Switch Theme:

[BFG] Battlefleet Gothic Remastered Rulebook  [RSS] Share on facebook Share on Twitter Submit to Reddit
»
Author Message
Advert


Forum adverts like this one are shown to any user who is not logged in. Join us by filling out a tiny 3 field form and you will get your own, free, dakka user account which gives a good range of benefits to you:
  • No adverts like this in the forums anymore.
  • Times and dates in your local timezone.
  • Full tracking of what you have read so you can skip to your first unread post, easily see what has changed since you last logged in, and easily see what is new at a glance.
  • Email notifications for threads you want to watch closely.
  • Being a part of the oldest wargaming community on the net.
If you are already a member then feel free to login now.




Made in us
Regular Dakkanaut




Always upvote BFG
   
Made in us
Gore-Soaked Lunatic Witchhunter







I've also started 3d printing off BFG ships again recently, and a friend in my playgroup found the weapons battery table irritating and wrote up a mathematically-equivalent (though more random) alternate system. I've summarized it below and would be interested to hear what folks think of it.

Instead of using the gunnery table roll 1d6 to hit per point of firepower. All shots hit on 4+, with the following modifiers:
* +1 if the target's attitude is Closing
* +1 for close range (within 15cm/6")
* +2 and ignore attitude if the target is Defense or a stationary vessel
* -1 for firing through blast markers
* -1 if the target's attitude is Abeam
* -1 if the target is an Escort
* -1 for long range (outside 30cm/12")
* -2 and ignore attitude if the target is Ordnance

All further references to a left column shift are replaced with +1 to hit, all further references to a right column shift are replaced with -1 to hit. Shots always hit on 6 or miss on 1 regardless of modifiers.

Hits proceed to roll against the target's armour to do damage as normal.

This message was edited 1 time. Last update was at 2020/05/22 16:45:00


Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in de
Experienced Maneater






Not sure this is a simplification?
That's a lot of modifiers. Sure, the gunnery table takes some time getting used to, but imo, it's not really complicated but rather an unusual wargame element.


 
   
Made in us
Gore-Soaked Lunatic Witchhunter







It isn't really a simplification since it's got all the same modifiers as the battery table does, my friend disliked needing to keep flipping back to the table and wanted a system that was easier to memorize.

Balanced Game: Noun. A game in which all options and choices are worth using.
Homebrew oldhammer project: https://www.dakkadakka.com/dakkaforum/posts/list/790996.page#10896267
Meridian: Necromunda-based 40k skirmish: https://www.dakkadakka.com/dakkaforum/posts/list/795374.page 
   
Made in au
Cocky Macross Mayor





Adelaide Australia

Taking a moment to express my appreciation for what you have done here. I know how much work goes into formatting and editing a properly laid-out publication, and you deserve some sort of medal for your commitment!

Thank you, and well done!

Hobbies from Other Dimensions!
www.miniaturemartin.com 
   
Made in gb
Fighter Pilot





Edinburgh

Likewise, thank you for sharing this compilation, Hanskrampf!

This message was edited 1 time. Last update was at 2020/06/27 15:26:55


   
Made in de
Experienced Maneater






v1.03
I fixed a few minor spelling and punctuation errors.
Brace for Impact was expanded with more 2010 FAQ/Errata paragraphs, I'm not sure why I didn't include it initially. This has some influence of the rest of the Damage section, which flows a bit differently now.
Also added some original game designer names that weren't included in the 2010 version I had (Final Draft all-in-one, and not the single file 2010 PDFs).

Updated the links in the OP, but here they are again:

Web/Mobile version: BFG Remastered Rulebook 1.03

Print files (see infos in OP):
Content (116 MB)
Cover (8 MB)


 
   
Made in nl
Fighter Ace






Excellent

   
Made in nl
Fighter Ace






 AnomanderRake wrote:
I've also started 3d printing off BFG ships again recently, and a friend in my playgroup found the weapons battery table irritating and wrote up a mathematically-equivalent (though more random) alternate system. I've summarized it below and would be interested to hear what folks think of it.

Instead of using the gunnery table roll 1d6 to hit per point of firepower. All shots hit on 4+, with the following modifiers:
* +1 if the target's attitude is Closing
* +1 for close range (within 15cm/6")
* +2 and ignore attitude if the target is Defense or a stationary vessel
* -1 for firing through blast markers
* -1 if the target's attitude is Abeam
* -1 if the target is an Escort
* -1 for long range (outside 30cm/12")
* -2 and ignore attitude if the target is Ordnance

All further references to a left column shift are replaced with +1 to hit, all further references to a right column shift are replaced with -1 to hit. Shots always hit on 6 or miss on 1 regardless of modifiers.

Hits proceed to roll against the target's armour to do damage as normal.

The modifier idea was something which played around FAQ2007 just before the release of BFG 1.5. But in the end the gunnery chart was much more elegant.

The gunnery is so extremely good because it incorporates: to hit and to damage in one roll and at once taking account of aspect, size and range.

   
Made in si
Ravenous Beast Form







 AnomanderRake wrote:
I've also started 3d printing off BFG ships again recently, and a friend in my playgroup found the weapons battery table irritating and wrote up a mathematically-equivalent (though more random) alternate system. I've summarized it below and would be interested to hear what folks think of it.

Instead of using the gunnery table roll 1d6 to hit per point of firepower. All shots hit on 4+, with the following modifiers:
* +1 if the target's attitude is Closing
* +1 for close range (within 15cm/6")
* +2 and ignore attitude if the target is Defense or a stationary vessel
* -1 for firing through blast markers
* -1 if the target's attitude is Abeam
* -1 if the target is an Escort
* -1 for long range (outside 30cm/12")
* -2 and ignore attitude if the target is Ordnance

All further references to a left column shift are replaced with +1 to hit, all further references to a right column shift are replaced with -1 to hit. Shots always hit on 6 or miss on 1 regardless of modifiers.

Hits proceed to roll against the target's armour to do damage as normal.


I too have noticed that the gunnery table mostly reproduces averages of these dice rolls and have considered dropping it but in the end I didn't find enough to fix in BFG rules to justify the labour of a rewrite. There's also something to be said for the immersion factor as in this case looking up charts and "doing math" does give an approximation of what a gunnery officer would actually do (unlike looking up charts when resolving a swordfight)

This message was edited 3 times. Last update was at 2021/09/24 12:35:15


Posters on ignore list: 34

40k Potica Edition - 40k patch with reactions, suppression and all that good stuff. Feedback thread here.

Gangs of Nu Ork - Necromunda / Gorkamorka expansion supporting all faction. Feedback thread here
   
Made in au
Longtime Dakkanaut





I did a conversion that was similar but not identical to the gunnery table but as everyone used it it didn't really change the outcome:

Roll firepower dice as normal with the following modifiers:

+1 dice within 15cm

-1 dice intervening blast markers
-1 dice capital ship
-1 dice target moving away
-1 dice abeam
-2 dice escort
-4 dice Ordnance


To a minimum of 1.


The gunnery table more or less reduces by 1 firepower for every column (there's a couple of exceptions that seem fairly arbitrary so I ignored them).

So an escort (-2) abeam (-2) targeted with 4 fp would get 1 dice.

This creates a graduation of fp rather than the staggered effect of repeated values, except when at 1.

At low and medium fp it matches pretty well, it's only when it gets to higher levels that you see more of a difference.

You can play it as is or maybe reduce fp on ships to compensate.

But I never really found it an issue.

 Filename Untitled document.pdf.PDF [Disk] Download
 Description
 File size 26 Kbytes

[Thumb - Screenshot_20210925-080816_Adobe Acrobat.jpg]

This message was edited 1 time. Last update was at 2021/09/24 22:12:46


 
   
 
Forum Index » Games Workshop Board Games & Specialist Games
Go to: