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Author Topic: BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread  (Read 66660 times)

Offline Plaxor

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BFG:R Book I The Core Rules: Updates, Feedback & Comments Thread
« on: November 10, 2011, 03:09:20 PM »
FAQ/Temporary Errata for BFG:R Alpha Pdfs

All the rules presented here are official and supersede any rules found in an Alpha pdf or earlier. As it takes time to correct errors and put everything in the correct place this post temporarily fills in any empty holes or errors in current PDFs.

Old Qualities
A number of older titles for special qualities can be seen in the pre-Alpha pdfs. Replace each quality with the following in any circumstance they are presented;
Elite Cadre---->Embarked Regiment
Hunter----->Flak
Terminators---->Elite Boarding Parties
Improved Auger Array---->Improved Auspex Array

Ship Classes
Any ship with Light Cruiser, Grand Cruiser, Frigate, Destroyer or Raider in its name is assumed to be of that class and replaces the Type section of its statistics with that class. Any Escorts which do not have a defined class within their name or type are assumed to be Frigates, Similarly any Capital Ship without a defined class in their name or Type are simply considered Cruisers. Most ship classes have their rules towards the end of the rules document.

Escort Classes
Escorts lose the ability on page 35 allowing them to re-roll Leadership Checks to navigate Asteroid Fields. This is replaced with Escorts roll 3D6 and remove one die before comparing the result to their leadership when rolling to navigate Asteroid Fields.

Escorts are now divided into three baseline classes. Frigates, Destroyers and Raiders. Escorts may have multiple hits, however they are not crippled like Capital Ships and do not reduce their weapons strength by half when their hits are reduced to half. They still are considered escorts and must be squadroned with other escorts. They are still destroyed outright when suffering a Critical Hit, regardless of the source. Note that this means a vessel firing on Escorts with multiple hits rolls for critical hits like against Capital Ships. For a squadron involving Escorts of multiple hits, roll to hit as normal against their armour, placing blast markers for shields as normal, then continue by allocating one hit to the nearest Escort, rolling for a critical hit. If the vessel is destroyed further hits continue on to the next nearest vessel and so on. If the vessel is not destroyed allocate the next hit against it and so on until it is destroyed.

Frigates must move 5cm forward before turning. Due to their size they are considered to have the Stalwart quality. When rolling for Brace for Impact orders, a squadron containing only Frigates rolls 3D6 and removes one die before comparing the result to the squadrons leadership.

Destroyers may turn at any point during their movement. Due to their small and easily commanded crews a squadron containing only Destroyers rolls 3D6 and removes one die before comparing the result to the squadrons leadership when attempting Lock On or Reload Ordnance special orders. Furtherore the limited crew and small size of these vessels makes them susceptible to enemy raids, and so they have the Skeleton Crew quality.

Raiders may turn at any point during their movement. Designed to quickly maneuver across the battlefield, squadrons containing only Raiders may re-roll the distance gained from All Ahead Full orders. Furthermore, when a squadron containing only Raiders makes a Command Check for All Ahead Full, Burn Retros or Come to New Heading orders they roll 3D6 and remove one die before comparing the result to the squadrons leadership.

New/Changed Qualities
Stalwart--->Additionally to the +1 defending bonus against enemy boarders, any Hit and Run raids against the vessel reduce their result by -1.
Transport---> The vessel has a transport capacity equal to its current number of hits and is subject to the Inefficient Engines quality.

Weapon Types/Rules
[/b]
Lance weapons are Direct Fireweapons that simply roll their strength value against any target within range causing a hit for any result greater than or equal to the number specified in the weapons rules regardless of the enemies Armour.

Lance Weapon             To Hit    Special
Lance Battery                  4+          -
Pulsar Lance Battery       4+      If a hit is scored you immediately make another attack. If the second attack is also a hit you
                                       now make a third attack. When on Lock On special orders only the first miss may be re-rolled.
Phantom Lance Battery   4+      Causes 2 hits on a roll of 5 or 6.
Ion Cannon Battery         4+          -

Gunnery weapons are Direct Fire weapons that use the gunnery table to work out how many dice are to be rolled. Compare the strength of the weapon to the aspect of the target and other apparent modifiers, rolling the number of resultant dice against the appropriate Armour rating.

Gunnery Weapon       Special
Weapons Battery                 -
Bombardment Cannon     FlakBombard
Heavy Gunz                     HeavyInnacurate
Gunz                                 Random firepower, roll a number of dice equal to the weapons characteristic each time it is fired
                                         combining the result with the non-random firepower. Your opponent must declare if he wishes to
                                        Brace for Impact before the strength of the weapon is determined.
Railgun Battery                    -


Scatter weapons are direct fire weapons which use a scatter die to determine their final hit location. So far the Nova cannon is the only such weapon.

Area Effect weapons are those that affect a given area, although most do not select a specific target, some are considered Direct Fire weapons such as the Armageddon Gun.

Holofields
Holofields are a very unique creation of the Eldar, that confuses enemy sensors as to the exact location of the Eldar vessel. Due to this fact any Gunnery weapons suffer a right shift when targeting a vessel with Holofields that is outside 15cm. Lance weapons suffer a -1 to their hit roll if firing over 15cm, and a -2 if they are firing over 30cm. Such weapons will always hit on a roll of 6 regardless of  distance. If your opponent has any Scatter weapons. Then if his opponent places the template in contact with a ships base with an active Holofield, then the defending player may force his opponent to Re-roll a ‘Hit’ result on the scatter die. Note that this cancels with Lock On orders. Holofields have no effect against Area Effect weapons.  Any other Direct Fire weapons simply fail on a D6 roll of 6 (by the attacking player). Any ship attempting to ram a ship with an active Holofield must roll an additional D6 with its leadership test to ram. Vessels attempting to board a ship with an active Holofield must pass a leadership test to do so.


Noted Errors
[/b]

Dark Eldar

Subjugation Class Dark Mirror Pattern should have a weapons battery strength of 6 not 16. Additionally it should have a Phantom Lance strength of 2 not 3.

Movement rules, the Dark Eldar have no minimum movement requirement and may remain stationary. They may not use Burn Retros orders.

Character; The Dark Eldar fleet is not required to take a Fleet Commander unless it is at least 750 pts. The Dark Eldar may take a Drachon (Ld+1) as its fleet commander instead of a Dread Archon for 50 pts. The Secondary Commander 'Drachon' is renamed to Heirarch but is otherwise unchanged.

Haemonculi Covens cost 20 pts not 25.

Slavetaking; Any enemy vessel may only be subject to a maximum of 4 Slavetaking raids from Hit and Run attacks or 1 Slavetaking raid from an Impaler Assault Module in a single turn.

Blackbird Class Transport costs 25 pts not 30.

Plasma Mine Fields cost 50 pts not 30.

Subjugation Class Raider Broken Sigil Pattern costs 45 pts not 40.

Impaler Assault Module (clarification), this attack craft simply destroys any subject Escort on a D6 roll of 2+ ignoring any modifiers to Hit and Run Attacks the vessel may have.

Corsair Eldar

Remove all references to Philosophies. The Corsair Eldar add +1 to their leadership score. They have no minimum movement speed and may not use Burn Retros orders.

Both variants of the Hellebore Frigate have 2 hits not 1, furthermore they cost 80 pts not 75.

Critical Hits Chart; Replace the critical hits chart with the following.
2D6 +Damage   Result
2             0         Keel Armament Damaged: the vessel may not use its Keel Armament until the damage is repaired.
3             0         Prow Armament Damaged: The vessel may not use its prow armament until the damage is repaired.
4             0         Mainsail Scarred: The vessel may not turn until the damage is repaired.
5             0         Mast Lines Severed: the vessel reduces each of its speeds by 5 until the damage is repaired.
6             0         Holofield Generators Damaged: the vessel does not benefit from holofields until the damage is repaired.
7             1         Superstructure Damaged: until the damage is repaired roll a D6 each time the vessel turns, it takes a hit on a
                          roll of 1 or 2 it takes an additional hit.
8             1         Mainsail Shredded: until damage is repaired the vessel may only move once per turn.
9             0         Infinity Circuit Crushed: reduce the vessels leadership by 3 and any Characters aboard are killed. This
                          damage may not be repaired.
10           0         Shields Collapse: The vessel no longer benefits from its shields. This damage may not be repaired.
11         D3         Hull Breach
12         D6         Bulkhead Collapse

Upgrades; Any Capital ship may be upgraded to carry Harlequins which grant the vessel Embarked Regiment quality for +15 points.

Your fleet commander may be upgraded to a Hero for +50 points which allows you to take allies from any Dark Eldar, Craftworld Eldar, Freebooter, Rogue Trader, Demiurg/Kroot, Inquisition or Imperial Navy fleet without your opponents permission. Furthermore if you are allied to either Dark Eldar or Craftworld Eldar you may spend up to half your points on your allied fleet and they are not subject to the Mercenary quality.

Your Fleet Commander may be upgraded to a Pathfinder for +75 pts. This allows you to redeploy up to half your ships or squadrons after both sides have completed their deployment but before the first turn.

Your Fleet Commander may be upgraded to a Duke for +50 pts. This allows your vessels to perform slavetaking (see the Dark Eldar Rules).

Imperial Navy

The Dictator has strength 10 weapons batteries not 2.

The Avenger has 10 hits not 12.
« Last Edit: December 20, 2011, 02:17:02 PM by Plaxor »

Offline Taggerung

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #1 on: November 10, 2011, 07:58:41 PM »
Any change log?

I am noticing a lot of changes.

1: Why Nerf the Armageddon Battlecruiser? and not even give it a point decrease? Not even an interesting ship to take now.

2: Dominator typo on the nova cannon ranges.

3: Dictator has strength 2 batteries on each side?? Hope that's a typo.

4: With how random the current rules for boarding are...the blood angels new side effect seems pretty harsh, could easily cripple of not destroy one of their ships.

All I really noticed.
« Last Edit: November 10, 2011, 08:13:25 PM by Taggerung »

Offline Plaxor

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #2 on: November 10, 2011, 08:35:56 PM »
Sorry, I have been transcribing things over to a template. The Armageddon BC is improperly priced (should be 225 I believe) I hope that is what you're referring to as far as 'nerfed'

Dominator and Dictator are also typos.

As far as the Blood Angels goes, this is somewhat subjective. They already have a +2 Boarding modifier base, and with Relentless they roll 2D6 and choose the highest (about a +1.5 mod). It is a very solid starting point for boarding, and I imagine that the BA player wouldn't start a boarding action that he didn't have at least a +4 or 5 to start with!

Unfortunately doing a changelog is a bit arduous, and I am not going through trying to change rules, or at least fleet specific stats. The only ship statistic I changed (as far as I recall) was the Vanguard cruiser, which is now 135 pts. Otherwise, here is what I think I did (for rules);

Imperial Navy;
Deleted Victory
Deleted Bakka Fleet
Added Firedagger to Wardens fleet
Renamed commanders in Wardens fleet
Adjusted re-roll and Commander points costs
Altered Armageddon fleet to better fit with the rules (made the SM's Allies)

Adeptus Mechanicus;
Gave them the Skeleton Crew Quality
Changed the name of their character ship
Deleted 'standard' escorts, making them only have access to the 'Space Marine' types and the Falchion

Space Marines;
Cleaned up Venerable Battlebarge rules
Made Venerable BB's required to replace their prow weapons with torpedoes
Changed the 'class' of the Sedito Opprimere (so that the dumb 'character-paint-scheme' argument doesn't happen)
Salamanders now are Attack Rating 2
Raven Guard now have Elite Boarding Parties at no cost, and are required to take at least as many escort squadrons as capital ships.
Blood Angels now suffer 2x damage when losing a boarding action (instead of the leadership detriment)
Iron Hands suffer -1 leadership when crippled
Vanguard changed to 135 pts
Deleted special rule for BB exterminatus

Inquisition:
Changed their allying rules so that they function more cohesively with the rules.
Formed them into a fully operable fleet
Added rules for them to take allies
Revised the wording of Hexagrammic wards so that it covers more abilities

I think that should be it!

Offline horizon

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #3 on: November 10, 2011, 09:07:42 PM »
Hi,

Armageddon normally has 45cm ranges on broadsides, 60cm on dorsal. Your file has all at 30cm. 45cm/235pts is what it should be.

Why delete bakka/victory?

admech: why delete standar IN escorts, that is unfair to people in possession of them. imo

why on earth all those chapter traits? In space it doesn't count imo.

Offline Plaxor

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #4 on: November 10, 2011, 09:24:03 PM »
Ah, for some reason I thought that the Armageddon was just a lunar with a dorsal lance.

Bakka/Victory was deleted because there wasn't enough justification for the fleet, and the Victory was a mildly contested ship (Too shooty for IN). It was also somewhat due to the fact that we never saw models for the forgeworld ships (a need for the fleet list). I wrote about it a little more extensively in a blog.

For Admech, this wasn't necessary, but seemed along  the same lines as SMs. The same argument could be applied for those, but in this case it was mainly to alter the feel of the Admech and make them feel more unique compared to IN.

Chapter traits are something that was requested by a number of players, and adds a little uniqueness to each SM fleet (they are fairly common in a lot of areas) with little real change. Although it doesn't really count in space, each provides a very minimal change to the fleet, i.e. Ultramarines gain an additional Fleet Commander re-roll, Space Wolves gain a +1 modifier when defending against boarding actions etc.

@Tag

I would be very appreciative if you would examine the .pdf for any other numerical errors, hopefully I'll be able to correct them and fix it before the weekend.
« Last Edit: November 10, 2011, 09:34:25 PM by Plaxor »

Offline Seahawk

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #5 on: November 10, 2011, 09:54:47 PM »
Two dealios:

For VBB, (also an issue with the 2010FAQ), if the ship disengages, is it still worth only 10%/25% to the enemy, or is it higher?

Why no IN escorts for SM?

Offline Taggerung

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #6 on: November 10, 2011, 10:02:04 PM »
@Plaxor,

What horizon pointed out was the "nerf" I was talking about (It originally had 45cm side weapons). 235 seems like a fair cost for the vessel. Adds some nice mid-long range firepower to an otherwise short range fleet. As far as the Victory goes, I did really like that vessel, but it was incredibly shooty for the IN.

I know changelogs are boring an tedious to write, so I really appreciate the time to make one. Thank you.

I personally like the SM fleet traits. Adds more variety! As for going over the doc, I did all the SM + IN ships, and those were the only typo's I could find. (At least compared to your 1.4 version), I didn't really go through Inq and AdMech, but I will try and go through it a bit more thoroughly.

Offline Plaxor

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #7 on: November 10, 2011, 10:48:25 PM »
@Seahawk

the VBBs are scored normally for disengaging, however if crippled they use the higher value (100% iirc.)

I'm surprised someone brought up the lack of Rapid Strike Vessels. Well this was decided a few months ago, as the RSVs were a 'holdover' from when the Space Marines did not have any rules for their escorts, they just simply were brought along into Armada due to the fact that many SM players had purchased and painted such vessels. Since they now have their own escorts it seemed reasonable to remove the IN holdovers. It was our impression that SM players could 'count-as' if necessary, and that it was such a small number anyhow.

@Tag,

Thanks, I hope that there are no more errors, it would be nice to know that I didn't mess up too much.

Offline Admiral_d_Artagnan

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #8 on: November 10, 2011, 10:58:28 PM »
Also, what gave you the impression IN wasn't shooty? IN is shooty. Just not at the medium to long ranges.

Offline Plaxor

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #9 on: November 10, 2011, 11:39:48 PM »
Exactly, the Victory had a lot of long range weapons, and was very high cost. It just didn't quite fit well enough to be worth 'forcing' in.

Offline Admiral_d_Artagnan

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #10 on: November 10, 2011, 11:55:59 PM »
? It's a battleship. It's supposed to have long range weaponry. It's not as if the Apocalypse can't fire at long range. It can as long as you are willing to take the crit. Same with the Emperor and Retribution (even using the original FP12 stat).

Offline horizon

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #11 on: November 11, 2011, 04:06:25 AM »
I think the AdMEch should have access to the IN escorts. They're unique enough. Why would they pass on a well working vessel like the Sword?

No brought up RSV's in the Marine fleet.

Victory was fine to me.

Offline Plaxor

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #12 on: November 11, 2011, 04:32:34 AM »
No brought up RSV's in the Marine fleet.

See Seahawk's post above, he doesn't directly state it, but he alludes to them.

Offline horizon

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #13 on: November 11, 2011, 06:30:33 AM »
Ah yes, missed that. But correct, they should be gone.

Offline AndrewChristlieb

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Re: BFG:R Updates, Feedback & Comments Thread
« Reply #14 on: November 11, 2011, 12:48:43 PM »
why do you see it ok for admech to keep the in escorts but not sm? thats like saying "all you admech players... go ahead and keep the ships you bought and painted for your fleet BUT! all the space marine playersyour rsv's worthless now, hope you have an in fleet to use them with."
I don't make the rules, I just think them up and write them down.