Space titans
- Space Titans are creatures operating in groups that may cross the map during battles.
- 3 to 6 Space Titans are spawned outside of the map during the deployment phase.
- The spawned Space titans are operating in formation for all the duration of the battle.
- Space Titans start moving once the player have click the “ready” button.
- They will cross the map to reach the opposite map edge in straight line and can’t change their orientation It tooks around 10 minutes for them to cross the battlefield.
- Space Whales can be the target of ship’s weaponry.
- Space Titans deals damages to ship they collide with.
- Space Titans ignores the ship’s avoidance mechanic.
- Space Titans have 2400 HPs.
- Space Titans can’t be targeted by any assault action. (Lightning Strike, Boarding, Assault Barge).
- Space Titans are immune to critical hits.
- Space Titans are considered as having a light Armor.

Plasma Storms
- Plasma Storms affect every gas clouds on the Battlefield.
- The Plasma Storms effect will randomly start between 3 and 6 minutes of playtime.
- A message warns the player of the incoming Plasma Storm 30 seconds before the effect start.
- When the effect start every Gaz Cloud now deals 10 damage per second ignoring the armor to every ships within their area of effect.
- Every ships located inside a gas cloud instantly lose their shields.
- The ship’s shield can’t regenerate as long as the ship remains in the gas cloud area of effect.
- Once the effect starts it remains on the Battlefield until the end of the game.

Giant Asteroid
- Giant Asteroids cross the map during battles.
- When the Giant Asteroids event is triggered the effect will start between 1 and 3 minutes of playtime.
- A message warns the player of the incoming Giant Asteroids 30 seconds before the effect start.
- Giant Asteroids appear above the map and vertically cross the grid down every 45 seconds.
- Asteroids cross the grid with an angle of 90°.
- Giant Asteroid gauges randomly appear on the battlefield.
- The Asteroid impact gauge takes 15 seconds to fully grow and measures 2500 radius.
- Once the gauge is set, Giant Asteroids move at 3000 units speed : Player will have to move his ships while the gauge is growing.
- Giant Asteroids cannot be the target of ship’s weaponry.
- Any ship colliding with a giant asteroid is automatically destroyed.
- Giant Asteroid gauges avoid space stations, structures and gigantic ships such as “Phalanx”, Macragge’s Honour, Blackstone Fortress…

Plasmic Medusa
- Plasmic Medusa are pack of creatures that slowly and randomly move on the battlefield.
- The Plasmic medusae are revealed at the start of the battle.
- When the plasmic Medusa events is triggered between 20 to 40 Plasmic Medusa are randomly placed on the Battlefield at the start of the battle.
- The plasmic medusa can’t be placed inside the player’s or AI’s deployment zone.
- A Plasmic Medusa moves every 10 seconds by 100 units in a random direction at the speed of 20 units/seconds.
- If a plasmic medusa moves outside of the map, its next move is automatically determined to re-enter into the map at the shortest range.
- Plasmic Medusa can be targeted.
- A ship will not fire at a plasmic Medusa unless it specifically receive the order to do so.
- Plasmic Medusa have 200 HPs.
- Plasmic Medusae have a light armor on each side
- A plasmic Medusae pack reduced to 0 HPs explode.
- Plasmic Medusa explode when they collide with anything.
- The explosion of a plasmic medusa have the same effect of a plasma bomb.
- Plasmic Medusa are immune to critical hits.
- Plasmic Medusa are considered as having no Armor.

Interfering signals
- Interfering signals randomly spawns space debris that act as “detected” ships
- It can only be a maximum of 10 space debris simultaneously on the battle area.
- The space debris appears randomly on the edge of the battle area every 10-30 seconds.
- At the start of the game 3 space debris are automatically generated.
- The space debris are on the same Z axis position of the other ships.
- When the space debris appears:
- – They are under the “Detected” state.
- – They pick a random direction and move forward to it.
- – They have a speed of 150-300. The speed can’t be changed, except when entering in a “stasis bomb” effect.
- The space debris are revealed for the player when they enter in a detection zone of one of his ship or a detection skill (I.E probe).
- When the space debris are revealed, the detected FX is changed to a ship wreckage. The ship wreckage can be of every factions.
- When entering in a gas cloud:
- – If under the “detected” state, the space debris is stealth while it’s in the area of effect of the gas cloud then turn back at his “detected” state.
- – If under the “identified” state, the space debris is stealth while it’s in the area of effect of the gas cloud, then adopt the “detected” state.
The space debris have no effect to the player’s ships.

Solar Eruption
- The Solar Eruption is trigger at a randomly determined moment by following these parameters:
- – A solar Eruption may not be trigger in the first 120 seconds of the battle after the deployment phase.
- – A solar Eruption is randomly triggered between 120-180 seconds.
- A solar Eruption move at 500 units/seconds
- A warning message informs the player 30 seconds before that the solar eruption will be triggered on the battle.
- A timer is displayed on the GUI indicating the time left before the Solar Eruption Event is triggered.
- When a solar Eruption is active, A band of 1500 units width cross the map.
- The shields of any ships caught in the solar wave are instantly reduced to 0.
- The shields reload is stopped as long as the ship remains in the solar eruption area of effect.
- The solar eruption applies 4 Fires to the ship in its area of effect.
- Every ordinance caught in the solar wave are instantly destroyed.
- The ships located in asteroids or gas field can ignore the effect.

Radiation Wave
- The Radiation Wave is trigger at a randomly determined moment by following these parameters :
- – The Radiation Wave cannot be triggered in the first 120 seconds of the battle after the deployment phase.
- – The Radiation Wave is randomly triggered every 120-240 seconds that will affect the entire map.
- The Radiation Wave have a duration of 90 seconds.
- A warning message informs the player 30 seconds before the Radiation Wave is triggered on the battle.
- The Radiation Wave affect the entire map.
- When the warning message is displayed, a timer on the GUI indicate the time left before the Radiation Wave Event is triggered.
- Every ship are considered as having the state radio silence for the duration of the event.

Celestial Bodies
- The internal celestial bodies can be one of the following type:
Asteroids Fields/Gas cloud/Space structures/Wreckage Field - To determine the number of internal celestial bodies, the game area is equality divided into a grid of 10/10 square.
- Each square of the grid have a 20% chance to hold an internal celestial body.
- An internal celestial body can’t be located at a distance less or equal of 5000 units of another internal celestial body.
- The number of internal celestial bodies on the game area is comprised between 0 to 20 elements.
- The types of internal celestial bodies are randomly determined depending of the percentage of spawning chances per battlezone in the internal celestial bodies generation table.
- The Space Structures can’t be located in the players deployment zone.
- The internal celestial bodies can be located slightly outside of the battle map, since the center of the internal celestial body is located inside the battle map.
- During the special operation, the presence and location of internal celestial bodies are determined by the level design of the mission played.

Gas Clouds
- The gas cloud allow the ships in it to become stealth.
- There is 3 size of gas cloud:
- – Small gas cloud (30% of chances to be picked): 1500 units radius.
- – Medium gas cloud (40% of chances to be picked): 3000 units radius.
- – Large gas cloud (30% of chances to be picked): 4500 units radius.

Asteroid Fields
- The asteroids fields are circular area in which the ships move.
- There is 3 size of asteroids fields:
- – Small asteroid field (30% of chances to be picked):1500 units radius
- – Medium asteroid field (40% of chances to be picked): 3000 units radius
- – Large asteroid field (30% of chances to be picked): 4500 units radius
- The ships moving into an asteroid field suffer 10 damages per seconds mitigated by the frontal armor of the ship.
- Stationary ships inside an asteroid field won’t suffers any damages dealt by the asteroid field.
- An asteroid field reduces the precision of ships that are targeting vessels inside it by 20%.
- The ships stationing in a asteroid fields become stealth.
- The Fighter/Bombers/Assault Barge ignore the damages dealt by the asteroid field.
- The torpedoes ignores the gamages dealt by the asteroid field.

Space Structures
- Celestial are fix elements on the battlemap.
- There is 3 size of Celestial structures:
- – Small (30% of chances to be picked): 2 x Small Mining Station
- – Medium (40% of chances to be picked): Radar station/Medium Mining station/Living Asteroid Assemble
- – Large (30% of chances to be picked) : Khorne Asteroid/Nurgle
- Asteroid/Slaanesh Asteroid/Tzeentch Asteroid
- Celestial structures stops all the following weapons projectile: Macro-Weapons/Torpedoes/Lances
- Celestial structures block the firing lines.
- The ordinances and non-physicalised skills can go through the Celestial structures.
- A ship colliding with a celestial structures will suffers damages.

Wreckage Field
- Wreckage fields are an assembled ships wreckage placed in a circular area.
- There is 3 size of Wreckage Fields that is equally randomly selected:
- – Small (25% of chances to be picked): 1000 units radius containing 1 to 3 Wreckages
- – Medium (40% of chances to be picked):2000 units radius containing 3 to 6 Wreckages
- – Large (25% of chances to be picked): 3000 units radius containing 6 to 9 Wreckages
- Huge : (10% of chances to be picked): 1 Space Hulk Wreckage + 1 to 3 ship Wreckage
- The ships wreckage are selected amongst the entire ship’s Wreckages from any faction.
- The Ships Wreckage stops all the following weapons projectile: Macro-Weapons/Torpedoes/Lances
- The ship’s Wreckages are not fix and can be pushed by ships.

Minefields
- Minefields are circular areas through which ships can move.
- Ships moving into a minefield suffer X damage per seconds mitigated by the frontal armor of the ship.
- Stationary ships suffer half damage.
- Squadrons and torpedoes ignore damage dealt by the minefields.
- The speed of ships moving into a minefield id reduced.
- Navigational Shield does not immune ships against Minefields effects.
- Minefields are owned by a faction: ships of this faction are immune to the minefields effects.

Monoliths
The allied ship getting caught in the area of effect of the “Tzeentch Monolith” will be teleported at the end of the loading to another random “Tzeentch Monolith”
At random intervals a “Nurgle Monument” will link to another “Nurgle Monument” with a locust-swarm for a random duration.
Every allied ship caught in the Locust-swarm link will suffer damages that ignore the shields and armor
The allied ships geeting caught in the area of effect of the “Khorne Shrine” will suffer a boarding action dealing important troop damages.
The allied ships getting caught in the area of effect of the “Slaanesh Altar” will be inactive during a short time. In addition, their shields and defence turrets are also deactivated.
