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Author Topic: BFG FAQ 2010 Fleet Specific Questions  (Read 176001 times)

Offline Masque

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #405 on: December 16, 2010, 11:56:40 AM »
I went a little farther through FAQ 2.3 so here are my thoughts on Imperials and Chaos.

Quote from: Page 17, Imperial Navy
In the Rulebook on p.108, a Mars battlecruiser may purchase a third turret for an additional +10 points. On p.109/115, the correct price for an Overlord battlecruiser is 220 points.

Quote from: Page 17, Imperial Navy
In Armada, the correct price for an Apocalypse battleship on p.12 is 365 points, and the correct price for an Avenger grand cruiser on p.15 is 220 points.

The price adjustments for the Overlord and Avenger should also apply to page 28 of Armada.

Quote from: Page 17, Imperial Navy
The Apocalypse Class battleship‟s special rule on p.12 of Armada when it undertakes Lock-On special orders and fires its lances greater than 30cm does not take effect unless  firing greater than 45cm. Additionally, it does not take 1Hp damage for the Thrusters Damaged, even though the critical damage still affects the ship, is cumulative and must be repaired normally. All critical damage  taken in any manner besides this special rule affects this ship as it would any other normally.

This needs a bit of rewording.  If the special rule doesn't apply under 45cm and part of the special rule increases the range from 30cm to 60cm then it is impossible to fire between 30cm and 45cm.

Quote from: Page 17, Imperial Navy
Imperial grand cruisers count as cruisers for the purposes of the three you require to field a battleship. This does not affect that they count as battlecruisers in the fleet list, meaning two cruisers are required for every grand cruiser in the fleet, and the Imperial fleet may have one grand cruiser or one battlecruiser for every two cruisers in the fleet, not one and the other.

Any particular reason for the change to the rules as written on page 28 of Armada?

Quote from: Page 17, Imperial Navy
The point cost for the Endeavor and Endurance light cruisers listed on p.18/27  of Armada are 110 points each. The Defiant listed on p.19/27 is 120 points.

Did you forget there is also a fleet list on page 28 of Armada?  It needs the prices adjusted too.

Quote from: Page 17, Adeptus Mechanicus
Adeptus Mechanicus vessels may always be taken as reserves by an Imperial Navy fleet, regardless of what fleet list is being used or whether or not they are using allies. Adeptus Mechanicus vessels may ignore the rule preventing them from firing upon or boarding friendly drifting/blazing hulks in an attempt to deny victory points to the enemy or induce catastrophic damage  (this does not apply to non-Mechanicus vessels in the fleet). This is to prevent their technology from falling into xenos or heretic hands and only applies to Mechanicus vessels shooting at Mechanicus drifting hulks.  In order to do so, it must actually be a ship from the Adeptus Mechanicus fleet list, not a Mechanicus model painted to be part of a standard or reserve Imperial fleet. The leadership test to do so is not a special order; if it is failed, the owning player may shoot at the closest target or take another leadership test to shoot at a different target, which may be another drifting hulk. Mechanicus vessels may shoot at enemy drifting/blazing hulks normally.

I was with you right up until you let them try another test to shoot another friendly hulk or avoid targetting the closest enemy.  This is just strangely different from how shooting at anything other than closest enemy ship or ordnance works for everyone else.  The same complaint applies to the Necron rule.

Quote from: Page 18, Adeptus Mechanicus
Adeptus Mechanicus escorts cannot use the ability of their capital ships to purchase an additional turret.

I assume you mean that AdMec escorts do not come with a free extra turret like the capital ships do.

Quote from: Page 18, Adeptus Astartes
Any vessel that earns or pays for a refit to carry Thunderhawks may then ONLY carry  them, and its launch bay capacity is reduced by half (rounding up when applicable).  Escort carriers may not be upgraded to carry Thunderhawks! This applies  for Thunderhawks, including when rolling a 7 against the Space Marines table on p.157 of the rulebook.

I assume that the Thunderhawks gained from the appeals chart use all the rules for Thunderhawks on page 21 of Armada and get the +1 to hit and run for being Space Marines.

Quote from: Page 18, Ramilies Star Forts
Because the four quadrants are essentially in contact with each other, blast markers in contact with the base can be placed to affect the quadrant taking fire and the adjacent quadrant closest to the line of fire as well, but not the other quadrants that would otherwise not be taking fire.

This seems to work a little differently than for shooting at ships in base contact with each other.  I'd reword and rework it to be more similar.

Quote from: Page 19, Ramilies Star Forts
Only a Space Hulk can attempt a boarding action on 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. This does not affect hit and run attacks, which take place normally.

Since it is a unique situation a little more explanation may be needed on how to carry out a combined defense against a boarding action.  I assume all participating quadrants add their hits together for boarding value but do they all add their turrets?  I also assume if the Ramilies loses such a boarding action that the player controlling the Ramilies decides how the hits are distributed and all participating sections have a chance at a critical.

Quote from: Page 20, <Chaos>
The Armageddon Gun overcharge “planet killer” shot works as follows: the ship must declare it is charging over three consecutive turns. No leadership check is required, but the ship may not  turn, shoot or go on any special orders, including Brace For Impact. Once started, the process cannot be stopped, during which time the ship gains +2 shields. After the movement phase of the third  turn, the ship immediately fires by moving the Nova Cannon template directly in front of the vessel 60cm (not  90cm). If any  part of  the template touches any  ship‟s base, that ship is completely destroyed, no saves allowed.  The first planet or moon touched by the center hole is removed on a 2+ in D3 turns and replaced by  a 2D6 by 2D6 asteroid field. This shot can fire through asteroid fields but will not remove them by doing so. After firing this shot, the Planet Killer must pass a reload ordnance special order for two turns to bring the Armageddon Gun back online, during which time it may not fire any weapons at all but moves normally.

I always assumed that when the Planet Killer was using its special rules for exterminatus that was it using its "planet killer shot."  This rule is so very strangely different from how that works as to seem like a different weapon entirely.  If you really want to let the Planet Killer use its super shot in non-exterminatus missions I'd do something like this.  The super shot only has a range of 15cm (for exterminatus you need to be in low orbit implying extremely close range).  When firing the super shot no other weapons may be fired in the same turn.  Place the template and kill any and all ships under it.  I'd possibly also allow the destruction of moons at this range but not actual planets (blame it on too much atmosphere dispersing the blast).  Once a super shot is fired the Armageddon Gun will be charging for the forseeable future and may not be fired again this game.

Quote from: Page 20, <Chaos>
All restrictions for battleships apply to the Planet Killer. In other words, you need to field at least 1,000 points of ships AND meet fleet list requirements to field it as it were another battleship.

I think "as it were" should be "as if it were".

Quote from: Page 20, <Chaos>
The Chaos Repulsive Grand Cruiser can be modelled on a large base. If it does so, it may have a third shield for +15pts. It must be modelled on a large base to have this this refit available for the cost indicated. This is not a normal refit and can be used in one-off games or in addition to any other refits earned normally in the course of a campaign.

"If it does so" should be "If it is".

Quote from: Page 18, <Chaos>
In the Rulebook on p.120, the correct price for a Styx heavy cruiser is 260 points.

This also needs to apply to page 128 and page 46 of Armada.

Quote from: Page 20, <Chaos>
Chaos Murder Class Cruiser Variant: The Murder variant described in the notes on p.123 of the rulebook has broadsides consisting of four weapons batteries and two lances, all at 45cm range. These are broadsides and so have port and starboard arcs. There is no restriction as to how many of this variant are used in a Chaos fleet list as long as it does not exceed the number of Murders that follow the basic profile for this vessel.

Why is the Murder variant limited to only half the Murders in your fleet where other similar refits are not?

Quote from: Page 20, <Chaos>
Warp Cannon that ignore shields and weapons that behave as such also ignore holofields and any other similar mechanisms, such as armor saves, spores, etc. Warp Cannon on an Activated Blackstone Fortress or any similar weapon mechanic do not ignore brace saves!

If you're going to mention holofields here I'd also mention reactive hulls here.  If a reactive hull ship is braced against a warp cannon is it a 2+ save or a 4+ save?

Quote from: Page 21, <Chaos>
Chaos Lords as Fleet Commanders: You cannot have
a Chaos Lord as your Fleet Commander in the 13th
Black Crusade List in Armada.

This implies you could use a Chaos Lord as fleet commander in a 12th BC list.  Also, in a 12th BC list you might want to prevent a Warmaster and Lord from being on the same ship.

Quote from: Page 21, Adeptus Astartes
Renegade Imperial vessels in a Chaos fleet. The
Imperial Navy has taken great pains after the 12th
 
Black Crusade to ensure that its warships do not fall into the foul hands of Chaos. While only the most seasoned and august of ship captains command the Emperor‟s battleships and battlecruisers, this is not always the case for its escorts and second-line warships. For every 1,500 points in a Chaos fleet, one cruiser from any Imperial Navy fleet list up to 185 points and/or up to four Imperial Navy escorts may be taken. Special refits, rules, Nova Cannon, Chaos Lords or Chaos Space Marines may not be taken for Imperial Navy vessels used in this manner, and cruisers suffer -1Ld for going renegade. Imperial Navy escorts need not be in a single squadron and may be interspersed within other Chaos escort squadrons if desired. These vessels do not count as reserves, they count as Chaos vessels in all respects.

In the current Powers of Chaos document you upped the limit to 6 escorts so I thought you might want to do that here also.  Saying that "rules...may not be taken" for these ships doesn't make a whole lot of sense.  This would seem to prevent traitor Dauntlesses from getting +D6 on AAF and things like that.

Quote from: Page 21, Chaos Demonships
Chaos Daemonships Haunting: When a Daemonship is „haunting‟ or is spectral it can suffer damage from fire critical hits and may repair critical hits while in the warp. While in the warp, a Demonship gets the same bonuses to its rolls to repair critical damage as it gets to repair hits. However, Daemonships may not make repair rolls in the end phase they are deployed.

First of all, all references to "Demonships" should be changed to "Daemonships".  I like that fires burn and crits are repaired in the warp.  It's a little odd that they will be repaired faster and faster and saying it the way you did is a bit odd.  It implies that the Daemonship does repair rolls for hits while in the warp, which it doesn't.  Disallowing repair on the turn the ship comes back from the warp is a bit odd and isn't really clear on whether you are preventing repairing crits or saying that if you repaired crits in the warp you don't get to repair hits when you reappear.

Quote from: Page 21, Chaos Demonships
Daemonships Repairing Above The Crippling Threshold: If Daemonships repair enough hits to un-cripple themselves, they will still count as crippled for purposes of victory points and for losing leadership in campaigns unless they started the game crippled.

I would have ruled the opposite here.  There is already so little incentive to disengage and rematerialize a Daemonship because it probably won't have a whole lot of time to act before the game is over that I would at least let people use it to earn a few points back.

Offline horizon

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #406 on: December 16, 2010, 12:15:03 PM »
Hi Masque,
mail me at horizon@epic40k.co.uk

Or check your pm. :/

On the Apocalypse:
I read it as this:
standard range = 30cm
On Lock On range up to 60cm.
But when firing under 45cm while on Lock On the crit hit does not apply.
Above 45cm while on Lock On the crit hit applies.

Funky. I like that.

Offline Masque

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #407 on: December 16, 2010, 01:29:49 PM »
Hi Masque,
mail me at horizon@epic40k.co.uk

Or check your pm. :/

On the Apocalypse:
I read it as this:
standard range = 30cm
On Lock On range up to 60cm.
But when firing under 45cm while on Lock On the crit hit does not apply.
Above 45cm while on Lock On the crit hit applies.

Funky. I like that.

I'm really bad at checking for PMs but let me know if you didn't get mine, I'll keep on top of them.  On the Apocalypse, I'm pretty sure that is the intention, but it's worded poorly.  And I like it too.

Offline lastspartacus

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #408 on: December 16, 2010, 09:22:30 PM »
Hi Masque,
mail me at horizon@epic40k.co.uk

Or check your pm. :/

On the Apocalypse:
I read it as this:
standard range = 30cm
On Lock On range up to 60cm.
But when firing under 45cm while on Lock On the crit hit does not apply.
Above 45cm while on Lock On the crit hit applies.

Funky. I like that.

Interesting. Too complicated.

Offline Zelnik

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #409 on: December 16, 2010, 09:45:29 PM »
Every game has complexities, if you think this is too complex, playing eldar or nids will crush your mind :P I like it.

Offline horizon

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #410 on: December 17, 2010, 04:03:00 AM »
I didn't find it complicated at all, even with that wording. :)

It is a pretty good solution to eliminate some problems and bring the ship into its own fluff (medium ranges) without having to alter the profile (which they cannot do).

Offline Sigoroth

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #411 on: December 17, 2010, 07:00:50 AM »
I dislike the range actually being extended when on LO. It means that you have to pass an order to fire at all. That is bad. I have played the ship and I have failed its LO and the subsequent re-roll. I didn't just lose the ability to reroll misses, I lost the ability to fire at all. That is bad.

I prefer just making it 60cm range with the caveat that if you fire over 30cm you put a BM on your base to represent the power drain.

Offline horizon

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #412 on: December 17, 2010, 07:09:51 AM »
Sig, with non-firing you mean above 30cm then?


Offline flybywire-E2C

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #413 on: December 18, 2010, 06:41:09 AM »
Hi Masque! GREAT WORK!!! THANKS!!

I went a little farther through FAQ 2.3 so here are my thoughts on Imperials and Chaos.

Quote from: Page 17, Imperial Navy
In the Rulebook on p.108, a Mars battlecruiser may purchase a third turret for an additional +10 points. On p.109/115, the correct price for an Overlord battlecruiser is 220 points.

Quote from: Page 17, Imperial Navy
In Armada, the correct price for an Apocalypse battleship on p.12 is 365 points, and the correct price for an Avenger grand cruiser on p.15 is 220 points.

The price adjustments for the Overlord and Avenger should also apply to page 28 of Armada.


Actually, we have replaced ALL ship references that refer solely to point values throughout the FAQ to state, “For every reference in the Rulebook and Armada, the correct price is…” Example: For every reference in the Rulebook and Armada, the correct price for an Overlord battlecruiser is 220 points. This way we don’t have to worry about missing a page reference somewhere and creating a future question as to whether ships are more expensive when used in one fleet vice another, etc. For special rules applying to particular ships, the individual page references are still included since these don’t normally apply to fleet lists.

Quote

Quote from: Page 17, Imperial Navy
The Apocalypse Class battleship‟s special rule on p.12 of Armada when it undertakes Lock-On special orders and fires its lances greater than 30cm does not take effect unless  firing greater than 45cm. Additionally, it does not take 1Hp damage for the Thrusters Damaged, even though the critical damage still affects the ship, is cumulative and must be repaired normally. All critical damage  taken in any manner besides this special rule affects this ship as it would any other normally.

This needs a bit of rewording.  If the special rule doesn't apply under 45cm and part of the special rule increases the range from 30cm to 60cm then it is impossible to fire between 30cm and 45cm.


Good catch. I replaced “take effect” with “cause critical damage.”

Quote

Quote from: Page 17, Imperial Navy
Imperial grand cruisers count as cruisers for the purposes of the three you require to field a battleship. This does not affect that they count as battlecruisers in the fleet list, meaning two cruisers are required for every grand cruiser in the fleet, and the Imperial fleet may have one grand cruiser or one battlecruiser for every two cruisers in the fleet, not one and the other.

Any particular reason for the change to the rules as written on page 28 of Armada?


I’ll be honest- I don’t know where that came from. Fixed.

Quote


Quote from: Page 17, Imperial Navy
The point cost for the Endeavor and Endurance light cruisers listed on p.18/27  of Armada are 110 points each. The Defiant listed on p.19/27 is 120 points.

Did you forget there is also a fleet list on page 28 of Armada?  It needs the prices adjusted too.


See note about Overlord. Fixed.

Quote

Quote from: Page 17, Adeptus Mechanicus
Adeptus Mechanicus vessels may always be taken as reserves by an Imperial Navy fleet, regardless of what fleet list is being used or whether or not they are using allies. Adeptus Mechanicus vessels may ignore the rule preventing them from firing upon or boarding friendly drifting/blazing hulks in an attempt to deny victory points to the enemy or induce catastrophic damage  (this does not apply to non-Mechanicus vessels in the fleet). This is to prevent their technology from falling into xenos or heretic hands and only applies to Mechanicus vessels shooting at Mechanicus drifting hulks.  In order to do so, it must actually be a ship from the Adeptus Mechanicus fleet list, not a Mechanicus model painted to be part of a standard or reserve Imperial fleet. The leadership test to do so is not a special order; if it is failed, the owning player may shoot at the closest target or take another leadership test to shoot at a different target, which may be another drifting hulk. Mechanicus vessels may shoot at enemy drifting/blazing hulks normally.

I was with you right up until you let them try another test to shoot another friendly hulk or avoid targetting the closest enemy.  This is just strangely different from how shooting at anything other than closest enemy ship or ordnance works for everyone else.  The same complaint applies to the Necron rule.


This was word-smithed poorly and is fixed. Firstly, there should have been a paragraph break after the sentence ending in “allies.” Secondly, how the AdMEch handle their ships getting hulked is intentionally different. To address this better, let’s re-cap how ships can normally shoot at hulks:

Hulks cannot be fired upon or boarded by friendly vessels or ordnance in an attempt to deny victory points to the enemy or induce catastrophic damage. Torpedoes that hit a friendly hulk still inflict hits normally, but torpedoes cannot be deliberately aimed at friendly hulks.

While enemy ships can choose to fire on a hulk, they do not have to pass a leadership check to ignore one if it is the closest target. A player can fire on an enemy hulk if it is not the closest target, but it must make a leadership check normally.

Having said so, this is how it should apply to the Adeptus Mechanicus and Necrons:

Adeptus Mechanicus vessels may ignore the rule preventing them from firing upon or boarding friendly drifting/blazing hulks – see p.12 concerning shooting at hulked vessels. They will do this in an attempt to deny victory points to the enemy or induce catastrophic damage, to prevent their technology from falling into xenos or heretic hands. This rule only applies to Mechanicus vessels shooting at Mechanicus drifting hulks, and not Imperial Navy, reserve or allied vessels in the fleet. In order to do so, it must actually be a ship using rules from the Adeptus Mechanicus fleet list, not a Mechanicus model painted to be part of a standard or reserve Imperial fleet. Mechanicus vessels may shoot at enemy drifting/blazing hulks normally.

The leadership test part of this rule was overly contrived and has been removed. Good catch.

Quote


Quote from: Page 18, Adeptus Mechanicus
Adeptus Mechanicus escorts cannot use the ability of their capital ships to purchase an additional turret.

I assume you mean that AdMec escorts do not come with a free extra turret like the capital ships do.


Correct, and this has been re-written as such.

Quote


Quote from: Page 18, Adeptus Astartes
Any vessel that earns or pays for a refit to carry Thunderhawks may then ONLY carry  them, and its launch bay capacity is reduced by half (rounding up when applicable).  Escort carriers may not be upgraded to carry Thunderhawks! This applies  for Thunderhawks, including when rolling a 7 against the Space Marines table on p.157 of the rulebook.

I assume that the Thunderhawks gained from the appeals chart use all the rules for Thunderhawks on page 21 of Armada and get the +1 to hit and run for being Space Marines.


Correct, and this has been re-written as such.

Quote


 
Quote from: Page 18, Ramilies Star Forts
Because the four quadrants are essentially in contact with each other, blast markers in contact with the base can be placed to affect the quadrant taking fire and the adjacent quadrant closest to the line of fire as well, but not the other quadrants that would otherwise not be taking fire.

This seems to work a little differently than for shooting at ships in base contact with each other.  I'd reword and rework it to be more similar.


Correct, and this has been re-written as such.

Quote

Quote from: Page 19, Ramilies Star Forts
Only a Space Hulk can attempt a boarding action on 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. This does not affect hit and run attacks, which take place normally.

Since it is a unique situation a little more explanation may be needed on how to carry out a combined defense against a boarding action.  I assume all participating quadrants add their hits together for boarding value but do they all add their turrets?  I also assume if the Ramilies loses such a boarding action that the player controlling the Ramilies decides how the hits are distributed and all participating sections have a chance at a critical.


This entire section has been re-written for both simplicity and clarification.

Quote

 
Quote from: Page 20, <Chaos>
The Armageddon Gun overcharge “planet killer” shot works as follows: the ship must declare it is charging over three consecutive turns. No leadership check is required, but the ship may not  turn, shoot or go on any special orders, including Brace For Impact. Once started, the process cannot be stopped, during which time the ship gains +2 shields. After the movement phase of the third  turn, the ship immediately fires by moving the Nova Cannon template directly in front of the vessel 60cm (not  90cm). If any  part of  the template touches any  ship‟s base, that ship is completely destroyed, no saves allowed.  The first planet or moon touched by the center hole is removed on a 2+ in D3 turns and replaced by  a 2D6 by 2D6 asteroid field. This shot can fire through asteroid fields but will not remove them by doing so. After firing this shot, the Planet Killer must pass a reload ordnance special order for two turns to bring the Armageddon Gun back online, during which time it may not fire any weapons at all but moves normally.

I always assumed that when the Planet Killer was using its special rules for exterminatus that was it using its "planet killer shot."  This rule is so very strangely different from how that works as to seem like a different weapon entirely.  If you really want to let the Planet Killer use its super shot in non-exterminatus missions I'd do something like this.  The super shot only has a range of 15cm (for exterminatus you need to be in low orbit implying extremely close range).  When firing the super shot no other weapons may be fired in the same turn.  Place the template and kill any and all ships under it.  I'd possibly also allow the destruction of moons at this range but not actual planets (blame it on too much atmosphere dispersing the blast).  Once a super shot is fired the Armageddon Gun will be charging for the forseeable future and may not be fired again this game.


Doing so would create yet a third set of rules for this weapon. The “Planet Killer” rules for this weapon are taken (unchanged) right out of the Macharia’s End scenario on p. 153 of Armada. They are reproduced here because that was one of the pages that never made it into the PDF version of the rules.

Quote

Quote from: Page 20, <Chaos>
All restrictions for battleships apply to the Planet Killer. In other words, you need to field at least 1,000 points of ships AND meet fleet list requirements to field it as it were another battleship.

I think "as it were" should be "as if it were".


Oh yeah? How about “as it is” ?   :)

Quote

 
Quote from: Page 20, <Chaos>
The Chaos Repulsive Grand Cruiser can be modelled on a large base. If it does so, it may have a third shield for +15pts. It must be modelled on a large base to have this this refit available for the cost indicated. This is not a normal refit and can be used in one-off games or in addition to any other refits earned normally in the course of a campaign.

"If it does so" should be "If it is".


Good catch. Fixed.

Quote

 
Quote from: Page 18, <Chaos>
In the Rulebook on p.120, the correct price for a Styx heavy cruiser is 260 points.

This also needs to apply to page 128 and page 46 of Armada.


See note about Overlord. Fixed.

Quote

 
Quote from: Page 20, <Chaos>
Chaos Murder Class Cruiser Variant: The Murder variant described in the notes on p.123 of the rulebook has broadsides consisting of four weapons batteries and two lances, all at 45cm range. These are broadsides and so have port and starboard arcs. There is no restriction as to how many of this variant are used in a Chaos fleet list as long as it does not exceed the number of Murders that follow the basic profile for this vessel.

Why is the Murder variant limited to only half the Murders in your fleet where other similar refits are not?


Good question, except that this is not a “similar refit” to anything in the game. This “refit” essentially changes the ships entire class and would be treated as a class change were it in any other fleet list in the game. However, this rule is broken in that it requires ships to use ships (remember the Endurance/Defiant debacle?) so we changed this to a point restriction.

Quote

 
Quote from: Page 20, <Chaos>
Warp Cannon that ignore shields and weapons that behave as such also ignore holofields and any other similar mechanisms, such as armor saves, spores, etc. Warp Cannon on an Activated Blackstone Fortress or any similar weapon mechanic do not ignore brace saves!

If you're going to mention holofields here I'd also mention reactive hulls here.  If a reactive hull ship is braced against a warp cannon is it a 2+ save or a 4+ save?


Another great catch.  This is fixed so that reactive armor is mentioned as also ignored, but reactive armor saves while braced are NOT ignored. This way Necrons aren’t purposely treated more unfairly than any other fleet that can still brace normally.

Quote

 
Quote from: Page 21, <Chaos>
Chaos Lords as Fleet Commanders: You cannot have
a Chaos Lord as your Fleet Commander in the 13th
Black Crusade List in Armada.

This implies you could use a Chaos Lord as fleet commander in a 12th BC list.  Also, in a 12th BC list you might want to prevent a Warmaster and Lord from being on the same ship.


Both of these are fixed.

Quote

 
Quote from: Page 21, Adeptus Astartes
Renegade Imperial vessels in a Chaos fleet. The
Imperial Navy has taken great pains after the 12th
 
Black Crusade to ensure that its warships do not fall into the foul hands of Chaos. While only the most seasoned and august of ship captains command the Emperor‟s battleships and battlecruisers, this is not always the case for its escorts and second-line warships. For every 1,500 points in a Chaos fleet, one cruiser from any Imperial Navy fleet list up to 185 points and/or up to four Imperial Navy escorts may be taken. Special refits, rules, Nova Cannon, Chaos Lords or Chaos Space Marines may not be taken for Imperial Navy vessels used in this manner, and cruisers suffer -1Ld for going renegade. Imperial Navy escorts need not be in a single squadron and may be interspersed within other Chaos escort squadrons if desired. These vessels do not count as reserves, they count as Chaos vessels in all respects.

In the current Powers of Chaos document you upped the limit to 6 escorts so I thought you might want to do that here also.  Saying that "rules...may not be taken" for these ships doesn't make a whole lot of sense.  This would seem to prevent traitor Dauntlesses from getting +D6 on AAF and things like that.


Another great catch.  The escort number is changed to six. Also, we changed this to “weapon refits” so that the Dauntless can keep it +1D6/AAF but we don’t have ships getting Nova Cannon, Tyrants getting up-rated guns, etc. No we are NOT address this to the point of absurdity, such as Tyrants getting uprated guns from salvaged Chaos vessels going renegade and returning the favor, etc.

Quote


Quote from: Page 21, Chaos Demonships
Chaos Daemonships Haunting: When a Daemonship is „haunting‟ or is spectral it can suffer damage from fire critical hits and may repair critical hits while in the warp. While in the warp, a Demonship gets the same bonuses to its rolls to repair critical damage as it gets to repair hits. However, Daemonships may not make repair rolls in the end phase they are deployed.

First of all, all references to "Demonships" should be changed to "Daemonships".  I like that fires burn and crits are repaired in the warp.  It's a little odd that they will be repaired faster and faster and saying it the way you did is a bit odd.  It implies that the Daemonship does repair rolls for hits while in the warp, which it doesn't.  Disallowing repair on the turn the ship comes back from the warp is a bit odd and isn't really clear on whether you are preventing repairing crits or saying that if you repaired crits in the warp you don't get to repair hits when you reappear.


All of this was fixed to make the repairing criticals both easier to understand and easier to use. IF it can repair itself in the warp, there’s no reason why it shouldn’t be very effective (though not automatic) at repairing critical damage as well.

Quote


Quote from: Page 21, Chaos Demonships
Daemonships Repairing Above The Crippling Threshold: If Daemonships repair enough hits to un-cripple themselves, they will still count as crippled for purposes of victory points and for losing leadership in campaigns unless they started the game crippled.

I would have ruled the opposite here.  There is already so little incentive to disengage and rematerialize a Daemonship because it probably won't have a whole lot of time to act before the game is over that I would at least let people use it to earn a few points back.


Okay- fixed!

By the way- I also fixed the way Necrons shoot at their own hulked vessels in the same manner it was fixed for the AdMech.

-   Nate


Check out the BFG repository page for all the documents we have in work:
http://tinyurl.com/23nul8q
:) Smile, game on and enjoy!           - Nate

Offline Masque

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #414 on: December 18, 2010, 09:41:31 AM »
Hi Masque! GREAT WORK!!! THANKS!!

I'm just glad I can be helpful.  The thoughts I'm passing on here are similar to those I always have when I read a GW FAQ but here I can actually influence the document to make it better instead of simply suffering through bad grammar, vague answers, and unanswered questions.

Quote from: Page 20, <Chaos>
Chaos Murder Class Cruiser Variant: The Murder variant described in the notes on p.123 of the rulebook has broadsides consisting of four weapons batteries and two lances, all at 45cm range. These are broadsides and so have port and starboard arcs. There is no restriction as to how many of this variant are used in a Chaos fleet list as long as it does not exceed the number of Murders that follow the basic profile for this vessel.

Why is the Murder variant limited to only half the Murders in your fleet where other similar refits are not?

Good question, except that this is not a “similar refit” to anything in the game. This “refit” essentially changes the ships entire class and would be treated as a class change were it in any other fleet list in the game. However, this rule is broken in that it requires ships to use ships (remember the Endurance/Defiant debacle?) so we changed this to a point restriction.

How is the Murder variant significantly different to the many, many, many ships that can trade torps for something else or vice versa on their prows?  Even if changing broadsides did justify counting it as a seperate class while changing prows did not, most classes aren't limited anyway.

Offline horizon

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #415 on: December 18, 2010, 11:00:06 AM »
The lance Murder isn't interesting to most so limiting them will be more of an unnessecary gimmickk.


Nate, when are you finally changing the AdMech part about leadership rolls and Magos placement. It is still wrong. :/

Offline Sigoroth

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #416 on: December 18, 2010, 11:01:12 AM »
All of this was fixed to make the repairing criticals both easier to understand and easier to use. IF it can repair itself in the warp, there’s no reason why it shouldn’t be very effective (though not automatic) at repairing critical damage as well.

So you're saying that instead of repairing crits normally they get to roll to repair crits when they translate back into realspace just like they would to repair damage?

Also, can we fix resilient ordnance? Remove all the silly special rules about stopping and losing fighter status, etc, and just have it that they can only attempt one save per turn.

Offline RCgothic

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #417 on: December 18, 2010, 11:53:55 AM »
Also, can we fix resilient ordnance? Remove all the silly special rules about stopping and losing fighter status, etc, and just have it that they can only attempt one save per turn.
+1.

Offline Sigoroth

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #418 on: December 18, 2010, 12:46:28 PM »
Sig, with non-firing you mean above 30cm then?

Correct. I went abeam immediately to get long ranged fire.

Offline Plaxor

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Re: BFG FAQ 2010 Fleet Specific Questions
« Reply #419 on: December 18, 2010, 03:27:56 PM »
Also, can we fix resilient ordnance? Remove all the silly special rules about stopping and losing fighter status, etc, and just have it that they can only attempt one save per turn.
+1.
+2?