Battlefleet Gothic - Rulebook FAQ 2007.pdf

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BATTLEFLEET GOTHIC 1
BATTLEFLEET GOTHIC 1.5
THE DEFINITIVE LIST OF ANSWERS TO FREQUENTLY ASKED QUESTIONS
This list of rule clarifications answers nearly all of the Frequently Asked Questions and corrections to the core rulebook and Armada that have come up on
Game Workshop’s BFG Forum as well as the Yahoo group BFG-List. NOTE: This list also includes all the corrections incorporated into the 2006 reprint of
the BFG core rulebook. This list has been cleared by Andy Hall and can be considered “in effect” until replaced by a published update.
Finally, it is almost guaranteed that in the course of game play, some situation is going to come up that is not covered by this Q&A. As this is a GAME and
therefore played for FUN , there is no reason why these cannot be solved simply by looking at which solution is the fairest for all players should the situation be
reversed. Should this not work, make a coin toss to decide the outcome, game on and enjoy!
Orders/Leadership
fails a leadership check and then fails a re-roll,
another re-roll cannot be expended on it for the
same leadership check or special order on that
vessel even if more re-rolls are available.
to get his hands on another Kill Kroozer (or
whatever) and gather around him some Meks.
Or, if you like, another aspiring Warlord
showed up to take his place with his own mob
of Mad Meks!
Special orders are declared before the
movement phase by choosing a vessel,
declaring the order and rolling leadership,
repeating this over and over until a vessel fails
its leadership check or all desired vessels have
their special orders.
A ship with an embarked Admiral, Warmaster,
etc. has its leadership superseded by that of the
embarked fleet commander. This includes
circumstances where the Fleet Commander has
a lower leadership than the ship he is embarked
on! Just like ship’s captains and crews, Chaos
Lords, Ork Warlords, etc. can gain experience
(leadership) and crew skills in a campaign.
Any ship described as being on standby may
not move, fire weapons or launch ordnance. It
may however attempt to Brace and repair
critical damage. Turrets and shields work
normally. While on standby, ships obviously
count as defenses against the gunnery table,
with all modifiers applied normally.
A ship can never be on more than one special
order at a time unless specifically described
otherwise in its special rules, such as a
Ramilies Star Fort.
Under no circumstance can a ship’s leadership
be modified higher than Ld10, though various
combinations of effects all affect the ship or
squadron normally. For instance, an Ld10
Admiral aboard a ship in contact with Blast
Markers (-1Ld) while the enemy is on special
orders (+1Ld) is Leadership 10. In effect, a
leadership check roll of 11 or 12 always fails
unless SPECIFICALLY stated otherwise.
If a ship containing a fleet commander,
Warlord, Mark of Chaos, etc. is destroyed, the
cost of any embarked commanders or other
improvements are included in the Victory
Points earned by the enemy, even if it can be
assumed the fleet commander escaped to fight
another day. In other words, if a Ork Kill
Kroozer (155 pts) with an embarked Warlord
and Mad Meks (+65 pts) is destroyed, the
opponent earns a total of 220 pts, and obviously
the Warlord and his Meks are lost for the game.
However, in a campaign, the Warlord manages
BRACE FOR IMPACT: Brace For Impact
special orders can be undertaken ANY time a
ship faces taking damage but before the result
is rolled, including when ramming or being
rammed. This includes while the ship may
already be on special orders, as Brace For
Impact REPLACES whatever special order the
ship may currently be on (a ship that
successfully reloaded is still reloaded).
Only one re-roll can be spent on a vessel per
leadership check. In other words, if a vessel
A decision to brace for impact must be made
before ANY attempt to shoot (rolling dice) by
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the opponent is made, including modifier rolls
for variable weapons such as Ork Gunz. When
being attacked by ordnance, the decision must
be made before rolling turrets.
minimum distance before turning for BOTH
their turns. For example, an Imperial cruiser
must move 10cm, turn, then move an additional
10cm before turning again. If it cannot because
of movement modifiers, then it cannot take
advantage of this Special Order.
For all weapons with a firepower value, no
target aspect or modifier can adjust shooting
beyond the far left or right columns on the
gunnery table.
Brace For Impact does NOT halve turret values
(note that being crippled does). However, it is
the only special order that halves a ship’s
ability to launch ordnance, provided the
launching vessel is already reloaded.
All Ahead Full, Come to New Heading and
Burn Retros halves firepower and lance
strength but not torpedo or attack craft launch
capability.
Ships with multiple lances in a given fire arc
may split their weapon strength between targets
but must still make a leadership check to fire on
any target besides the closest.
A ship that fails to Brace For Impact cannot
attempt again to Brace until the ship, squadron,
ordnance wave or other event causing damage
to it completes its attacks. It can however again
attempt to brace before the next ship, squadron
or ordnance wave attacks it.
Movement, Shooting & Blast Markers
When a ship is forced to stand still, it counts as
being targeted as Defenses. People have taken
this to mean, “If I stand still in high orbit I
count as defenses, but if I move 0.5cm, I
don’t.” Minimum move distance to not count as
defenses must be at least 5cm.
A ship can only count forward movement made
during a given movement phase before turning.
In other words, a cruiser that moves straight
ahead at least 10cm without turning in a
movement phase cannot count that movement
to immediately turn in the next movement
phase. This does not apply to Space Hulks or
other vessels specifically addressed as utilizing
special turning rules.
When escort squadrons are braced or on any
special order that halves firepower, the whole
squadron adds its firepower and weapon
strength together and divides it in half
(rounding up).
If a combination of ships in a squadron has a
firepower value greater than 20, look up 20 and
the remaining firepower values separately and
add them together. For example, a squadron of
two Carnages can have up to firepower 32 in
one broadside, or firepower (20+12).
When a crippled capital ship is braced, its
firepower is halved again.
Any battery weapon that always counts as
closing against the gunnery table still counts as
defenses when targeting defenses, applying any
modifiers as applicable.
A ship that starts or ends its movement in
contact with a blast marker for any reason
counts as being in contact with a blast marker
in every arc for purposes of movement,
shooting or ordnance attacks. Ships firing
battery (firepower) weapons at such a vessel
suffer a right column shift. Ordnance attacking
it must first roll a D6, removing the entire wave
or salvo on a roll of 6.
Brace For Impact may now also be used to
protect against critical damage from any kind
of H&R attack. It cannot protect against critical
damage caused by hits that were not saved
against normally, nor any damage caused
during a boarding action (including critical
damage).
A ship electing to fire at ordnance does not
have to make a leadership check to ignore
closer targets, nor does it have to make a
leadership check to ignore enemy ordnance if it
is the closest target. It must still make a
leadership check to split its fire between
ordnance targets, just as it would have to split
fire normally.
COME TO NEW HEADING: Capital ships
under this special order must move their
When in base contact before the movement
phase, blast markers affect leadership,
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movement, shooting and ordnance in contact,
as well as in every other respect where blast
markers have an effect.
Movement through blast markers reduces speed
by a total of 5cm, regardless of how many are
moved through in each movement phase. This
affects each separate movement phase for Eldar
vessels.
The Nova Cannon is a line of sight weapon
and cannot fire through obstacles or celestial
phenomena that act as normal line of sight
obstructions, such as planets, moons, asteroid
fields, etc.
A ship in base contact with a blast marker
counts as being in contact all around it. This
includes whether or not other ships are in base
contact with it or for purposes of ordnance
attacks.
Ships that do not have shields, such as Eldar or
vessels with a Shields Collapsed critical, only
need to test once against a D6 for damage
regardless of how many blast markers they
encounter in their movement. Eldar however
have to do this one time for each of their two
movements per turn, if they encounter blast
markers in both their movements.
Nova Cannon are unaffected in any way by
Lock-On special orders.
A blast marker can be placed in base contact
with as many vessels at it can physically touch
that are in base contact with each other, but
blast markers cannot be stacked.
After the attacking player designates which
target is being fired on, the defending player
must decide whether or not to brace ships or
squadrons BEFORE the weapon is fired. This
includes targets the weapon may hit due to miss
distance or scatter.
Blast markers placed in base contact with a
ship that took fire do not affect ships near to
but not in base contact with that ship. Place
blast markers so they do not touch the bases of
ships nearby but not in base contact.
Nova Cannon
Nova Cannon are no longer a guess-range
weapon, and it can be fired per-ship as opposed
to all at once in the beginning of the turn. When
firing, the template is placed anywhere desired
so that its edge is between 30-150cm from the
firing vessel. It does not have to be centered on
a single ship and can be placed in contact with
multiple targets. If placed within 45cm of the
firing ship, roll a scatter die and 1D6. Roll 2D6
if the template is between 45-60cm of the firing
ship, or 3D6 if it is placed beyond 60cm. Move
the template a number of cm rolled by the dice
in the direction of the scatter die roll. If the
scatter die rolls a “hit,” the template remains
where placed. Any target that is in base contact
of the template after it is moved takes one hit.
Any target in base contact of the center hole of
the template takes D6 hits. Replace the
template with a single blast marker if it does
not contact a target after being moved.
Holofields and similar systems save against the
shell hit, not the subsequent damage rolls. For
example, if an Eldar vessel is hit by a Nova
Cannon round and fails to save, it must
immediately take as many hits as the damage
roll allocates unless it successfully braced
beforehand.
A vessel is considered to be moving through
blast markers even if it is moving away from
blast markers it is in contact with at the
beginning of the movement phase, such as blast
markers in contact due to a previous round of
shooting.
Area Effects and Special Weapons
Some weapon systems such as the Necron
Nightmare Field and Star Pulse Generator are
area-effect weapons that do not aim nor are
directed at a particular target. Such weapons or
effects are not blocked by line of sight
obstructions such as hulks, minefields or
celestial phenomena, nor can they be saved
against by holofields.
A ship only risks damage from moving through
blast markers if it suffers a Shields Collapse
critical damage or if the vessel does not have
shields, such as Eldar. Ships with shields
overloaded by taking fire but are otherwise
functional do not risk taking damage on a D6
roll of 6.
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Chaos Marks that affect nearby ships based on
area as well as catastrophic events such as
Warp Drive implosions, Solar Flares, etc. are
also not affected by celestial phenomena and
other such obstructions.
NOT just a single torpedo or attack craft
marker in the wave/salvo.
so it may NOT then move in the ordnance
phase. In other words, no double moves.
Fighters on CAP then stay on CAP for that turn
unless removed.
Attack craft can make as many turns as desired
in the course of their movement. They are
assumed to be able to avoid or ignore closer
targets or obstructions unless the course of their
movement unavoidably brings them in contact,
such as traveling through blast markers or
celestial phenomena.
Multiple fighters on CAP in base contact with a
single ship function as a single wave in all
respects.
Exterminatus vessels used in scenarios that
require them normally replace their standard
prow weapon with an Exterminatus one.
Vessels that do not normally have prow
weapons (such as Vengeance grand cruisers)
cannot be used as Exterminatus vessels.
Any ordnance markers that either are or come
in base contact with a ship with blast markers
in contact must roll as if traveling through blast
markers, to be removed on a D6 roll of 6.
Ordnance waves forced to move through
multiple blast markers in one ordnance phase
are only required to test one time against being
removed on a D6 roll of 6.
Ordnance
An assault boat or bomber wave that destroys a
ship expends the entire wave and is removed,
even if individual markers have not yet rolled
their attacks.
Ordnance no longer runs out when rolling a
double when attempting Reload Ordnance
special orders. Any reference to running out of
ordnance can be ignored.
Ordnance attacks are ALWAYS solved
immediately, including in the movement phase
when a ship moves into enemy ordnance. This
also allows small torpedo salvoes to be used to
clear the way of enemy fighters in the ordnance
phase so that larger salvoes can get through,
etc.
Multiple attack craft markers forming CAP in
base contact with a vessel are for all intents and
purposes treated as a wave. When encountering
blast markers, roll once per blast marker for the
whole wave, not per squadron marker.
When launching ordnance, no more attack craft
markers can be in play that the number of
available launch bays. Tyranid ships may
launch up to twice this number. This total must
take into account reductions caused by ships
being crippled or lost in battle. If more attack
craft remain in play that there are available
launch bays, the owning player may not launch
any ordnance that turn, though ordnance in play
may be “recalled” by immediately removing it
from play in order to launch more attack craft.
Ordnance markers must always attack the first
ordnance or vessels they come in contact with
(when applicable). For example, a fighter
squadron marker may not ignore a small
torpedo salvo it is in contact with to attack a
larger one nearby, or an attack craft wave may
not ignore an escort it is in contact with to
attack a nearby cruiser.
Torpedoes that have an automatic re-roll to hit
MUST use their re-roll to hit a target, even if
that target was already destroyed by other hits
generated in the same salvo.
Torpedoes do not normally ignore hulks in their
line of movement. Boarding torpedoes may do
so if desired, and guided torpedoes may be
steered away from them.
Ordnance markers in a wave must be spread in
contact with each other and cannot be stacked.
Ordnance waves or salvoes that are hit by
direct-fire weapons (such as gunnery or lances)
on a roll of 6 remove the entire wave or salvo,
A fighter or wave of fighters on CAP may elect
to move with its ship in the Movement phase
(thus remaining in base contact) to intercept
ordnance that may be in its way, but if it does
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Fleets that do not normally have access to
bombers also do not have access to torpedo
bombers.
Attack craft that are “resilient”, meaning they
have a 4+ save against other ordnance such as
Thunderhawks or Eldar fighters, can only
attempt this save once per ordnance phase,
whether attacking or being attacked. Even if
they roll a 4+ to remain in play, they have to
stop movement where the ordnance interaction
took place. Any further interaction in the same
ordnance phase will cause the marker to be
automatically removed.
as mines launched from modified carriers.
Individual mines purchased separately count
for victory points when destroyed, regardless of
how they are removed from play.
Attack craft that function as both fighters and
bombers lose their fighter ability when
converted to torpedo bombers and function
ONLY as torpedo bombers.
Fighters can escort a-boats in a wave in the
same manner that they can escort bombers,
though they offer no bonus to a-boat attacks.
Torpedo bombers always move no more than
20cm, regardless of how fast other bomber
types move in a given fleet list.
The minefield rules on p.143 of the rulebook
are changed as follows: mines are only
activated in the owning player’s ordnance
phase, escorts each add a -1 modifier to the
dice roll to be detected, and each vessel
detected only activates one mine vs. D3 mines.
Toward friendly ships, a minefield behaves as
an asteroid field in all respects.
If two markers that both have a 4+ save attack
each other and both remain in play, they stop
movement and remain in contact until the next
ordnance phase. However, if any marker that
saves is attacked again in the same phase, it is
automatically removed. This save is used one
fighter at a time. For example, if two
Thunderhawks are attacked by two Eldar
fighters, and the first fighter attacks the first
Thunderhawk and they both roll a 4+, the first
fighter may attack the second Thunderhawk
and is then automatically removed. If the
second Thunderhawk rolls a 4+, it remains in
play, but both Thunderhawks have now used
their save and cannot roll to save against the
second Eldar Fighter.
Torpedo bombers may not launch their
torpedoes (convert to a torpedo salvo marker)
in the same ordnance phase they were launched
from their parent carrier.
MASSING TURRETS: Ships in base contact
may mass turrets together, each increasing the
turret strength of a ship under attack by 1. The
ships that mass turrets with a ship under attack
take on the same ordnance restrictions as the
ship under attack, such as using turrets to
defend against either attack craft or torpedoes
in a given ordnance phase. Only the ship
actually being attacked can apply its turret
value as a negative modifier to bomber attack
dice rolls.
Friendly ships may traverse a minefield as they
would an asteroid field normally. Foolhardy
enemy vessels may attempt to do so using a
leadership check as when traversing an asteroid
field. Shields protect against hits from mines
normally.
Attack craft can hide in a minefield the same
way they may do so in an asteroid field
(destroyed in a D6 roll of six). Torpedoes that
contact a minefield are destroyed.
If bombers or assault boats that have a 4+ save
use it to survive against fighters in CAP
(meaning they are already in base contact with
a ship when stopped by the fighter), they can
still attack the targeted vessel.
All Hit and Run attacks are now solved
immediately instead of waiting until the end
phase.
Ramming, Boarding and Base Size
When ramming defenses, they always roll their
full number of starting HP to damage the
ramming ship as if prow-on, as defenses are
more solidly built than ships are.
Resilient Attack Craft and Mines
Once mines are in play, they are always active
until destroyed. This includes individual mines
purchased separately from a minefield as well
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