This is a test campaign for v3.0 and uses the full v3.0 ruleset.
In 2032, Earth was attacked without warning by an alien armada, which bombarded the surface from orbit. The aliens were apparently only interested in devastating the planet as there was no follow-up invasion. Only pockets of humanity remained, living in near-medieval conditions in a cold, irradiated wasteland. In the centuries that followed, some semblance of civilisation returned with the emergence of villages, towns and eventually small city states. Even though knowledge of the Fall was part of collective human memory in the form of myths and legends, humanity was fractured and small wars still broke out over territory or resources. One state, known as the Imperium, expanded as a result of conquering its neighbours with swift and effective military campaigns, while recovering ancient knowledge from whatever intact sources still remained. Propaganda from the Imperium, claiming that humanity must unite and prepare for another alien attack, was effective enough to bring some small powers into the fold without the need for military action.
Over centuries, the Imperium developed into the dominant state on Earth, becoming an economic, scientific and military powerhouse. Trans-Newtonian physics were discovered, leading to the construction of factories, research facilities and orbital shipyards. Primitive spacecraft were built, although they remained close to Earth to support combat on the frontiers of the ever-expanding Imperium. The Emperor, leader of the Imperium and a hereditary monarch with absolute power, prohibited any exploration beyond Earth orbit until humanity was ready to confront an external threat, especially due to his concern that the aliens had left some form of monitoring system to alert them to humanity venturing forth from its home.
By the dawn of the forty-first century, almost two millennia after the alien attack, Earth was united under the banner of the recently renamed Imperium of Man. Earth itself was named Terra in High Gothic, a derivative of Latin that had become the official language of the Imperium. The Emperor, and the wider Imperial family, were no longer simply the leaders of mankind, but the object of veneration for leading humanity from the ashes to the stars. The Imperial lineage stretched back almost a thousand years, with each Emperor trained from birth to lead mankind into the future. Across the globe, it was now a matter of faith that aliens, now known as Xenos, were an existential threat and that the Imperium had to be ready for their return. On the symbolic date of January 1st 4000, the Emperor gave the order for the first survey frigates to leave orbit.
This campaign uses the WH40k Imperial Navy and Imperial Guard as a guiding theme, with minor elements of the Space Marines. Ship classes mirror the general capabilities of classes of the Imperial Navy, based on the type of weapons specified for the ship classes in the Battlefleet Gothic board game, with the following exceptions. Survey ships don’t exist in BFG, so I chose a design and reduced weapons to allow room for the sensors. I also designed the carrier-hybrids, such as the Dictator, as full carriers, because ‘fighters’ are relatively larger in Aurora vs WH40k and it is the ‘carrier’ aspect that distinguishes those ships. I no longer require specialised jump-capable designs due to the changes in v2.4.0, so all ships of frigate-size or greater will have their own jump drive. Finally, there is a much wider variety of non-warships in Aurora compared to BFG so I created most of those from scratch using names appropriate to the theme.
For the Battlefleet Gothic ship lists, I am primarily using the Expanded Revised edition, plus I may use the Additional Ships Compendium for roles not covered by the standard ship lists. Ground forces will be based on the equipment of Imperial Guard, Space Marines and other Imperial forces from the WH40k 8th edition codices. In order to utilise the nomenclature of the Imperial Navy, railguns on major warships will be named weapon batteries, gauss turrets will become defence turrets, CIWS are commercial defence turrets, 10cm railguns on small craft will be lascannon, particle lances will be lance batteries, lasers will be bombardment cannon and missiles will become torpedoes. There are various attack craft in WH40k which are harder to replicate, but I will stay true to their intended roles.
To reflect the theme and to allow me to include all the listed weapons, I have ‘gone large’ with the ship design, with frigates at 15,000 tons, light cruisers at 30,000 tons and cruisers at 60,000 tons. This fleet doctrine and weapon mix will not produce ‘efficient’ ships, but good design is not the intention. This is a role-play campaign based on a WH40k Imperial Navy theme. There are fewer distinct classes than in previous WH40k games, due to the absence of specialised jump ships and the larger hulls, which allowed me to combine classes such as the Firestorm and Sword class frigates into a single design. I’ve also ignored gauss and lasers initially to allow for an initial RP spend on particle lances.
With all the above in mind, I made the following changes to the starting setup:
• Starting population is two billion with standard installations for that population size, except for 800 Maintenance Facilities instead of 600.
• Research Points are 2.5x normal to allow for the variety of starting weapons and modules, with a limitation of gas core engines.
• Starting Build Points are double normal, on the assumption the Imperium has been building up the largest army and fleet it can support before venturing into the galaxy.
• Shipyards are customised for the ship classes. This results in a larger than normal number of shipyards, but the Imperium doesn’t have the resources to use them all simultaneously.
• Ruin chance is increased from 20% to 25%.
• Enhanced Invaders, Enhanced Precursors, Enhanced Swarm and Raiders are active
• System Count is 40 for Raiders, 80 for Swarm and 120 for Invaders.
• NPRs can activate Precursors and Raiders
• Ten multi-system NPRs using 1 + 5 empire radius, maximum 100 systems each, 25-50 LY
• NPRs generate other NPRs with a 5% chance.
• NPRs encounter Precursors and Raiders
• Minor Races set to 40%
• Pre-Industrial Races set to 20%
• Industrial Races set to 20%
• Limited Research Admin
• Research speed 50% after game start
• Hostility Modifier +30
• Survey Speed 25%
• Min Raider Tech 500k
• Min Invader Tech 2000k
Terra Survey Report
Duranium: 365,850 1.00
Neutronium: 87,750 1.00
Corbomite: 114,750 0.90
Tritanium: 124,500 0.60
Boronide: 110,700 0.90
Mercassium: 118,050 0.40
Vendarite: 116,700 0.60
Sorium: 204,300 0.90
Uridium: 265,050 1.00
Corundium: 279,450 0.50
Gallicite: 130,800 1.00
Imperial Navy Warships
The Firestorm class frigate is a workhorse for the Imperium, capable of independent operations of up to one year, protecting commercial traffic or small colonies, functioning as part of a frigate squadron or providing an escort for capital ships. The main armament of the Firestorm comprises six Astaroth Kinetics AK-25 Weapons Batteries, with each battery firing four projectiles every fifteen seconds out to a range of 250,000 kilometres, supported by the same number of light weapon batteries for close defence. The single Gothicus-Caliban GC-18-225 Spinal Lance Battery is a slow-firing but devastating weapon that can penetrate the armour of capital-class warships, but is much less effective in terms of overall damage output against lighter targets and ineffective in a point-defence role. Passive defences include moderate armour and a single Valentinian-Stern VS-37 Void Shield. With a full suite of sensors, the Firestorm can locate hostile ships with her active augur array at over sixty million kilometres, detect incoming torpedoes and conduct passive searches with both thermal and electromagnetic augur arrays.
Imperial light cruisers lie halfway between true capital ships and frigates and are intended to form the core of a light task group. The Dauntless class has double the armament of the Firestorm, mounting twelve weapon batteries, twelve light weapon batteries and a pair of lance batteries. The lances are slightly smaller and less capable than the single spinal lance battery of the Firestorm, but fire every forty seconds instead of every minute. As the Dauntless is intended to operate in heavy combat, destroying hostile vessels at close range, it has substantially more passive defences than the Firestorm, with three times the shield strength and double the armour volume, plus a combat information centre to improve targeting.
In addition to its shipboard weapons, the Dauntless has boarding capability. A 500-ton boarding bay houses a company of forty-two Space Marines, genetically enhanced, trained in boarding combat, wearing heavy powered armour and carrying a bolter. They can be launched against slow-moving or crippled hostile vessels. The Dauntless has an improved sensor suite, adding seventeen million kilometres to active sensor range, compared to the Firestorm, and dedicating twice as much hull volume to passive sensors. A pair of fixed launchers for augur probes provide long-range detection capability.
The Lunar is the standard cruiser class of the Imperial Navy. With a hull twice the size of the Dauntless class, the Lunar has sufficient internal space to add six weapon batteries, six light weapon batteries, two lance batteries and eight torpedo launchers, with sufficient magazine space for sixty-four torpedoes and four small augur probes. Due to the benefits of a larger hull, the passive defences are focused towards shields, with a one hundred and seventy percent increase in shield strength compared to the Dauntless, but a twenty percent reduction in armour thickness. The MK I Cruiser Active Augur Array replaces the active augur array on the Dauntless, extending sensor range to a hundred million kilometres, while the passive arrays have been increased by fifty percent. Finally, the fuel storage, engineering systems and reactors have all been upgraded in line with the larger hull. The boarding bay for a Space Marine company has been retained. The Lunar has a six month deployment time, which is half that of the lighter warship classes, as it will remain close to fleet bases unless deployed for major operations.
The Dictator class carrier is based on the same hull as the Lunar, but with massive internal changes. All the weapons have been removed, along with six of the eight shield generators and a quarter of the armour. In their place is an expansive hangar bay, which holds a strike group of twenty-four Starhawk bombers, forty Fury interceptors and a single Aquila lander, plus sufficient magazine storage to reload the bombers twice. The Starhawk wing is capable of launching twenty-four standard torpedoes in a single salvo, while the interceptors can escort the bombers, provide anti-torpedo defences for the carrier or launch their own independent strikes against soft targets. The significant reduction in defences for the Dictator is based on a doctrine of launching carrier strikes from stand-off ranges, rather than operating with the battle fleet.
The Veritas Invicta class exploration frigate is based on the Firestorm hull. The light weapon batteries, shield generator, jammer systems and four of the six heavy weapon batteries have been removed and the armour reduced by a third. The freed-up interior hull space is dedicated to four gravitational and four geological survey sensors, improved passive sensors, a probe launcher, plus magazine space for thirty-five probes or buoys, and significantly increased endurance. The extensive crew accommodations, large engineering deck and considerable fuel capacity allow the exploration frigate to operate without support for up to five years. In addition to the deadly spinal lance battery and weapon batteries, the Veritas Invicta can use its probe launcher to fire light torpedoes. They are small and relatively slow, but have a large warhead for their size, plus retargeting capability, making them ideal for use against survey ships or commercial traffic.
Light Units and Attack Craft
The Faustus class Interceptor is a deadly mid-range interceptor, designed around the powerful Gothicus-Caliban GC-18-225 Spinal Lance Battery. It is generally deployed at colonies and provides high-speed interception coverage across the entire inner system. Unlike the much smaller, carrier-based Fury interceptor, which relies on overwhelming enemy vessels with superior numbers at point-blank range, the Faustus is designed for stand-off fire, using the 225,000 km range and high constant damage output of its spinal lance battery.
The Sentinel class Defence Satellite is essentially an engineless Faustus with much larger crew quarters, intended for long-duration deployments at jump points, primarily as a tripwire defence. Due to the sixty second reload time, it is likely to have only a single shot before any surviving hostile force destroys it, so the Imperium envisages deploying it in sufficient numbers to inflict crippling damage. While the Sentinel could be deployed to defend colonies, a ground-based lance battery is a superior option for that scenario. Due to its experimental nature, only six were available in January 4000, so stocks would have to be increased as resources allowed.
The Starhawk bomber is the primary long-range strike weapon of the Imperial Navy and is equipped with a launch rail for a standard torpedo. The Starhawk includes an integral active augur array and fire control system, allowing torpedo launch from maximum range. The bomber’s endurance is sufficient to attack targets five hundred million kilometres from its parent ship.
The Fury class Interceptor is a carrier-based attack craft that can perform three different missions; short-range interception of hostile targets, providing an escort for bomber attacks and fleet defence against torpedo attack. The Fury is armed with the MK I Lascannon, a small, rapid-firing weapon, and is equipped with an augur array capable of detecting torpedoes.
The Aquila class Lander is a multi-role, jump-capable small craft, used for scouting missions, investigation of sensor contacts, picket duty, jump point exploration and the deployment of buoys or probes. They can also be employed in a limited strike role, carrying two light torpedoes. The Aquila is usually planet-based, although one is carried by each Dictator class carrier.
Commercial Ship Designs
The Imperium requires a host of commercial-engined vessels to support the rebuilding of humanity’s interstellar empire. With the exception of space stations, all the commercial designs are jump-capable so the variety of different classes can be grouped into several distinct categories, based on hull size and jump drive type. The first group comprises the Jericho class colony ship, the Universe class mass conveyor and the Cetaceous class troop transport, which are identical 245,000-ton jump-capable hulls, except for their respective transport capacities of 500,000 colonists, 125,000 tons of cargo and 125,000 tons of troops.
The second category comprises various orbital stations. In terms of descending size, they are the Sangua Machina class Fuel Harvesting Station, Excavator Abyssalis class Orbital Mining Station, Exordium Mundi class Terraforming Station, Reparatio Ferrum class Repair Station and Arx Refectorium class Maintenance Station. Each comprises a structural shell, a suite of commercial sensors and their respective capabilities: fifty harvester modules, twenty-five orbital mining modules, five terraforming modules, 60,000 tons of repair capacity and twenty maintenance modules. The jump-capable Auriga Gravis tug, designed to tow the stations to their destinations, is of similar size.
The third category comprises ships that utilise the RC-90 Commercial Jump Drive, specifically the Sepulchre class Salvager and the Omnis Apertum class Stabilisation Ship. The Sepulchre can salvage a frigate-sized ship in approximately one week. The Omnis Apertum is intended to open up the galaxy for civilian shipping, which is not jump-capable. As the stabilisation ship is jump-capable, a pair of Omnis Apertum can work on either side of a jump point simultaneously.
The final category is a group of four designs using the RC-60 Commercial Jump Drive. The Carrack class freighter and the Orca class troop transport are light workhorse designs with a capacity one fifth that of their larger cousins, the Universe and the Cetaceous, while the Magistratus class replenishment ship is intended for resupply of both fleets and colonies. The Vector Alarum class Transport Carrier is intended to transport light naval units, the Faustus class interceptor or the Sentinel class defence satellite between colonies or jump points. In a short-term emergency, it could carry and deploy up to sixty Fury class interceptors against hostile forces.
Imperial Navy
4x Lunar class Cruiser: Imperial Wrath, Holy Flame, Iron Duke, Justiciar
2x Dictator class Carrier: Archon Kort, Ferrum Aeterna
8x Dauntless class Light Cruiser: Aegis, Bellerophon, Bloodhawk, Cerberus, Dauntless, Divine Crusade, Ravenor, Unbroken Vow
12x Firestorm class Frigate: Cape Wrath, Excalibur, Firestorm, Heroic Endeavour, Kraken, Medusa, Pegasus, Rubicon, Silent Fire, Valiant, Vengeful, Vortex
8x Veritas Invicta class Survey Frigate: Acta Sanctorum, Astra Fidelis, Crux Veritas, Custodia Lucis, Ordo Revelare, Sanctus Lux, Veritas Invicta, Virtus Aeterna
12x Faustus class Interceptor: Bellator, Carnifex, Corvus, Executor, Exidium, Faustus, Ferox, Raptor, Spiculum, Tormentum, Venator, Vindex
4x Cetaceous class Troop Transport: Bastion of Souls, Choir of the Fallen, Echo of Vengeance, Hymn of Sacrifice
6x Orca class Troop Transport
6x Sentinel class Defence Satellite
Commercial Shipping
4x Sepulchre class Salvage Ship: Cenotaph, Reliquary, Sarcophagus, Sepulchre
4x Omnis Apertum class Stabilisation Ship: Crux Apertura, Omnis Apertum, Porta Aeterna, Via Custodis
4x Magistratus class Replenishment Ship: Auxilium Divinum, Civitas Fidelis, Curator Ventus, Magistratus
4x Auriga Gravis class Tug: Auriga Gravis, Ferrata Spina, Onus Aeternum, Vigor Magnus
4x Universe class Mass Conveyor
4x Jericho class Colony Ship
6x Carrack class Freighter
4x Exordium Mundi class Terraforming Station
4x Sangua Machina class Fuel Harvesting Station
4x Excavator Abyssalis class Orbital Mining Station
4x Arx Refectorium class Maintenance Base
1x Reparatio Ferrum class Repair Station
Imperial Guard
The primary ground combat forces of the Imperium are known as the Imperial Guard, or more formally as the Astra Militarum. There are several different types of Imperial Guard formation, the largest and most numerous of which is the Imperial Guard Infantry Regiment. The standard infantry regiment requires 25,000 tons of transport capacity and comprises two thousand four hundred guardsman armed with lasguns, three hundred and sixty Chimeras (light vehicles armed with a bolter), two Vox Caster squads for liaison with orbital fire support, one hundred and twenty labourers assigned from the Departmento Munitorum to handle logistics and the Regimental HQ. A variant of the Infantry Regiment is the Heavy Infantry Regiment, which has the same composition, except that the individual guardsman wear heavy powered armour, making them more resistant to enemy fire.
The infantry-based formations are supported by the Heavy Armour Regiment, which comprises one hundred and twenty Leman Russ Battle Tanks, armed with a battle cannon and a heavy bolter, one hundred and twenty Leman Russ Exterminators, equipped with twin heavy bolters, two hundred and forty Departmento Munitorum labourers and a Leman Russ Command Vehicle. When multiple regiments are deployed together, they are organised into Corps formations. Each corps consists of up to four regiments plus corps-level assets including two hundred and forty heavy mortars, one hundred and twenty Departmento Munitorum vehicles, twelve construction vehicles and the Corps HQ. The corps assets require similar transport capacity to a regiment.
In addition to the ground combat formations, there are two surface-to-orbit formations; the Planetary Defence Regiment and the Planetary Lance Regiment. The former comprises twelve Weapon Batteries and twenty-four Light Weapon Batteries and is intended to guard colonies against hostile torpedo attack and engage hostile energy-armed warships attempting to bombard the surface. The latter is fifty percent more expensive to build and comprises twelve GC-18-225 Spinal Lance batteries with a sixty-second recharge time, intended to disable an enemy force with a single volley. Given the slow recharge rate, they are ineffective for sustained engagements and therefore deployed in conjunction with defence regiments when significant additional firepower is required. Four defence regiments and two lance regiments are in service.
In addition to the combat forces of the Imperial Guard, there are three other formations; the Ordo Xenos, the Ordo Mineralis and the Ordo Machinum, comprised of unarmed vehicles. The Ordo Xenos investigates any Xenos artefacts or ruins that are discovered during the re-survey of the galaxy, while the Ordo Machinum recovers any Xenos installations or other relics identified by the Ordo Xenos. The Ordo Mineralis follows up the work of the survey frigates, conducting ground-based geological surveys where there is evidence to suggest further mineral deposits may be located.
The ground force order of battle for January 4000 is displayed below. Each infantry corps had four regiments, named 1st to 4th based on their parent corps formation. For example, the 1st Cadian Shock Troops, 2nd Cadian Shock Troops, etc.. The single armoured corps had four independently named regiments and collectively was known as the 1st Armoured Corps. Each surface-to-orbit regiment and Ordo formation operated independently.
Ground Forces
1x Heavy Armoured Corps: Armageddon Steel Legion, Jantine Patricians, Konig Armoured Regiment, Vostroyan Firstborn
2x Heavy Infantry Corps: Death Korps of Krieg, Vitrian Dragoons
4x Light Infantry Corps: Cadian Shock Troops, Caliban Jaegers, Lucifer Blacks, Mordian Iron Guard
4x Planetary Defence Regiment: Black Guard, Celestial Guard, Raven Guard, Storm Wardens
2x Planetary Lance Regiment: Grey Knights, Deathwatch
2x Ordo Machinum
2x Ordo Xenos
2x Ordo Mineralis



























































































