VPs for the victorious side.  

placement:  Parts from your bits bucket are ideal for wreckage along with unpainted models.  Nominate a point on the table and roll a scatter die.  The wreckage will be ~5cm wide and extend for D6x5cm away from the point in the direction of the scatter die.  

hulks:  Previous battles in the Crossing have left many ships derelict and destined to drift for millennia.  However the hulks are still a considerable prize, capture of one is always rewarded by any Admiral or Warmaster. 

effects:  Hulks follow the rules for them on page 26 of the BFG rulebook.  At the end of any battle that uses VPs, the player who is considered holding the field at the end of the engagement will receive bonus points as outlined on page 66 of the rulebook, 25 pts for escorts and 75 pts for each capital ship. 

placement:  Hulks can be made or used from any of your spare ships.  Place D6+2 hulks, at least half of which must be escorts within 20cm of each other.  Hulks are stationary and will not move throughout the game. 

debris fields:  As many ship's captains know, space is far, far from empty.  A great number of debris fields can be a serious hazard to travel within a system.  Whether they are formed from past battles or from natural matter drifting in the outer reaches, they can be fatal to unwary vessels.

effect:  Debris fields combine the effects of both gas/dust clouds and asteriod fields as described on page 44 of the rulebook.  So a ship trying to navigate one will have the effect of having a blast marker placed on it, and need to make a leadership test to avoid taking damage.  If the test fails, remember the ship will count as having one less shield than normal, so this can prove very deadly to escorts!

placement:  Debris fields can be made from rocks, ship parts, cotton, flock, etc. or any combination thereof.  Place similar to wreckage, except debris fields are 10cm wide and D6x10cm long. 

Golgotha Crossing Scenarios:

Running the Crossing