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Offline RayB HA

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BFG FAQ 2010 General Rules Questions
« on: April 14, 2010, 07:15:44 PM »
Hello everyone,

I'm going to collate all post 2007 FAQ and then add this to a newer and eventually official BFG FAQ 2010.

Please help by putting up General Rules questions unanswered by the 2007 FAQ or are unclearly resolved in official material.   
There are two other topics, one for fleet specific questions and ordnance questions.

Fleet Specific Questions: http://www.sg.tacticalwargames.net/forum/index.php?topic=1345.0

Ordnance Questions: http://www.sg.tacticalwargames.net/forum/index.php?topic=1362.0

I will be adding answers to the questions by editing this first post.

If an answer has the term ‘needs HA ruling’ it may change before publication.

Thank you very much for your help,

RayB HA

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Basic Rules

Game Turns: A game turn is both player turns, so a game that lasts eight turns has had sixteen player turns.

Premeasurement: You may premeasure movement and range unless all players agree not to. Note: To aid in premeasuring use a couple of empty flying bases with bearing compasses dropped over the stems.

Secrecy of Fleet Lists: If your opponent wishes to see your fleet list during the game you must show it to him or her. Note: If you both agree you may keep your fleet lists secret until the end of the game. (Needs HA Ruling)

Secrecy of Subplots: Subplots are rolled for in front of your opponent. If you both agree you may keep your subplots secret until the end of the game. (Needs HA Ruling)

Orders/Leadership

Reload Ordnance and Movement: Movement is unaffected by the reload ordnance special order.

Brace For Impact and Shields: Assuming there is no special rule or refit you will never get brace saves for hits against shields. (This is in the Rulebook on page 23)

Movement, Shooting and Blast Markers

Flying Bases Overlapping and Stacking Squadrons: As ships can overlap by flying over/under one another it is possible to stack ships. The drastic weakening of their shield strength usually discourages this, but it is completely legal. When ships overlap it is common practice to remove the models from their flying bases. To keep things clear it is usually best to have a few stemless flying bases around with a straight line draw from the central hole to the bases edge to indicate direction.

Halving Weapons Strength: When a ship’s or squadron’s weapons are halved for whatever reason total up the combined strengths before halving or splitting firepower. (Needs HA Ruling, and rewording)

Multiple Gunnery Weapons: If a ship or squadron has multiple types of gunnery weapons, like Bombardment Cannons, Heavy Gunz or Standard Weapons Batteries, they may be fired simultaneously. Calculate the dice on the gunnery table separately for each type of gunnery weapon. This means you do not suffer gunnery shifts due to blast markers caused by other members of the same squadron in the same shooting phase. The order in which these weapons hit is up to shooting player, so Bombardment Cannons can hit after weapons batteries have taken down shields for instance. (Needs HA Ruling)

Splitting Weapons Fire Against a Single Ship: You cannot split your fire at a single target!

On The Line Shooting: When shooting and the arcs are on the line in between arcs, whether it be the attacking or defending ship the shooting player chooses which arcs to use.

***Remove from FAQ as is answered in another point: 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.

Ships with Blast Markers in Base Contact: A ship in base contact with a blast marker counts as being in contact all around it. If a ship is in base contact with a ship with a blast marker but the blast maker does not touch it’s own base it does not count as having a blast marker in contact as well.

Blast Markers and Multiple Bases: When a ship has multiple bases in contact and its shield goes down, the blast marker may be placed anywhere on this ships base potentially taking down other ships shields. This has no limitation to the number of ships shields the blast marker can take down.     

Blast Markers Caused by Exploding Escorts in Base Contact: When an Escort is destroyed you replace it with a blast marker, this blast marker is placed as centrally as possible. As a blast marker is smaller than a small flying base it is only possible to take down a ships shield with this blast marker if their bases overlapped.

Area Effects and Special Weapons

Nova Cannon Template: The correct dimensions of the Nova Cannon template are a 5cm outer diameter with the holes diameter at 1.2cm. The Nova Cannon’s dimensions can be found on Games-workshop’s small green blast template where the Nova Cannon’s perimeter is marked with a 2, this does not include the width of the line. Use the larger hole in the centre of the template if there are two sizes.     

Nova Cannon Blast and Holofields: Although Holofield saves are taken against a direct hit from a Nova Cannon where the hole is over the base, they are not taken against the blast template. If this save is successful the effect of the Nova Cannon is reduced as if only the template were touching the base. No blast marker is placed. Therefore if the template touches a ships base with holofields it will always cause at least one point of damage, unless the ship is braced. (Needs HA Ruling)

Ramming, Boarding and Base size

Ramming and size: There are four sizes concerning the leadership check to ram. From biggest to smallest: Defence>Battleship>Cruiser>Escort. The worst this test can be is on 3D6 and the best it can be is on one D6, so an Ork Rok would try to pass a leadership check on 3D6 against an escort, cruiser or battleship.   

Ships Exploding due to Ramming: If either ship is destroyed and explodes due to ramming the explosion is resolved at that moment. The other ship will always be in the explosion. If it was the rammed ship that exploded it is easier to finish the ramming ships movement as normal, but remember unless it has special rules to navigate blast markers it will be slowed by blast markers from the explosion. 

Boarding in the Enemies Turn: You may not initiate a boarding action in the enemies turn. (Needs HA Ruling)

Boarding Values and Turret Strength: Turret strength is not part of a ships boarding value. So if the ship is defending and has a bonus, like the mark of Khorne’s doubling of the value, the turret strength is added after and is not affected by this.

Boarding Value and Boarding Modifiers: The boarding value is your remaining hits (plus turrets if you’re defending) which may offer a +1, +2, +3 or +4 boarding modifier. You add this modifier and any others you have to your single boarding dice, as does your opponent. The winner is the player with the highest modifier+D6 (boarding dice), causing damage equal to the difference of these totals.   

Multiple Boarding Actions and Race Modifiers: Race modifiers are only counted once, so if you had a Chaos Murder class cruiser with a normal Chaos crew and a Devastation class cruiser with a Chaos Space Marine crew boarded an Imperial cruiser they would get a +3 race modifier, +1 from being chaos and +2 for having any ships with a CSM crew.

Hit and Run Attacks, Critical and Catastrophic Damage

Multiple Fire Criticals: Damage from numerous fire criticals is cumulative. E.g. if a ship had 3 fire criticals and failed to repair any in the end phase it would suffer 3 points of damage.   

Multiple Thrusters Damaged Criticals: A ships speed is only affected once by multiple thrusters damaged criticals. Note: All thrusters damaged critical must be repaired to regain the ships speed.

Placement of Exploding ships Blast Markers: When placing these blast markers they may not overlap with each other but may overlap with blast markers previously placed. First place a single blast marker exactly where the ship was then place as many blast markers from the explosion as possible in contact with it, this should give you eight blast markers in total. If more blast markers were caused place them in contact with the ring of blast markers surrounding the first.

Moving Drifting/Blazing Hulks: The owning player moves his drifting Hulks in which ever order he wishes. Roll for blazing hulks exploding at the end of the movement phase rather than the end of its movement. (Needs HA Ruling)

Drifting/Blazing Hulks and Blast Markers: Drifting/blazing hulks are unaffected by speed modifiers and are not damaged by blast markers. (Needs HA Ruling)

Drifting/Blazing Hulks and Gravity Wells: When a drifting/blazing hulk enters a gravity well it must make any extra turns that are conferred to it towards the centre of the gravity well. In the case of a Space Hulks gravity well the drifting/blazing hulk makes its compulsorily turns as above and is merely removed from play if its base makes contact with the Space Hulks base. In addition if it were a blazing hulk, roll once on its catastrophic damage table before its removal. (Needs HA Ruling) 

Squadrons

Shooting at Squadrons: When shooting at a squadron you have to shoot at the closest target first. This is an intended game mechanic. The only ways to shoot at a more distant member of a squadron is with gunnery weapons if the ship has more left modifiers on the gunnery table or has weaker armour where only the hits that could not hurt the closest target hit it. If because of weaker armour, armour ignoring weapons cannot exploit this rule.

Disengaging

Celestial Phenomena

Flying Bases and Terrain Interaction: With the exception of Gas/Dustclouds, which act as large blast markers, a ships stem must pass within the perimeter of celestial phenomenon to be affected by it.

Leadership Check to Traverse Asteroid Field: You must pass a leadership test to traverse asteroid fields or suffer D6 damage. In the case of capital ship squadrons, test for each ship that moves through the asteroid field, each ship that fails suffers D6 damage.
***ER: In the case of escort squadrons, take a leadership test for each ship that moves through the asteroid field, each ship that fails suffers D6 damage. (Needs HA Ruling)

Asteroids and All Ahead Full: When traversing an asteroid field on All Ahead Full you must pass a leadership check on 3D6 instead of 2D6 or suffer the usual D6 damage.

Shooting at Asteroid Fields: Asteroid fields are treated as minefields if you wish to shoot at them. You must first pass a leadership test to shoot an asteroid field even if it is the only possible target. (Needs HA Ruling)

Asteroid Shield Impacts: Blast markers are not placed when asteroid impacts take shields down, however the ship will act as if it has moved through blast markers that turn. (Needs HA Ruling)

Ships Exploding Inside Asteroid Fields: If a ship explodes, including when due to the D6 damage from failing a leadership test to safely navigate an asteroid field, the explosion will hit all ships and ordnance within the asteroid field but none outside the field. Blast markers from the explosion are scattered throughout the asteroid field, each player taking it in turns to place a blast marker. Note: You don’t roll for the range of the explosion. (Needs HA Ruling, and consideration)

Ships Exploding due to Gas/Dustclouds: If a ship having 0 shield strength explodes due to the gas/dustcloud, the explosion will originate at the point the ship entered the cloud.

Ships on a Planetary Template: When a ship is on a planetary template the template does not block its line of sight or any ships line of sight to it. If multiple ships are on a planetary template they can all see each other.
This is an abstract rule, if you and your opponent wish you may declare whether you are going over or under the planet, where the planet blocks line of sight between these two plains. (Needs HA Ruling)   

Torpedoes on a Planetary Template: Torpedoes are only destroyed when they come into contact with the templates edge. So it is possible to launch torpedoes while on a planetary template but they will be removed when they touch its edge.

Multiple Radiation Bursts: Only one radiation burst can happen per turn even if multiple radiation burst were rolled for. Note: You roll every turn until the end of the game for radiation bursts, making it possible for a radiation burst to occur every turn from one radiation burst result on the Flare region or Mercurial zone generators.

Fighting Sunward: This effect only occurs in the Flare Region, Mercurial Zone and Inner Biosphere. To determine if you are shooting sunward place the bearing compass over the firing ship with the arrows parallel with the sunward edge. If the target is within the arc facing the sunward edge you are shooting sunward. (Needs HA Ruling)

Transports and Planetary Defences

Transport Variants in Scenarios: The Transport variants are only intended for the Convoy scenario, and may only be taken in other scenarios if stated in the scenarios rules. (Needs HA Ruling)

Escort Carriers taking Orbital Mines: This is not allowed!

Shooting at Minefields: Treat minefields as ordnance for purposes of target priority.

Defences and Blast Marker Removal: You remove D6 blast markers from each defence in each end phase after all other actions in the end phase. 

Ramilies Class Star Fort and Massed Turrets: The Ramilies Quadrants may not mass turrets with one another given their limited lines of sight. (Needs HA Ruling)

Ramilies Class Star Fort and Ramming: When ramming the Ramilies you may pick to ram any quadrant your ships base comes into contact with. (Needs HA Ruling)   

Ramilies Class Star Fort and Boarding: Only an Ork Space Hulk can board a Ramilies, if it does so it is up to the Ramilies player to decide if additional quadrants beyond the one (or ones in the case of bases overlapping) in contact take part.
The Ramilies can always board back in its own turn against any enemy in contact, and once again can decide how many quadrants are involved.
 
Ramilies Class Star Fort and Quadrants treated as Asteroid Fields: When a quadrant is destroyed its quarter of the flying base is treated as an asteroid field, this cannot damage the other quadrants!

General Fleet Restrictions and Options

Fleet Commanders: A fleet with a total points value of more than 750pts must be led by a Fleet Commander, unless specifically stated otherwise in the fleet list.

Fleets of Escorts and Fleet Commanders: If your fleet list doesn’t allow you to field a Fleet Commander on an escort you must have a capital ship in a fleet of more than 750pts.

Single Escort Squadrons: A squadron of a single escort may be taken in a fleet as long as there are no other escorts in the fleet. Note: If there are other restrictions due to the fleet list, such as a minimum of six escorts in a squadron, these restrictions cannot be ignored.

Class Variants: Some ship classes have variants listed in their notes, such as the Imperial Dauntless being able to exchange its lances for torpedoes. Unless specifically noted as unique you may take multiple duplicates of any class variant.

Reserves: For every three battleships, cruisers or escorts chosen from a fleet list, you may also pick one ship of the same type from another fleet list belonging to the same race. For this purpose, the races are Imperial Navy, Space Marines, Chaos, Eldar, Craftworld Eldar, Dark Eldar, Orks, Necrons, Tyranids and Tau.
Reserves with specific requirements such as a battle cruiser requiring two cruisers to be fielded has these requirements fulfilled as if it were part of the primary fleet list.
Upgrades (excluding Fleet Commanders and Characters) and refits may only be taken from the fleet list the ship belongs to. E.g. a Chaos Vengeance Grand Cruiser upgraded as a Daemon ship could be taken as a reserve for the Chaos Incursion fleet list but may only have characters or a fleet commander from the Incursion fleet list.
Some fleet lists have access to ships from other races, these may not be taken as reserves.
« Last Edit: April 28, 2010, 03:59:55 PM by RayB HA »
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When I joined the Corp we didn't have any fancy smancy tanks! We had sticks! Two sticks and a rock for an entire platoon, and we had to share the rock!

Offline horizon

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Re: BFG FAQ 2010 General Rules Questions
« Reply #1 on: April 14, 2010, 07:25:39 PM »
Perhaps I missed something, but:
Quote
Therefore if the template touches a ships base with holofields it will always cause one point of damage, unless the ship is braced.
Is the 'surf trick' ride the wave ditched?

Offline RayB HA

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Re: BFG FAQ 2010 General Rules Questions
« Reply #2 on: April 14, 2010, 07:39:11 PM »
Hi Roy,

Eldar will still be able to 'ride the wave' against Solar Flares but won't be able to do so against Nova Cannons.

It sounds nasty, but they will still get a 2+ save vs the D6 damage. It makes for an excellent reason not to 'stack' your escorts against IN.

You never know though, if there is enough public concern it may be rethought.

Cheers,

RayB HA
+++++++++++

When I joined the Corp we didn't have any fancy smancy tanks! We had sticks! Two sticks and a rock for an entire platoon, and we had to share the rock!

Offline Vaaish

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Re: BFG FAQ 2010 General Rules Questions
« Reply #3 on: April 15, 2010, 06:49:05 AM »
I like the idea of giving the IN one more useful weapon against eldar escort swarms. It makes ships like the dominator which could normally be ignored with their 30cm range a bit more teeth since even a near miss has the opportunity to knock out an escort or force a brace.
-Vaaish

Offline russ_c

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Re: BFG FAQ 2010 General Rules Questions
« Reply #4 on: April 15, 2010, 10:49:14 AM »
My brain is a slow trickle of questions...

Grand Cruisers and Ramming: Are GCs there own type for the purpose of determining size differences for the Ramming LD test? (i.e. are they larger than a cruiser, but smaller than a BB)

Nevermind, I missed your ruling.

Russ

Offline horizon

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Re: BFG FAQ 2010 General Rules Questions
« Reply #5 on: April 15, 2010, 06:33:27 PM »
Can Grand Cruisers without a prow weapon (Vengeance etc) be given an exterminatus weapon?

Offline Zelnik

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Re: BFG FAQ 2010 General Rules Questions
« Reply #6 on: April 15, 2010, 06:36:49 PM »
I think the rules for it are clear, if they don't have a prow weapon, they cannot

Offline horizon

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Re: BFG FAQ 2010 General Rules Questions
« Reply #7 on: April 15, 2010, 06:42:08 PM »
The logic behind it as daft as can be.

Offline Zelnik

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Re: BFG FAQ 2010 General Rules Questions
« Reply #8 on: April 15, 2010, 07:36:01 PM »
Daft.. but there are more then enough ships in the fleet that can take it..

If you want to change this, it's really not a problem for me, but something must be done to explain why you can suddenly jerry-rig a giant planet smiting gun on a ship with nothing to support it. Again i don't know why we are worrying about this, since the rules are pretty clear on the matter.. Imperial grand cruisers were not meant for this mission.

Offline horizon

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Re: BFG FAQ 2010 General Rules Questions
« Reply #9 on: April 15, 2010, 07:37:18 PM »
Personally I think it easier to implant such a weapon into an empty room then that you first have to dismantle torpedeo tubes, bays, storage room etc.

Offline Don Gusto

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Re: BFG FAQ 2010 General Rules Questions
« Reply #10 on: April 15, 2010, 07:57:00 PM »
Critical Hits
With the clarification on fire criticals in mind, are thrusters criticals cumulative too?

Catastrophic Damage
Are drifting/blazing hulks affected by blast markers (since they always have at least one in contact)?
How are ship explosions resolved against ordnance? Lance shots needing a 6 to hit?

Tabletop effects
How do you determine if a target is 'sunward'?

Scenarios
Regarding game length, what constitutes a turn. E.g. Above Belis Corona lasts eight turns. Is that eight player turns (thus four each) or eight turns for each player?

Weapon strengh for ships braced/crippled
This never occured to me before I read the discussion about the CWE FoA. Consider the following:
Tau Merchant Class with Ion Cannon configuration has the same problem (FW Custodian too, launch bays of the Defiant class, ...). If the weapon bays are handled separately they will never be reduced by crippling/bracing. If you put two of them in a squadron however all the ships weapon strength/firepower is added up and then divided in half if they are braced. Makes no sense to me.
Imho all weapon strength/firepower should always be added up before dividing for bracing/crippled, especially for individual capital ships.

Turret supression rules
I don't like them and was glad they were not included in the FAQ2007. They feel awkward and not very intuitive. Overwhelming a high-turret target should be done by sending more bombers, not less.

Offline horizon

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Re: BFG FAQ 2010 General Rules Questions
« Reply #11 on: April 15, 2010, 08:53:39 PM »
Hi Ray,
this:
Quote
Blast Markers and multiple bases: When a ship has multiple bases in contact and its shield goes down, the blast marker may be placed anywhere on this ships base potentially taking down other ships shields. This has no limitation to the number of ships shields the blast marker can take down.  
Could that please be changed? It is a real downer to escorts which need massing versus the assault boat dread and now are hampered by this in the shooting phase.

I say old rules for blastmarkers:
Place them in arc where gunnery came from, direct line. Thus no attacker decision to place them so to drop all shields.

And when we are at it drop that ruling that markers count as all around.

Hi Don Gusto,
tabletop effect: that is pretty well explained in the rules... :

SUN - TARGET - ATTACKING SHIP:

If distance between target and attacking ship is above 30cm two column shifts right instead of one.
If distance between target and attacking ship is under 15cm shift left

iirc ;) Check the ranges I say.

Turret suppresion:it does make sense: see Star Wars ;)

Offline trynerror

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Re: BFG FAQ 2010 General Rules Questions
« Reply #12 on: April 15, 2010, 10:24:57 PM »
How are the effects if a drifting hulk enters the gravity well of a Space Hulk ?

Does it keep moving as if not effected at all or is it captured by the Space Hulk and moves on with it ?

What about a ship that was stationary in the gravity well before turning into a drifting hulk (given an entering drifting hulk is not effected) ?

Offline RayB HA

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Re: BFG FAQ 2010 General Rules Questions
« Reply #13 on: April 16, 2010, 03:43:57 AM »
Don Gusto,

Good questions.

What do you mean ‘sunward’?

In the case of turret suppression, try to imagine the supporting fighters as bombers then. :)

Weapons strength when halved: I personally agree with you, but a lot of players really like this game effect. Actually, I’ll be asking the rest of the HA about this.


Trynerror,

Nice question about the Space Hulk. I’ll have to get a ruling, but I’d say the ship gets ‘lost’ on the Space Hulks surface and is removed from play.

There are no special rules for Drifting hulks remaining stationary.

Cheers,

RayB HA 
+++++++++++

When I joined the Corp we didn't have any fancy smancy tanks! We had sticks! Two sticks and a rock for an entire platoon, and we had to share the rock!

Offline MKG

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Re: BFG FAQ 2010 General Rules Questions
« Reply #14 on: April 16, 2010, 07:17:58 AM »
TURRET SUPPRESSION RULES:  Each fighter in a wave of bombers attacking a ship will add +1 attack to the total attack runs of the wave, regardless of whether they are shot down or not. The maximum number of bonus attacks that can be added in this way is equal to the number of turrets the target ship has on its profile (so not including bonuses from other ships in base contact using the massed turret fire rule). There must be at least one surviving bomber in the wave after turret fire to gain these bonus attacks and fighters are removed before any other type of ordnance.
Note: the number of attacks that each individual bomber makes is not altered by the addition of fighters. So if two bombers are attacking a two turret target they will each make 1D6-2 (minimum zero) attacks regardless of whether there are accompanying fighters or not. If one fighter accompanies the bombers, +1 attack is added to the total. If two or more fighters are accompanying the bombers then +2 attacks are added to the total (since it has two turrets).
Also note that crippling a vessel constitutes a permanent change to its turret value and thus the maximum number of attacks that can be gained by supporting fighters. A crippled Lunar will only have 1 turret and so you can only gain a maximum of +1 attack due to fighter support.

I'm not keen of such MT rule. I think the version, which was proposed on old (very, very old!) SG forum was better (I do not remember it literally):

When wave attacks the ship, every fighter counter which is not destroyed reduce the number of turrets by one when calculating the number of attacks made by bombers.


Also one thing should be clasified: pre-measurement. I suggest the following ("Epic") solution:

Pre-measurement
The pre-measurement is always possible, unless both players agree that it isn't allowed.