I've got quite a few questions here. My excuse is the blatantly untrue "I'm not being ignorant, I'm just trying to, uh, clarify the rules!"
I checked through the last 20 pages of this thread to see if they've been asked before, and the first 25 pages of this thread was before the updated version of the FAQ anyway.
If a ship has an odd number of hits, how many hits need to be inflicted to cripple it - half rounded up, or half rounded down? It's probably been answered before, but I can't find it in the FAQ. I would normally say that it doesn't matter much since the player could simply look to see whether we round up or down for escort squadrons with an odd number of hits, but...
It counts as 25% destroyed if the squadron was crippled before disengaging, as in if at least half the escorts in the squadron were destroyed (rounding down) before the squadron disengaged. For example, if a squadron of five escorts disengages after two were destroyed, the enemy only gains 10% of its starting value, but will earn 25% of its starting value of three were destroyed before it disengaged. See the following page for more on disengaging escort squadrons.
... The example completely contradicts the sentence it is supposed to be clarifying.
Base size (page 12) and planetary defences (page 15): These sections don't mention what base size is used for ground-based defences. Would I be right in guessing that they would use the normal escort/cruiser base?
Ships in low orbit do not have to move and capital ships do not have to move a minimum distance before they can turn. To represent interference from the planet's gravity well and the outermost edges of its atmosphere, all firepower shooting in low orbit suffers one column shift to the right, lances and nova cannons require a 4+ roll to fire and torpedoes many not be fired by ships at all.
Does the "reduces effectiveness of lances" rule also apply to ground units, or only to ships?
Page 4 of the FAQ, blast markers and damage:
One paragraph starts with "When shooting at ships, the first blast marker is placed directly in the line of fire from the shooting vessel, with subsequent blast markers fanning out around it..."
The second paragraph (which starts with "When a ship has multiple bases in contact when taking fire") talks about what happens instead if there are multiple (i.e.
more than 1) bases in contact. It doesn't mention what would happen if there is exactly 1 base in contact with the target ship - the paragraph could do with rewording. Maybe replace "multiple" with "one or more"?
Campaigns/scenerios: The FAQ doesn't mention very much about either of them.
Scenario: Exterminatus: Andy Chambers said that the Exterminator isn't free (over
here), but there's no ruling one way or the other in the 2010 FAQ. (EDIT: 27/04/13: That website seems to be dead. You can use
this one and click "Miscellaneous" on the left to find it.)
Campaign:
Fleet selection: How does fleet selection rules work? Players construct a single large fleet which must obey the normal fleet selection rules (e.g. up to 1 battleship for every 3 cruisers for an imperial gothic sector list). When a part of this fleet is selected to play in a scenario, are those fleet selection rules ignored entirely, or only ignored when necessary? Playing Cruiser Clash with Dark Eldar would be impossible without some modifications since each of their cruisers must have at least 3 escorts.
Refits:
Each refit increases the cost of the ship by 10%, but 10% of what? The base cost of the ship, which includes the cost of any special refits (like the lunar class replacing torpedoes with the nova cannon) that were selected when the ship was first purchased? Or do we also include the cost of everything inside the ship (Chaos marine crew, the 10% increase from a previous refit, any warlord embarked, honour guards/terminators, gubbins taken by an ork warlord, etc) in the same way that we do with victory points. If so, would any subsequent increase in the cost of the ship increase the price of refit? For example, if a ship/crews/etc costs 200 points its refit costs 20 points, but would later increasing the cost of the ship (by transferring a warlord and his retinue/gubbins across from a destroyed flagship) increase the price of the refit? I'm guessing that the answer is yes.