Meetings

As you traverse the vast void of the Battlefleet Gothic setting, you may encounter intriguing individuals of various backgrounds. These encounters can prove pivotal to your journey. Whether you meet a Rogue Trader seeking an alliance, an Imperial Officer questioning your intentions, or a Space Marine Captain giving you a nod of acknowledgment, each encounter can influence your fate.

Encounter

01-04

Desolate Soul*

68

Bewildered Heretic

88

Banished Outlaw

05-08

Voidfaring Artisan*

69

Deceptive Trickster

89

Shrouded Agent

09-12

Starbound Performer*

70

Despondent Colonist

90

Elusive Pirate

13-15

Frontier Herder*

71

Impecunious Smuggler

91

Peculiar Wanderer

16-18

Warpstalker*

72

Voracious Trader

92

Suspicious Enforcer

19-21

Inquisitorial Champion*

73

Ecclesiarchal Nun

93

Wandering Troubadour

22-25

Desolate Soul*

74

Enigmatic Corsair

94

Relic Hunter

26-29

Black Market Dealer*

75

Absent-minded Scholar

95-96

Hostile Locals

30-33

 Rogue Messenger*

76

Reverent Noble

97

Honorable Ranger

34-36

Zealous Monk*

77

Weathered Farmer

98-99

Well-versed Peddler

37-40

Noble Outcast*

78

Aspiring Zealot

100

Young Fugitive

41-43

Exiled Serf*

79

Reverent Cleric

0

0

44-47

Techno-Physician*

80

Jubilant Mystic

0

0

48-51

Penitent Pilgrim*

81

Vigilant Watchman

0

0

52-54

Fanatical Acolyte*

82-83

Intoxicated Drifter

0

0

55-58

Stellar Scholar*

84

Vigilant Patrol

0

0

59-62

Militant Guardsman*

85

Merry Traveler

0

0

63-66

Celestial Wanderer*

86

Mysterious Rogue

0

0

67

Humble Settler*

87

Old Comrade

0

0

To determine how the encounter goes, roll
D100 on the table below, rerolling on the
appropriate subtable where indicated.

D100 result

Interaction

01-15

Unfriendly Table)

16-30

Disinterested

31-70

Sociable (Table)

71-85

Friendly (Table)

86-100

Special (Table)

Unfriendly Meeting

D100 Results

Motives

Notes

01-45

Just some fool

The captain’s crew encounters an arrogant rival ship captain docked at the spaceport. They exchange heated words, but eventually, both parties part ways without any significant confrontation.

46-60

Loose lips

A chatty ship captain from a rival fleet approaches the crew at a local tavern, boasting about their recent victories and future plans. The crew learns valuable information about the rival fleet, but their excessive chatter attracts unwanted attention, causing potential complications in future battles. Next time you have a battle against a Threat, add 50pts to the enemies you encounter.

61-70

You are being set up

mercenaries ambushes the crew at the docking bay, revealing the setup. The crew must fend off the attackers in a desperate fight for survival. Fight a boarding action on your flagship. The enemy`s attack rating equals to the enemy`s threatlevel including evt. Other bonuses.

71-85

Conspirator

The crew is approached by a seemingly sympathetic captain from another fleet, who secretly works as a double agent. The crew must pass an intelligence test to avoid divulging sensitive information, as their trust in the conspirator could have disastrous consequences for their ship and fleet. Make a nonecombat leadership test, if you fail rise the enemy`s threat level by 1.

86-100

Thieving git

A suspicious ship captain from a rival faction pretends to befriend the crew, but during their interaction, valuable items and equipment mysteriously disappear from the ship’s hold. The crew realizes the deception too late, and they must now track down the sneaky thief to retrieve their stolen belongings and restore their honor. You loose d3 Resources ( add the resources to the enemy`s Bastion.

Social Meeting

D100 Result

Motives

Notes

01-55

Evasive Meeting

An uneventful encounter. A few words exchanged, but both parties remain cautious and guarded. Move on without any significant impact.

56-70

Unlikely Companions

The meeting sparks an unexpected connection. You find common ground and decide to trust each other, forging a new friendship. Add the character as a Friend, despite your differences.

71-85

Wisdom of Ages

They share profound wisdom or insight that leaves a lasting impression on you. Contemplate their words and add +1 Story Point to represent the valuable lesson learned.

86-100

Contract Proposition

They have a pressing task they need assistance with. Roll up a Contract offer (see p.100). You can choose to take up the offer immediately and venture forth on a new quest.

Special Meeting

D100 Result

Motives

Notes

01-15

Benevolent Gesture

Generosity flows from the character as they welcome you warmly. Add the character as a Friend. They provide you with some provisions, adding one ration to your supplies.

16-25

Mysterious Clue

They whisper about a peculiar site shrouded in mystery. Add an Unexplored Location to the current Map Area. You can explore it this campaign turn if you wish.

26-35

Valuable Intel

Their well-informed insights prove beneficial. Add +2 Adventure Points for the valuable information shared.

36-55

Cry for Help

They share their plight, pursued by malevolent forces. To aid them, engage in a Meeting Engagement using the Roadside Enemies Table. If you Hold the Field, gain +1 Adventure Point and a new Friend. Alternatively, you may choose to ignore the encounter.

56-65

Battle-Hardened Companion

They volunteer to stand by your side in your endeavors. If you have fewer than 3 Heroes, they become one. Otherwise, they join as a Follower, equipped with standard weaponry and light armor.

66-85

Quest Favor

The character implores you to undertake a Quest. You may embark on this mission whenever you wish.

86-100

Ominous Warning

Disturbing forebodings about the future trouble them. Add the character as a Friend and +2 Adventure Points as a token of their warning.

1-5

Stellar Flare

“A nearby star erupts with a massive solar flare, causing intense radiation bursts.”

Rule Change: During the game, all ships within 12″ of a star suffer -1 to their armor saves and have their shields reduced by half due to radiation interference.

6-11

Dimensional Rift

“A mysterious dimensional rift opens in the midst of the battle, warping space-time.”

Rule Change: At the beginning of each turn, roll a D6 for each ship on the battlefield. On a roll of 1-3, the ship suffers a random critical damage effect due to dimensional instability.

12-18

Nebulaic Obscuration

” An expanding nebula envelops the battlefield, shrouding it in a dense cosmic mist.”

Rule Change: All ships suffer -1 to their Ballistic Skill and Weapon Skill due to reduced visibility within the nebula. Additionally, torpedo attacks are made at +1 range due to the nebulaic interference.

19-24

Gravitational Vortex

” A massive gravitational vortex forms, pulling nearby ships into its crushing embrace.”

Rule Change: At the end of each movement phase, all ships within 6″ of the vortex must pass a Leadership test. Failure results in the ship being pulled 2D6″ towards the vortex’s center. Colliding with the vortex causes immediate critical damage.

25-29

Solar Storm Surge

” A massive solar storm engulfs the battlefield, disrupting navigational systems and energy fields.”

Rule Change: At the beginning of each turn, roll a D6 for each ship on the battlefield. On a roll of 1-2, the ship’s shields are reduced by half due to energy fluctuations caused by the solar storm. On a roll of 3-4, the ship’s engine power is halved. On a roll of 5-6, the ship’s communications are disrupted, and it cannot receive orders for that turn.