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Author Topic: BFG FAQ 2010 General Rules Questions  (Read 216381 times)

Offline lastspartacus

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Re: BFG FAQ 2010 General Rules Questions
« Reply #540 on: December 11, 2010, 06:55:51 PM »
Yet, there are fluff examples of sanctioned evacuations.

Offline horizon

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Re: BFG FAQ 2010 General Rules Questions
« Reply #541 on: December 11, 2010, 07:33:02 PM »
Read the short story at the beginnig of the Warp Rift issue with the Commissar rules for BFG. They'll shoot any officer...

Offline BaronIveagh

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Re: BFG FAQ 2010 General Rules Questions
« Reply #542 on: December 11, 2010, 08:24:04 PM »
Not always.  It would entirely depend on the commissar's decision if the evacuation was warranted.  Logically, though, if the ship wasn't already going down, the reactors would be rigged to explode.
non nobis domine non nobis sed nomine tua da na glorium

Offline flybywire-E2C

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Re: BFG FAQ 2010 General Rules Questions
« Reply #543 on: December 12, 2010, 10:23:04 AM »
Masque, let me say once again you are AWESOME!!

Sorry about the delay getting back with you on this, but sometimes real life gets more complicated than we would like, especially in my line of work.

I went through the 2.3 version of the FAQ starting where I left off on the 2.2 version and stopping just before the fleet specific sections.  I'll get to those another day.

Quote from: Page 12, Squadrons
Hits taken by an escort squadron are only distributed among the vessels that actually took fire (such as in range and fire arc), regardless of how many hits the squadron actually took, though it affects ALL escorts within range and fire arc. This also applies to hits taken by an escort squadron negotiating an asteroid field, as well as hits delivered by ordnance or Nova Cannon, as those hits (regardless of how many) affect only the vessels directly contacted by the ordnance markers or Nova Cannon blast template. For example, if an escort squadron takes a total of ten hits from gunnery fire but only three escorts were actually in range and fire arc, no more than three escorts can be destroyed.

Shouldn't most of this also apply to capital ship squadrons?  Particularly the part about only those ships in range/aspect being hit?


Yes. Fixed.

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Quote from: Page 12, Squadrons
CAPITAL SHIP SQUADRONS: Capital ships in a squadron that are being  fired upon to the point that one of the capital ships is destroyed must roll for and apply all critical damage before counting as destroyed. For example, if a squadron of three Dauntless light cruisers is fired upon by a squadron of three Carnage cruisers and takes a total of 13 hits, all critical damage rolls  must  be made for the first Dauntless before declaring it destroyed. This means if the first Dauntless rolls a Thrusters Damaged (+1Hp) and Engine Room Damaged (+1Hp) criticals in the process of being  destroyed, there remains a total 9 remaining shots to be applied to the next closest Dauntless light cruiser, with shields, blast markers, etc. still taking effect normally. This rule in particular applies to squadrons of ships that do not count critical damage normally and instead take an additional 1Hp of damage, such as Ork Roks or Kroot Warspheres.

Unless my math is bad or we are supposed to assume a non-standard circumstance the example is wrong.  It would take 7 hits to destroy the first Dauntless (1 shield and 6HP).  That would leave 6 hits for the next one but if 2 were added from criticals then that should leave 8.  I would also make it very clear that damage only carries over for shooting, not ordnance attacks, boarding, ramming, and the like.

I would honestly do away with this entirely.  It just seems counter-intuitive.


Your math is not bad, mine is. It should have been a total of nine hits applied, meaning only FOUR hits applied to the second Dauntless, NOT nine! GOOD CATCH!!!

I would love to get rid of this complexity, but that would either mean getting rid of capital ship squadrons shooting as a unit, or somehow killing all the munchkins that have taken advantage of this rule not being clarified to either abuse others or nerf being shot at themselves. And since we just can’t go around killing munchkins…    :P

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Quote from: Page 13, Celestial Phenomena
Free turns provided by gravity wells can be used even when the ship cannot normally turn, such as when under All Ahead Full  or Lock On special orders. They can also be combined with Come To New Heading special orders. This does not change the fact that the free turn can only be used before the start of the move and again only at the end of the move. In either instance the ship must actually be in the gravity well to use it, and the free turn is only toward the center  of the planet‟s or moon‟s gravity well or toward a space hulk‟s stem.

Can the free turn be used to turn past the planet?  Say, for example, that the planet is only 10 degrees to port at the start of a ship's movement.  Can the free turn end such that the planet is now to the ship's starboard side or must it stop turning when it is facing the center of the planet?


Andy C said long ago the free turn can ONLY point you toward the center of the planet or up to 45 degrees, whatever is LESS.

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Quote from: Page 13, Celestial Phenomena
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.

I would allow torpedoes to be fired off of a planetary template.  If this seemed too lopsided (which I don't think it would be) I would also allow torpedoes to hit ships on a template, but not to fire through a template.


No. Pretend you’re an experienced Eldar player with poor social skills. This allows ships to be immune from torpedoes and Nova Cannon while they sit on the center of a planet and be stationary torpedo silos until the enemy gets close, then they just dive off the opposite end of the planet edge.

Keep in mind that 90% of the FAQ/Errata isn’t to tell good people how to play- when good players find an unclear rule, they flip a coin, make a call and move on. The FAQ is an attempt to keep munchkins from being munchkins.

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Quote from: Page 13, Celestial Phenomena
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.

I've always just placed the markers in contact with the ship at the end of it's move as close to the asteroids as possible.  It would seem strange that ships could effectively regenerate their shields faster from asteroid impacts than from other sources of damage.


That would be unfair to those that actually clear the asteroid field. Ships that get slowed down by passing through blast markers don’t place one in base contact with themselves at the end of their movement, and they are regenerating their shields in the same manner.

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Quote from: Page 17, Celestial Phenomena
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. Escort squadrons still get to re-roll this result for free, as they would normally.

Did this somehow get left out of the .pdf of the rulebook?  I can't find the bonus for escorts or penalty of AAF in asteroid fields anywhere and the rule about taking a leadership test at all is only alluded to.  I don't have my hardcopy here to check.  Assuming it's not in the .pdf you may want to write these rules out in full.


YES!!! The asteroid traversing rules in 1.0 were accidentally deleted in the 1.5 book AND the .pdf! Ray and I actually caught this one completely by accident, while arguing with each other about asteroids in fact! Good point- I will add the rules in full.

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Quote from: Page 13, Celestial Phenomena
If a ship explodes inside an asteroid field, 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  up to 3D6cm away  but none outside the field, regardless of distance. Blast markers from the explosion are scattered throughout the asteroid field, each player taking it in turns to place a blast marker.

Why make this rule?  Why not just have the ship explode in the normal manner and leave blast markers as close to the ship's location as possible?


The intent is to say ship explosions can’t leave the asteroid field, but we can use your syntax to keep in simple. Done!

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Quote from: Page 14, Planetary Defenses
Vessels used as planetary defenses such as Defense Monitors or system ships do not roll for leadership or have a leadership value just as other normal planetary defenses do not, with the exception that they reload ordnance (where applicable) on a nominal leadership of 7. This means that they cannot take on any special orders except Reload Ordnance. They can however attempt to Brace For Impact. Note that ships that can be fired on as defenses (such as Ork Roks or Kroot Warspheres) are otherwise ships in all other respects and roll for leadership as ships do.

The rule limiting planetary defenses to only using the reload ornance order is only supposed to apply to sattelite (immobile) defenses according to page 36 of the rulebook.  I would also mention whether or not sattelite defences can brace for impact.  I would suggest allowing them to do so.


It was already decided in a prior FAQ that they would be allowed to BFI so we will add this in. Good catch!

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Quote from: Page 14, Planetary Defenses
Though Planetary  Defenses  cannot attempt other Special Orders, they automatically pass any leadership checks they are required to make, such as for navigating local celestial phenomena, etc., as they are intimately familiar with the local area of space they operate in.

Defense Monitors are terrifying opponents when there is a local warp rift, who knew?  I would just make them count as leadership 7 for all purposes and take all tests as normal.


If by some lucky or unlucky chance something as unusual as a warp rift is on the table during a scenario where something as slow as a Defense Monitor can get to it, that is a happy or unhappy accident for all involved. This is more easily addressed to state that Warp Rifts are especially unstable and dangerous forms of celestial phenomena, and planetary defenses of any type cannot be placed closer than 30cm to a warp rift, with all other rules still applying normally. This means if a particular defense must be placed within 15cm of celestial phenomena, it still must be so AND it can’t be placed within 30cm of a Warp Rift.

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Quote from: Page 14, Planetary Defenses
Defences and Blast Marker Removal: You remove D6 blast markers from each defence with a speed of 0cm in each end phase after all  other actions in the end phase. This only applies to stationary defenses, not planetary defenses that behave as ships (such as monitors or system ships). This also does not apply to ships on standby or ships reduced to 0cm due to movement effects but otherwise capable of movement.

I would have ruled to the opposite here.  Ships regaining shields as they move away from blast markers is how shield regeneration is tracked mechanically.  Since sattelite defenses do not move a different method needed to be invented to keep their shields operational.  I would apply the same rule to ships that remain stationary for any reason because their shield generators should still function even if their engines are having a little trouble and they've already got enough problems.  I would probably only make stalled ships remove blast markers at the end of their own turns though.


This is the method planetary defenses have removed blast markers for years now, and it is how the Ramilies removes blast markers as well.

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Quote from: Page 15, Reserve Fleets and Reinforcements
Any fleet chosen from one of the fleet lists may also include reserves. This applies to fleets in the rulebook, Armada or any other official fleet list, such as those on the Games Workshop‟s Battlefleet Gothic Resources website. For every three battleships, cruisers or escorts chosen from the fleet list, you may also pick one ship of the same type from another fleet list belonging to the same race. For example, or every three cruisers picked from the Gothic Sector Fleet List on p.115 of the rulebook, you may pick one cruiser from the Segmentum Solar Fleet List on p.27 of Armada, from the Adeptus Mechanicus Fleet List or from any other published fleet list. Only ships of the same “type” (battleship, cruiser or escort) count for reserves purposes so you can‟t pick three escorts from one fleet list and use them to qualify for a battleship from another. Also, for these purposes light cruisers, cruisers, heavy cruisers, battlecruisers and grand cruisers all count as “cruisers,” so that three cruisers from one fleet list would qualify you to take a grand cruiser from another fleet list of the same race as a reserve.  Reserves are still subjected to restrictions on minimum and maximum numbers of certain types of vessels. For example, having three Chaos cruisers (such as a Murder, Carnage and Devastation) entitles a 12th Black Crusade Incursion Fleet to have a Repulsive grand cruiser. It also entitles the fleet to have one reserve cruiser such as the Executor grand cruiser, but that ship cannot be taken because you must have at least four cruisers to have two grand cruisers, not merely three.

The example at the end is wrong.  It should say "at least six cruisers" rather than "at least four cruisers".


Oops! Fixed!

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Quote from: Page 16, Allies, Subjects and Mercenaries
Except where specifically allowed in a given fleet list, no fleet may use both allies and reserves at the same time. For example, a Gothic Sector fleet list cannot take both reserves from the Segmentum Solar fleet list and Deimurg Bastion commerce vessels at the same time, though it may use either one or the other. However, just as a fleet can take any number of reserves as long as restrictions are followed concerning the number taken compared to the core fleet list, the number of allied vessels the fleet takes is only limited by the rules applied to the allied fleet as long as all other restrictions concerning reserves are also followed.

Since Demiurg in a Tau fleet are mentioned a couple times previously as examples of allies does this mean that Tau fleets containing Demiurg, Kroot, or Nicassar cannot take reserves?  Does this mean an Armageddon fleet including Space Marines can't inclue reserves?  I don't think that is your intention but I'm unsure.


This section as a whole is rather touchy- the intent is to graft in the important parts of Armada's first nine pages of without violating IP while actually doing so. Yes, we can rant all day about even having to do that, but such are things as they are.

No, your example is NOT our intention, and your example is spot-on. The Space Marines/IN relationship is an odd duck in the Armageddon fleet list and should be cited as such, as is the Tau’s special relationship with the Demiurg/Kroot/Nicassar. The FAQ already cites the IN/Space Marine connection for the Segmentum Solar fleet list, but the Tau should have similar treatment because of how unusual the Tau fleet is in this manner. I will get this fixed.

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Concerning allies:  I'm prettymuch baffled by this entire section.  It seems to be a big list of cans and can'ts but doesn't really explain when or how this is important.  For example, Orks and Dark Eldar could be allies, but I don't really understand how or when this is possible.  Are you just saying that if there was a variant Ork list that allowed you to take Dark Eldar ships then that would be okay?  How is giving this list of who can ally with whom important?  If there was a Necron list that specifically said you could take Tyranid allies (even though that would be so completely wrong) that would just override this list anyway, wouldn't it?

I would be very tempted to do away with the section entirely and just put the specific limitations you are trying to achieve in the appropriate ship or fleet listings.  For example, add a rule to the Demiurg that fleets containing them may not include reserves unless the Demiurg ships are actually listed in the fleet list.

What we are doing here is imparting onto the game some of the background framework intended by the designers. For example, the Craftworld Eldar and Dark Eldar have a visceral hatred for each other in a way that transcends even the Imperium’s animosity toward Chaos. The Dark Eldar are all that remains of the hedonistic, depraved society that brought about the Fall in the first place, whereas the Craftworld Eldar are all that remains of the rest of their race, forced to flee in the face of their society’s insane degeneracy before the rise of Slaanesh consumed nearly the entirety of their species in an instant. Craftworld Eldar in a real sense blame the Dark Eldar for the Fall, and the Dark Eldar see their Craftworld cousins as the most delectable of all beacon-bright soul-foods they consume to stave off the predations of She Who Thirsts. It is only through intercession of the Harlequins that they don’t consume each other in an orgy of hateful destruction, and they would never EVER under ANY circumstances actually ally with each other! Likewise Necrons hate all life and don’t even communicate with the living, much less form alliances with them (the Dark Eldar made an attempt of it, and it didn’t work out so great). There was a time when the Tyranids were only beginning their incursions into the Eastern Fringe that they enslaved a race rather than merely consuming them outright (the Zoats), but that instance never repeated themselves after the Zoat race was exterminated and later ret-conned out of the Warhammer 40k universe entirely.

What I want you to see is that rather than merely be a list of “thou shalt nots,” this list is one that opens up a range of possibilities to make your games even more interesting while being fluff-true to the WH40k universe. One-off games are a riot, but I’ve seen enough fleet lists to know that players like to weave battles into campaigns and campaigns into stories. This list does no more than provide a framework for that. As with everything else we’re trying to do here, PLEASE feel free to use as much or as little of this as you want!

- Nate




Check out the BFG repository page for all the documents we have in work:
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Offline flybywire-E2C

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Re: BFG FAQ 2010 General Rules Questions
« Reply #544 on: December 12, 2010, 10:48:54 AM »
Hi Masque! Good stuff here, so let’s get started.

Hi Masque! Let me start by saying this was EXCELLENT work!

Thanks, I'll try and muddle my way through some more over the next couple days.  Here's some further explanation on some of the points I brought up where you didn't simply agree with me or point out something I had missed.  I did some significant quote editing to try and keep this conversation coherant.  I hope you appreciate it.

Quote from: Page 5, Ordnance
Ordnance is launched at the end of the shooting phase as opposed to the beginning of the ordnance phase. This means if a given carrier already has attack craft on the table at the beginning of the ordnance phase, it cannot launch any more attack craft that turn unless it recalls markers currently in play and launches new markers from the ship’s base, even if it has successfully reloaded. This prevents a carrier from attacking a target to expend its attack craft in play and then launching a new attack craft wave in a single turn. Ships and defenses that may launch up to twice the number of launch bays they have on the table are not restricted in this manner as long as they do not exceed the number of allowable attack craft markers in play.

Quote from: Masque
This scenario implies that attack craft launched by a certain carrier prevent that specific carrier from launching again until they are removed.  I always thought only the total number of bays and attack craft on the board mattered.  The last sentence would seem to disallow a carrier from launching more craft if it had even a partial wave left on the table.  I would assume it could launch another partial wave as long as the total craft on the board was not more than it had bays.

 
You are absolutely right- you can launch another partial wave;  that is actually addressed separately in the same FAQ. The intent of the rule is specifically to prevent someone from moving ordnance already on the table to expend it in attacks, then launch a full strength of new ordnance, potentially getting two sets of attacks in a single ordnance phase. If you understood what I wrote here to mean you may not be able to do that, I have to re-smith it.

I'm more worried about the fact this rule seems to prevent the following scenario:  Let's say I have two Devastations and one launches CAP fighters and the other doesn't launch.  Then the next turn the first Dev reloads.  This ruling now prevents the Dev that launched fighters from launching again because it still has birds in the air even though the fleet has more launch bays than attack craft in play.


Good catch. This needs to have added to it that launch bay limits are for the Fleet, NOT individual ships. In other words, that Devastation can launch a partial wave if it wants to as long as launch bay limits for the fleet as a whole are not exceeded.

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Quote from: Page 7, Resilient Attack Craft
Opposing Resilient Attack Craft:  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 (along with the marker that  attacked it) is automatically removed. This save is used one fighter at a time. Following is an extreme example: 
1.  If two Thunderhawks are attacked by two Eldar fighters, and the first fighter attacks the first Thunderhawk and they both roll a 4+, both markers must immediately stop all movement and subsequent attacks but both remain in play. If the second Eldar fighter now attacks the first Thunderhawk, the first Thunderhawk is automatically removed.  If the second Eldar fighter now rolls a 4+ save, it may remain in play but the Eldar ordnance phase is now complete because both ordnance markers used their save and can no longer move or attack. 
2.  It is now the opponent’s ordnance phase. The sole remaining Thunderhawk may now elect to move away from the two Eldar fighters, or it may elect to attack them. If it does, both it and the Eldar player again roll their 4+ save because it is now a different ordnance phase. Regardless of the outcome, all ordnance markers still surviving after this exchange remain in place  until the next player turn because both ordnance phases have already taken place.

Quote from: Masque
Overall I'm very happy with the resilient attack craft rules, but I think this example is incorrect.  Since the first Thunderhawk temporarily loses its fighter status after surviving against the first Eldar fighter shouldn't the second Eldar fighter be forced to fight the second Thunderhawk as fighters should always be attacked before other attack craft according to the main rulebook?

Thunderhawks don’t “lose” being fighters, what they lose is their 4+ save. They are ALWAYS assault boats that behave as fighters. However, they only get to use their save once per ordnance phase. For example, Ork fighta-bommas are bombers that are ALWAYS fighters (except that they don’t get a save), which is different from Tau Mantas, which are bombers that get a 4+ save against fighters but are NOT fighters in and of themselves, meaning they ignore torpedoes and assault boats like other bombers do. You are probably not the only person thinking this so I will add it to the FAQ.

The second section of Resilient Attack Craft would seem to disagree with you about Thunderhawks ceasing to be fighters.  "Resilient Attack Craft in Multiple Combats in a Single Ordnance Phase: If resilient attack craft make their save they lose their fighter rules for the rest of that ordnance phase (or movement phase if save is made while in CAP)."


Good catch. That was bad syntax and is fixed- Thunderhawks are ALWAYS fighters that also happen to be a-boats, just like Ork FB’s are always fighters that also happen to be bombers. Incidentally, this is DIFFERENT from Mantas, which are bombers with a 4+ save but are nonetheless ONLY bombers.

Sigoroth keyed in on something really important with the syntax: in an effort to explain every permutation, resilient attack craft became confusing in and of itself. This was all essentially re-written to basically say “4+ save once per ordnance phase” like he suggested, then we used examples to break it all out. It makes for a longer document, but it’s a lot easier to read.

Once again, this isn’t written for the gentlemen players who get it. This was written as an attempt to stifle rule-lawyering munchkins. As such, a good portion of the FAQ topics will appear as “well, duh!” to seasoned players.

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Quote from: Page 9, Massing Turrets and Turret Suppression
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.

Quote from: Masque
With the current turret suppression this rule makes no sense at all.

I understand your question, but it makes perfect sense- here’s why. The obvious question is, “why are fighters less effective when there are less turrets to defend against?” There’s no harm in explaining this further in the FAQ- you’re probably not the only person thinking this. In game terms the point of fighter support is to defend against turrets (not attack the ship), and with less turrets, there’s less to defend against. In actual rule terms, fighter support is to counterbalance the number of attacks bombers lose to turrets. Because the number of turrets go down when a ship is crippled, the actual number of bomber attacks (regardless of fighter support) go up. For example, four bombers rolling D6-2 attacks against a ship with two turrets only roll D6-1 against the same ship when crippled. The fighters offer less support because they are physically doing less to protect the bombers, but the total number of attacks is still increased.

The first part of the rule, the part about crippling being permanent is fine, though it probably belongs in a different section of the FAQ.  The second sentence makes no sense now because turret suppession bonus attacks from fighters are now limited by the number of bombers not the number of turrets.


Sometimes I really am just an idiot. This is all fixed as well as properly cross-referenced, and the whole turret/Lunar example was deleted in its entirety.

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I won’t have the corrected FAQ posted until tomorrow. Everyone else, please keep in mind that except for the Errata and additions, the FAQ items themselves are intended to answer questions that have come up in unique and rare situations in game play. What may be obvious to some of us are not entirely so for others, and there’s no harm in making the FAQ as complete as possible, even if in the end this becomes a bit bigger than we intended.

Finally, someone suggested we break apart the FAQ items from the Errata items to make things easier to find and separate. That is a bit hard to do because the document is set up in the same format as the current rules in that all the Movement stuff is together, all the Shooting stuff is together, the individual fleets are in their own sections, etc. We would end up creating two separate documents if we tried to separate one from the other, each one similarly formatted and both of them functioning as addenda to the rules. As a compromise, I made a Table of Contents, and I included a few cross-reference line items in the rules. For example, for “Nova Cannons and Holofields,” we explained how Nova Cannon work against holofields in the Nova Cannon section, then left a quick note in the holofield section referencing the Nova Cannon section for how that weapon works against holofields. I don’t mind adding as much cross-referencing to this document as it needs to make it as easy to use as possible.

The one division I'd really, really like to see is to seperate the parts you don't need if you already have the .pdf version of the rulebook as opposed to the 1.0 or 1.5 printed book.  Actually, a better idea may be to simply leave everything organized as is but to color code things.  Red for things that are actual changes to the current .pdfs available from GW (blast markers).  Green for things that are simply updating the printed books to match the .pdfs (Nova Cannon scatter rather than guess).  Blue for things that are actually covered in the .pdfs but are clarified in the FAQ (splitting fire).  Black for all info that is simply not in the .pdfs (turret suppression).

That gets hard for two reasons. Firstly, colors won’t work. The reason why all the graphics are black and white is because as soon as we started using color graphics (or anything else), the file size went up dramatically and made it far too difficult to e-mail back and forth. Just incorporating any color at all (even by mistake) play havoc with the file sizes, and we have to be cognizant that even in this day and age, not everyone has broadband.

More importantly, some of the rulings here are changes that are also new additions, or changes that alter current rules, or additions that don’t actually change anything and are pure adds, etc. Some things correct 1.5, some (like the whole asteroid debacle) reintroduce what never should have been removed from 1.0, etc. Trying to get these things indicated one from another became more of a hassle than it was worth.

Finally, just making these kinds of distinctions implies some changes are “worth more” than others or in some way more or less valid. While individual players and groups are free to formulate what rules they want to or not want to use, one of the biggest things about this document was the effort in carefully balancing it against itself. Creating something that even implied the HA’s were saying “if desired, players can use all the FAQ items but not the additions,” subtracts from the entire effort. Fans can use this any way they want, as much, as little or not at all. However, we are not going to road-map a cut and paste guide as to what is more or less legal or applicable to the game.

-   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 Sigoroth

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Re: BFG FAQ 2010 General Rules Questions
« Reply #545 on: December 12, 2010, 11:06:23 PM »
What we are doing here is imparting onto the game some of the background framework intended by the designers. For example, the Craftworld Eldar and Dark Eldar have a visceral hatred for each other in a way that transcends even the Imperium’s animosity toward Chaos. The Dark Eldar are all that remains of the hedonistic, depraved society that brought about the Fall in the first place, whereas the Craftworld Eldar are all that remains of the rest of their race, forced to flee in the face of their society’s insane degeneracy before the rise of Slaanesh consumed nearly the entirety of their species in an instant. Craftworld Eldar in a real sense blame the Dark Eldar for the Fall, and the Dark Eldar see their Craftworld cousins as the most delectable of all beacon-bright soul-foods they consume to stave off the predations of She Who Thirsts. It is only through intercession of the Harlequins that they don’t consume each other in an orgy of hateful destruction, and they would never EVER under ANY circumstances actually ally with each other!

Except this stance goes against previous fluff. According to which, the Dark Eldar and Craftworld Eldar merely view each other as being misguided. Certainly the DE view the CWE as a meal, but then again, they view themselves as meals too, as well as any other living soul. Certainly the CWE are wary of the DE, who wouldn't be? However, politically speaking they're all Eldar, all superior to the mon-keigh, all have similar goals in preserving their own sacred tech/places from the lesser races and are all attempting to avoid the predations of Slaanesh in their own ways (by all I mean Harlequin, Exodite, Craftworld, Corsair and Dark). Their has been fluff of Eldar and Dark Eldar allying with each other to annihilate a human outpost encroaching on their sacred turf. They joined, cordially but warily, and afterwards parted ways, cordially and warily on the part of the CWE, and with a sack full of souls on the part of the DE. The animosity you describe does not exist. The order of the Craftworld "hatred" might extend like so:

**least hated**
Harlequins
Other craftworlds
Exodites
Corsairs
Dark Eldar
Daylight
Tau
Other Lesser Races
Daylight
Chaos (Khorne, Nurgle)
Chaos (Tzeentch)
Necrontyr
Chaos (Slaanesh)
**most hated**


In the grand scheme of things, the Dark Eldar aren't so bad as far as Craftworld Eldar are concerned.

Offline Plaxor

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Re: BFG FAQ 2010 General Rules Questions
« Reply #546 on: December 12, 2010, 11:23:50 PM »
Daylight. How true, it does terrible things to their fair skin. Although they might like Tau better than DE, and in the new DE codex it lists a few times when the DE helped the Eldar.

One scenario the DE came and helped Iyanden against a waagh, and when the seers asked why, the DE responded, "because you're just such entertainment" Presumably meaning the struggles of the craftworld are something funny to the DE, and they wanted them to continue. (hence making them survive)

Also of note the Dark Eldar helped the Eldar defend the black library against Arhiman in the Eye of Terror campaign.

I think you're confusing fantasy a bit with 40k Nate. Dark Eldar and Eldar don't have any real solid reason to hate each other, it's like the preppy kids and the goth kids. Sure they don't like each other, but at least they share a common heritage, and have some mutual goals (survival of their species).
« Last Edit: December 12, 2010, 11:26:34 PM by Plaxor »

Offline Sigoroth

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Re: BFG FAQ 2010 General Rules Questions
« Reply #547 on: December 12, 2010, 11:47:35 PM »
Heh, I meant daylight as in "there's a long margin between these two" but yeah, the DE in particular would be rather fond of their SPF 40,000 sunscreen.  ;D

And yes, 40K DE are actually much more like Fantasy vampire counts, or at least fantasy DE crossed with them. Fantasy DE are traitors to fantasy HE. Same is not the case in 40k.

Offline horizon

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Re: BFG FAQ 2010 General Rules Questions
« Reply #548 on: December 13, 2010, 04:03:26 AM »
Hey, Sigoroth used an explanation to what I said several times in this thread: DE & CE/CWE will work together.

Offline Masque

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Re: BFG FAQ 2010 General Rules Questions
« Reply #549 on: December 13, 2010, 04:49:20 AM »
Here are a few more rebuttals.  I might get to some of the fleet specific stuff tonight but I'm not sure.  When I do, I'll put it in the fleet specific thread.

Quote from: Page 14, Planetary Defenses
Vessels used as planetary defenses such as Defense Monitors or system ships do not roll for leadership or have a leadership value just as other normal planetary defenses do not, with the exception that they reload ordnance (where applicable) on a nominal leadership of 7. This means that they cannot take on any special orders except Reload Ordnance. They can however attempt to Brace For Impact. Note that ships that can be fired on as defenses (such as Ork Roks or Kroot Warspheres) are otherwise ships in all other respects and roll for leadership as ships do.

Quote from: Masque
The rule limiting planetary defenses to only using the reload ornance order is only supposed to apply to sattelite (immobile) defenses according to page 36 of the rulebook.  I would also mention whether or not sattelite defences can brace for impact.  I would suggest allowing them to do so.

It was already decided in a prior FAQ that they would be allowed to BFI so we will add this in. Good catch!

What's the reason for non-sattelite defenses being prevented from using other special orders?  Also, why do they not roll leadership normally?  I'm pretty sure if you play the rules as written in the 1.0, 1.5, or .pdf rulebook they would roll for leadership like any other ship and be allowed to do all special orders.  System ships are already terrible enough so why punish them like this?  Also, are all transport and replacement transports leadership 7 or do they roll normally?  And they are all allowed all special orders, right?

Quote from: Page 14, Planetary Defenses
Defences and Blast Marker Removal: You remove D6 blast markers from each defence with a speed of 0cm in each end phase after all  other actions in the end phase. This only applies to stationary defenses, not planetary defenses that behave as ships (such as monitors or system ships). This also does not apply to ships on standby or ships reduced to 0cm due to movement effects but otherwise capable of movement.

Quote from: Masque
I would have ruled to the opposite here.  Ships regaining shields as they move away from blast markers is how shield regeneration is tracked mechanically.  Since sattelite defenses do not move a different method needed to be invented to keep their shields operational.  I would apply the same rule to ships that remain stationary for any reason because their shield generators should still function even if their engines are having a little trouble and they've already got enough problems.  I would probably only make stalled ships remove blast markers at the end of their own turns though.

This is the method planetary defenses have removed blast markers for years now, and it is how the Ramilies removes blast markers as well.

I guess I didn't make myself clear.  I'm not saying that the rule for removing blast markers  from defenses should be changed.  I'm saying that blast markers should be removed from stationary ships in the same way as for defenses.  It just doesn't make sense that if a ship is on standby, in geosynchronous orbit, or having engine trouble that its shields stop regenerating.

Offline Masque

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Re: BFG FAQ 2010 General Rules Questions
« Reply #550 on: December 13, 2010, 05:44:26 AM »
I won’t have the corrected FAQ posted until tomorrow. Everyone else, please keep in mind that except for the Errata and additions, the FAQ items themselves are intended to answer questions that have come up in unique and rare situations in game play. What may be obvious to some of us are not entirely so for others, and there’s no harm in making the FAQ as complete as possible, even if in the end this becomes a bit bigger than we intended.

Finally, someone suggested we break apart the FAQ items from the Errata items to make things easier to find and separate. That is a bit hard to do because the document is set up in the same format as the current rules in that all the Movement stuff is together, all the Shooting stuff is together, the individual fleets are in their own sections, etc. We would end up creating two separate documents if we tried to separate one from the other, each one similarly formatted and both of them functioning as addenda to the rules. As a compromise, I made a Table of Contents, and I included a few cross-reference line items in the rules. For example, for “Nova Cannons and Holofields,” we explained how Nova Cannon work against holofields in the Nova Cannon section, then left a quick note in the holofield section referencing the Nova Cannon section for how that weapon works against holofields. I don’t mind adding as much cross-referencing to this document as it needs to make it as easy to use as possible.

Quote from: Masque
The one division I'd really, really like to see is to seperate the parts you don't need if you already have the .pdf version of the rulebook as opposed to the 1.0 or 1.5 printed book.  Actually, a better idea may be to simply leave everything organized as is but to color code things.  Red for things that are actual changes to the current .pdfs available from GW (blast markers).  Green for things that are simply updating the printed books to match the .pdfs (Nova Cannon scatter rather than guess).  Blue for things that are actually covered in the .pdfs but are clarified in the FAQ (splitting fire).  Black for all info that is simply not in the .pdfs (turret suppression).

That gets hard for two reasons. Firstly, colors won’t work. The reason why all the graphics are black and white is because as soon as we started using color graphics (or anything else), the file size went up dramatically and made it far too difficult to e-mail back and forth. Just incorporating any color at all (even by mistake) play havoc with the file sizes, and we have to be cognizant that even in this day and age, not everyone has broadband.

More importantly, some of the rulings here are changes that are also new additions, or changes that alter current rules, or additions that don’t actually change anything and are pure adds, etc. Some things correct 1.5, some (like the whole asteroid debacle) reintroduce what never should have been removed from 1.0, etc. Trying to get these things indicated one from another became more of a hassle than it was worth.

Finally, just making these kinds of distinctions implies some changes are “worth more” than others or in some way more or less valid. While individual players and groups are free to formulate what rules they want to or not want to use, one of the biggest things about this document was the effort in carefully balancing it against itself. Creating something that even implied the HA’s were saying “if desired, players can use all the FAQ items but not the additions,” subtracts from the entire effort. Fans can use this any way they want, as much, as little or not at all. However, we are not going to road-map a cut and paste guide as to what is more or less legal or applicable to the game.

I would still love for all the stuff that is simply in the .pdf rulebook to go away from the FAQ rather than have the FAQ apply to 1.0, 1.5, and .pdf versions of the rules.  When GW makes a FAQ for 40K they don't assume you might still have the 4th Edition rulebook instead of the current 5th Edition one.  I would not be against making a seperate file or section of the FAQ for updating the 1.0 and 1.5 books to the .pdf.

Your file size argument doesn't seem to hold water.  You put colored text into the Powers of Chaos document and it didn't get crazy bigger.

I still think it's useful to have stuff seperated by things that are changes to the rulebook as opposed to simply clarifications.

Offline Eldanesh

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Re: BFG FAQ 2010 General Rules Questions
« Reply #551 on: December 20, 2010, 02:43:24 AM »
the list of possible allys is a bit strange:

- Dark Eldar Eldar would surly not ally with Chaos - there is this little thing called Slaanesh aka "nemesis of the whole race"
- on the other hand Dark Eldar would have no problem to work with corsairs or even craftworld Eldar if the interest of the whole race is touched (e.g. teach ignorant chem-pan-sey a lesson..)
- even an Dark Eldar/Imperium alliance is possible, simply because the average imperial can't see the difference between Eldar and dark Eldar... there are even storys about Dark eldar mercenarys working for the Imperium (which kill their employers after the job is done...)
- a Rough Trader working with Chaos will get a visit from the nice Inquistor living next door ... can't really see that. An alliance with xenos is worse, but working with chaos is unforgivable...
- Even if i hate to say that, but temporary Marines (not every chapter, but some of them) would work with eldar or Tau if there is a bigger treat like Orks, Chaos or Tyranids. 

 

Offline Plaxor

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Re: BFG FAQ 2010 General Rules Questions
« Reply #552 on: December 20, 2010, 03:13:36 AM »
the list of possible allys is a bit strange:

- Dark Eldar Eldar would surly not ally with Chaos - there is this little thing called Slaanesh aka "nemesis of the whole race" 
Yes, DE would never ally with anyone associated with slannesh. However it is possible that they would ally with renegade space marines, or on the outside the alpha legion, who are only loosely associated with chaos.
Quote
- on the other hand Dark Eldar would have no problem to work with corsairs or even craftworld Eldar if the interest of the whole race is touched (e.g. teach ignorant chem-pan-sey a lesson..)
- even an Dark Eldar/Imperium alliance is possible, simply because the average imperial can't see the difference between Eldar and dark Eldar... there are even storys about Dark eldar mercenarys working for the Imperium (which kill their employers after the job is done...)
Yes.

Quote
- a Rough Trader working with Chaos will get a visit from the nice Inquistor living next door ... can't really see that. An alliance with xenos is worse, but working with chaos is unforgivable...
There is Canon of RTs working with Tau, Eldar, Demiurg and even Orks! Read the Blood Axes fluff. RTs will often get away with it, especially on the fringes. Look at Into the Storm by FFG.

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- Even if i hate to say that, but temporary Marines (not every chapter, but some of them) would work with eldar or Tau if there is a bigger treat like Orks, Chaos or Tyranids. 

Marines are probably less likely to work with Eldar than the Inquisition. The ordos Xenos has the Coven of Isha, and marines don't break code. I don't know where the idea that Marines would work with Eldar came from.... I think it has some logic of; well they're good and they're good so naturally they go together.

Marines however would likely simply 'ignore' the Eldar in face of the larger threat. The Ultramarines did this with the Tau when there was a hivefleet inbound.

Offline Eldanesh

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Re: BFG FAQ 2010 General Rules Questions
« Reply #553 on: December 20, 2010, 04:02:39 AM »
Quote
There is Canon of RTs working with Tau, Eldar, Demiurg and even Orks! Read the Blood Axes fluff. RTs will often get away with it, especially on the fringes.
Didn't said something against this. I argued against RT's working with CHAOS.
An alliance with xenos is a crime, but can be forgiven or, as you said, "overlooked" if the goal justifies it.
But an alliance with the forces of chaos, nope, this is something that can't be overlooked nor can it be forgiven...

Quote
Look at Into the Storm by FFG
I consider novels as non-canonical. As long as Black Library allows Guys like Goto to write 40k novels I can't even take them serious.
Ergo: as long as it doesn't appear in a Rulebook/Codex/WD or a dedicated "sourcebook" it doesn't exist

Quote
Yes, DE would never ally with anyone associated with slannesh. However it is possible that they would ally with renegade space marines, or on the outside the alpha legion, who are only loosely associated with chaos.
Eldar are THE main opponent to Chaos. Fullstop. Source: any Codex since 2nd Edition. OK, maybe it is possible to "trick" them into an alliance, if the eldar don't know that this chem pan sey are working for chaos, but this is such an unlikly case.... than you could also allow alliances with the tyranids arguing there is some device that locally kills of the hivemind. WhatI mean: alliances should express the "average relation" and not some special case.


Quote
I don't know where the idea that Marines would work with Eldar came from
Read more background and less bad novels  ;D

Offline horizon

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Re: BFG FAQ 2010 General Rules Questions
« Reply #554 on: December 20, 2010, 04:10:19 AM »
Thing is, there are also renegade fleets which make use of the Chaos fleet list. These aren't butchering Chaos God worshipping evil. But just what they are: renegades.

Eldanesh,
Into the Storm ain't a novel. It is a supplement from Fantasy Flight Games to their RPG Corebook for Rogue Trader. FFG works with the GW IP and every page they publish must be approved of by GW itself. So FFG is canon if they write for 40k.