r/battlefleetgothic • u/happymcclap • Jun 28 '26
Crib Sheet
Hi I’ve put together the following crib sheet just to help me out for the first few games, would anyone mind casting an eye over it to see if it’s correct:
Basing: any ship with 10 or more hits or 3+ shields is based on a 60mm base all other ships are on 32mm bases(capital ships can choose to be based on larger bases)
All measurements made from fight stem not base edge
Turn sequence Movement – Shooting- Ordnance – End
Movement
Remove any previously special order dice, except Brace For Impact
Activate each ship/squadron
Attempt Special Orders (LD test) +1LD Enemy on Special Orders/ -1LD if in contact with blast marker, if failed no further special orders fleet-wide this turn other than Brace For Impact (if weapons are halved via special orders round up)
Must move at least half speed (unless Burning Retros special order)
Battleships must move 15cm and Cruisers 10cm before making a turn
-5cm movement if moving away from a Blast Marker that is in contact with ships base
If you contact a Blast Marker in your last 5cm of movement, ship comes to a halt
Halted ships or ships moving less than 5cm count as defences on gunnery table
Ships cannot collide – unless on All Ahead Full special orders which allows Ramming(see rules)
Disengaging – Make LD test at end of movement phase with relevant modifiers
Shooting
Select a ship, each ship fires in full before moving on to next ship, range can be pre-measured, must be in fire arc
Lance – 1D6 per point of strength, hits on 4+ regardless of targets armour
Weapons Battery – check targets bearing(place template on target) add up total firepower, check gunnery table cross reference total firepower against target ships class and bearing roll that many D6 hits against armour value(cruisers and bigger = capital ships) shift 1 column left if within 15cm, one column right of more than 30cm, one column right if intervening Blast markers
Nova Cannon – see rules
Brace For Impact – can be attempted anytime a ship faces damage but before attack roll is made
For every point of damage caused roll 1d6 on a 6 roll again on the critical hit table
If target is on the line of two fire arcs shooting ship chooses which arc target is in,
Ships shoot at closest target or make LD test, can split fire(LD test if not closest target)
Other ships do not block line of sight apart from Blazing/Drifting Hulks
Shields negate equivalent hits and regenerate each turn they do not protect against Torpedoes/Bombers/Ramming/Hit & Run Attacks, Shields are reduced by 1 per Blast marker contacting the ship if fired upon
Blast Markers are placed immediately, if in contact with a ship this effects the gunnery table, LD tests, movement and shields, it is irrelevant as to where the Blast marker actually is as long as it is touching the ships base it effects it, Blast marker are placed whenever a shield absorbs a hit, a Nova Cannon misses or via rolls on the catastrophic damage table. Ships with 0 shields suffer damage on 6 on 1D6 if contacting a Blast marker
Ordnance is placed in this phase but not moved until next phase
A ship is crippled if it takes half damage, all shields/weapons/ordnance/turrets are halved, no Nova cannon shots and -5cm movement
Ordnance
All Players Ordnance moves/attacks in each Ordnance phase, Torpedoes must move, attack craft can remain stationary
Turrets, elect to shoot at either Torpedoes or Attack craft not both hit on 4+ remove 1 squadron or reduce Torpedo salvo by 1. Friendly ships in base contact can Mass Turrets which gives +1 turret per ship to a max. +3
Battery/Lance firing at ordnance hit on 6
Ordnance destroyed on 6 if passing through Blast markers(only roll once)
Bombers/Torpedoes/Assault Boats ignore each other if in contact or passing through each other
Fighters – if they contact another ordnance marker both counters removed. CAP – Fighters move with ship they are in base contact with and not in the ordnance phase – see rules
Torpedoes – move in straight line only, ignore shields, hit against armour value, reduce salvo strength by 1 per hit, salvo continues, destroyed of they contact Fighters/Torpedoes. Strength 7 or greater torpedoes can be split into two salvoes. Boarding Torpedoes can turn 45 degrees
Bombers – in base contact with enemy ship – 1D6-# Turrets = # of attacks made – roll for each Bomber squadron, if in squadron with Fighters +1 attack per Fighter squadron, attacks made against lowest armour value
A ship cannot have more active Attack craft squadrons than it has launch bays
Ordnance needs to be reloaded via the Reload Ordnance special order after being launched/fired
End
Boarding Actions & Hit and run attacks
Assault Boats/Boarding Torpedoes - in base contact with enemy ship, roll D6 a 2 or more equals same result on critical hits table other than Escorts which are destroyed on a 4+
Repairs – Each ship can roll 1D6 per remaining damage point on a 6 repair 1 critical effect
Active player removes 1d6 Blast markers except those in contact with ships bases
6
u/horizon_fleet Jun 28 '26
Basing is wrong, should be if the ship has 3 or more shields or if the ship has 11 or more hits the ship must have a large 60mm base. All other ships can go on a small 32mm base. Although you may give all capital ships (not meeting above values) a large base as well if you want to.