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 RegimentHunter----->
FlakTerminators---->
Elite Boarding PartiesImproved Auger Array---->
Improved Auspex ArrayShip 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 ClassesEscorts 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
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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 SpecialLance 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 SpecialWeapons Battery -
Bombardment Cannon
FlakBombardHeavy Gunz
HeavyInnacurateGunz 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
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Dark EldarSubjugation 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 EldarRemove 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 NavyThe Dictator has strength 10 weapons batteries not 2.
The Avenger has 10 hits not 12.