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Battlefleet Gothic Rules Summary (inc FAQ 2010

updates)
Command Checks;

Take Command Checks before each Ships Movement.

If a Command Check fails, then no more may be taken.

Command Check Modifiers;

-1 if Ship has Blast Markers in contact with it.

+1 if Enemy Ships are on Special Orders

All Ahead Full, Come to New Heading and Burn Retros half weapon strength, but have
not effect of Torpedos or Attack Craft.

Brace for Impact does not half Turret values or but does half Ordnance. Brace for impact
can be played even by vessels on Special Orders and no not prevent the original orders
being completed. Brace for impact does not save against Boarding Actions or prevent
damage to shields.

Squadrons;

Consist of Capital Ships or <6 Escorts (as per fleet list)

Must remain within 15cm coherency.

Are allocated a single Leadership value and always test once as a squadron.

Combine all weapons of the same type and fire arc when selecting a target and rolling for
damage

All fire is directed towards the closest ship until it is destroyed and damage is calculated
against the lowest armour in the Squadron.

Movement;

Ships moving <5cm count as Defences on the Gunnery Table

Ships must move at least half their Speed unless Burning Retros

Ships moving though blast markers reduce their speed by 5cm.

Turning;

Battleships must move at least 15cm before turning

Cruisers must move at least 10cm before turning

Escorts may turn at any time


Come to a New Heading does not allow Capital Ships to turn 90, but rather they must
travel the minimum distance before each turn. (eg move 15cm, turn, move 15cm, turn).

Shooting;

You may only split fire between targets within the same fire arc after passing a
Leadership Test.

All Fire Arcs are affected by the negative modifier for blast markers being in base-to-base
contact.

All shooting from a single Squadron or Capital Ship is considered to be simultaneous, so


will be unaffected by blast markers that result from its own firing.

Combine all firepower of the same type from an Escort Squadron and treat as a single
attack. If this exceeds 20, then treat as a Strength 20 attack and a second lesser attack
of the remaining Strength.

If target Ship has Blast Markers in base contact or if Line of Sight crosses blast markers,
then the Firer suffers a right hand column shift on the Gunnery Table.

Batteries and Lances may fire upon Ordnance and will remove the entire wave/salvo on a
roll of 6.

Shooting Modifiers;

Target within 15cm move 1 column Left

Target beyond 30cm move 1 column Right

Target obscured by blast markers move 1 column Right

Target moved less than 5cm counts as Defences

Damage; shooter needs to roll equal or higher than target armour rating to score a hit.
Place a marker against the target ship for each hit scored. The targets shields will
absorb a certain number of hits each turn before hits are deducted from the Ships
Damage Points.

Critical Hits; for each Hit against a ship (not the shields) roll a D6 and a roll of 6 cause a
critical hit, roll 2D6 on the Critical Hit chart and note any further damage or ongoing
effects. Critical hits against escorts will destroy it outright on a D6 roll of 4+.

Crippled; when a ship is below half of its original Damage Points, it is Crippled and halves
its Weapon Strength, Firepower, Turrets and Shields. I may not fire Nova Cannons and
reduces their movement by 5cm.

Ordnance;

When firing Ordnance, place the marker in front of your ship during the shooting phase,
but dont move until the Ordnance Phase.
Ordnance may be fired upon in the shooting phase and will be destroyed on a roll of 6
(ignoring target aspects, but accounting for target range when consulting the Gunnery
Chart).

Salvos / Waves of ordnance should be arranged side by side, not stacked or in a straight
line away from the ship.

Ordnance which passes through Blast Markers (including those in contact with the target)
must roll a D6 and on a roll of a roll of 6 the Ordnance is destroyed. (test once only).

Ordnance no longer runs out when rolling a double for Reload.

Ordnance must attack the first target that crosses its path (not the closest)

Turret Defences;

Roll D6 for each Turret on your ships profile and on a 4+ the incoming Salvo/Wave is
reduced by one Strength/Squadron

Turret Defences will only be able to target Torpedoes or Attack Craft in any one turn, but
not both.

Torpedoes;

All Torpedos regardless of strength is now represented by a strength 3 (2.5cm wide)


accompanied by a dice to show the actual strength.

Torpedoes travel in a straight line and travel at maximum Speed each turn.

Roll D6 against the target for each Strength of the Torpedo. Torpedo Strength is reduced
by 1 for each damage that it causes.

Boarding Torpedoes;

Can make a 45 turn at the end of their movement

When it comes into contact with an enemy ships base, roll a Hit & Run attack for each
point of the Boarding Torpedos Strength. Space Marine Boarding Torpedoes get +1 to
their score.

Attack Craft;

Each Squadron is represented by a single base.

Each Launch Bay may launch a single Squadron (eg 3 Launch Bays = 3 Squadron
bases)

Attack craft will be called back to the ship upon a successful Reload command.

All Attack Craft are represented by a 20mm Square marker.

Attack Craft may move and turn freely and are not required to attach the closest target.
Fighters;

When Fighters come into contact with Ordnance, both are removed from play.

Fighters have no effect on ships and remain in play.

Bombers;

When Bombers come into contact with Fighters, both are removed from play.

Bombers are unaffected by other Ordnance Markers

When Bombers come into contact with a ship, make a D6 roll against the ships lowest
armour for each Bomber Squadron before returning immediately to refuel & rearm.

Assault Boats;

When Assault Boats come up against Fighters, remove the Fighters .

Assault Boats have not effect on other Ordnance Markers.

When Assault Boats come into contact with a Ship, make an immediate Hit & Run attack
for each Assault Boat Squadron before returning immediately to refuel and rearm.

Thunderhawk Gunships;

When Thunderhawk Gunships come up against Fighters, the Fighter is removed however
the Thunderhawk will remain in play on a 4+ but moves no futher.

Thunderhawk Gunships have not effect on other Ordnance Markers.

When Thunderhawk Gunships come into contact with a Ship, make an immediate Hit &
Run attack with +1 bonus for each Thunderhawk Gunship squadron before returning
immediately to refuel and rearm.

Wave Attacks;

Defence Turrets and Fighters must remove all attacking Fighters before other Attack Craft
can be removed.

Waves may split up during the movement phase, but once they have, they cannot reform
into a Wave.

Blast Markers;

If a ship has suffered Shield Collapse it will take damage when moving through a blast
marker.

A ship with no shields remaining takes damage on a D6 roll of 6 when moving through a
blast marker.

Place a Blast Marker centrally on the spot in which an Escort Ship was destroyed.
Ships in contact with Blast Markers reduce their Shield Strength by -1 for each Blast
Marker.

Nova Cannon;

(30cm 150cm range) (no longer guess range) Place template on target(s) and roll to
Scatter. 30-45cm=D6cm Scatter, 45-60cm=2D6cm Scatter, 60cm+=3D6 Scatter. Any
ships base which is touch takes 1 hit. Any ships centre that is covered takes D6 hits. If
the Nova Cannon misses, place a Blast Marker.

Ramming;

Ramming can only occur when a Ship is on All Ahead Full special orders (and as such
must move straight ahead).

Ramming ship must roll a successful Leadership test before rolling additional speed or
measuring range. If ramming a smaller ship roll on 3D6, if ramming a similar size ship
roll on 2D6, if ramming a larger ship roll on 1D6.

Ramming vessel rolls dice equal to its starting hit points

Each rammed vessel rolls dice equal to its starting Damage Points if rammed in the front
or half its starting Damage Points when rammed in the side/rear

Ramming is not affected by shields

End Phase;

Damage Control; roll 1D6 for each remaining Damage Point and for each 6 rolled, repair
one system / extinguish one fire.

Blast Marker Removal; remove D6 blast markers that are not in contact with ships.

Boarding Actions; any ship in base to base contact with an enemy may attempt a
boarding action.

Each player rolls D6 and adds/subtracts the following modifiers;

Enemy ship has Blast Markers +1

Enemy ship is Crippled +2

Enemy ship is on Special Orders +1

Orks/Chaos +1

Space Marines +1

Own Boarding Value (remaining Damage Points) higher +1* (apply one only)

Own Boarding Value (remaining Damage Points) double enemies +2* (apply one only)
Own Boarding Value (remaining Damage Points) triple enemies +3* (apply one only)

Own Boarding Value (remaining Damage Points) is quadruple enemies +4 (apply one
only)

The player with the highest total is the winner and the losing ship suffers one point of
damage for each point it lost by.

Each player rolls a D6 to see if a Critical Hit is scored based on the below chart;

Score Difference Boarding Result Winner Critical Roll Loser Critical Roll
1 Stalemate 5+ 5+
2 Heavy Fighting 4+ 5+
3 Driven Back 3+ 6+
4 Stormed 2+ 6+
5+ Overwhelmed Automatic None
Drawn Combat; in the instance of a draw, neither ship may disengage, move, shoot or
launch ordnance until on ship or the other is reduced to 0 Damage Points and will
continue to roll Boarding Actions in subsequent End Phases.

Multiple Boarding Actions; make a single roll working on the Boarding Value of a
combined total of the two ships.

Hit & Run Attacks;

Roll D6, on a score of 1 the attach has failed, on a roll of 2+ consult the Critical Hit Chart.

Assault Boats; 30cm range and unlimited turns. Roll 1D6 on the Critical Hits Chart for
each Squadron that makes it past the defences and into base to base contact.

Boarding Torpedoes; can be fired instead or regular torpedoes, may make a single 45
turn at the end of their movement. Each Boarding Torpedo that makes it past the
defences rolls to hit as per normal torpedoes however in addition each successful hit also
results in a Hit & Run attack.

Escorts dont have a critical hit table, so instead are destroyed on a roll of 4+.

Teleport Attacks; A ship which is not and Escort, Crippled or on the Special Orders All
Ahead Full, Come to a New Heading or Brace for Impact and is within 10cm of an enemy
ship which has had it shields knocked out may make a Teleport Attack during the End
Phase. Resolve 1 Hit & Run attack against the enemy ship.

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