Additional Rules
Battlefleet Gothic

Eldar Battlefleet Gothic Formula



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Introduction

Any formula used to construct new ships or modify existing designs must, with accuracy, replicate the original values in the basic Battle Fleet Gothic rules. The following paragraphs provide a basic formula for use on Eldar Cruisers, Light Cruisers and escorts plus a battleship formula, derived from the basic formula, for Eldar battleships that meets the aforesaid criteria. Following the formulas is an Eldar ship construction guide.

Formulas

The Basic Formula for Eldar Escorts, Light Cruisers and Cruisers:

Points = [4.6 x Damage] + [12 x (# Torpedoes)] + [37.5 x (# Launch Bays)] + [11.2 x (# Weapons)] + [34.5 x (# Pulsar Lances)] + 2

The ‘2’ is a constant representing the Holofields and the 4+ armor that all designs start with.

The DATA1 table shows the inputs, points calculated by the formula and the per cent error. This formula estimates the values of existing ships within 5 per cent, and rounding to the nearest ‘5’ gives the correct values. The Voidstalker is included to show why the formula must be adjusted for Battleships. The speed value is NOT used in the calculation. It is a given depending on the hull points and ship class.

  Damage Torpedo Tubes Launch Bays Weapon Battery Pulsar Predicted Actual Delta
Voidstalker 10 0 4 8 4 425 380 11.8%
Lightning 4 4 0 0 2 137 140 -1.9%
Shadow 6 4 0 12 0 212 210 1.0%
Eclipse 6 0 4 0 2 249 250 -0.6%
Hellebore 1 2 0 1 1 76 75 1.7%
Aconite 1 0 0 5 0 63 65 -3.7%
NightShade 1 2 0 1 0 42 40 4.5%
Hemlock 1 0 0 0 1 41 40 2.8%
DATA1: Existing vessels calculated using the formula.

The Voidstalker is an exception to basic Eldar ship design. Almost twice the size of a cruiser, it has weapons with 3 firing arcs, lances with two firing arcs and weapons and lance range is increased to 45cm. In addition, the existence of the Forge of Vaul establishes that, for battleships, 6 torpedo tubes are equal to 4 Launch Bays. Launch Bays, because of their size, are presumably less costly to install in Battleships since they do not take such a large proportion of hull volume. On the other hand, costs for pulsars and weapons should be increased to account for the extended range and arc.

The Eldar Battleship Formula:

Points = [4.6 x Damage] + [12 x (# Torpedoes)] + [18 x (# Launch Bays)] + [13 x (# Weapons)] + [39 x (# Pulsar Lances)] + 2

  Damage Torpedo Tubes Launch Bays Weapon Battery Pulsar Predicted Actual Delta
Voidstalker 10 0 4 8 4 380 380 0.0%
Forge of Vaul 10 6 0 8 4 380 380 0.0%
DATA2: The Void Stalkers points values calculated using the formula.

Eldar Ship Construction Guide

As an example, I will construct a new Eldar light cruiser that is relatively cheap and does not rely on ordnance. I use the Epic scale Eldar Vampire Raider for this vessel in Battle Fleet Gothic games.

Step One

Choose the basic hull type, determining speed, hits, and prow/keel firepower/strength limitations:

  Damage Speed Shields Armour Max Firepower/Strength
Battleship 10 10/20/25 Holofield 4+ 30
Cruiser 6 10/20/25 Holofield 4+ 18
Light Cruiser 4 10/20/30 Holofield 4+ 12
Frigate 1 10/20/30 Holofield 4+ 6
Destroyer 1 15/20/30 Holofield 4+ 3

All Eldar ships have 4+ armor, all have Holofields, and none have shields or turrets. The Firepower/Strength limitation refers to the sum of all entries in that column of the ships data display. Weapons and torpedoes count as 1 each, pulsar lances count as strength/firepower 2 each and each launch bay counts as strength/firepower 3. This limits the amount of weaponry on a given ship class. For example, a destroyer can carry a maximum of 3 weapons batteries, or a lance and 1 weapon battery, or a single launch bay.

Name Type/Hits Speed Turns Shields Armour Turrets Points
Vampire Light Cruiser/4 10/20/30 Special Holo 4+ None 2 + (4.6 x 4) = 20.4

Step Two

Add weapons. There is room for 12 on our Light Cruiser. On any Eldar escort, cruiser or light cruiser all pulsars and weapons batteries fire in the forward arc with a range of 30cm. Battleship pulsars and batteries have a range of 45cm and 2 or 3 fire arcs respectively.

We will add 2 pulsars and 4 weapons batteries costing:

[11.2 x 4] + [34.5 x 2] = 113.8

And taking up 8 of our space allowance.

We now have, using the BASIC formula:

Pts = [4.6 x 4] + [0 x 12] + [0 x 37.5] + [11.2 x 4] + [34.5 x 2] + 2 = 134.2

When calculating new ships round to the nearest 5, thus 135 pts.

Name Type/Hits Speed Turns Shields Armour Turrets Points
Vampire Light Cruiser/4 10/20/30 Special Holo 4+ None 135

Armament Range/Speed Firepower/Strength Fire Arc
Prow Pulsar Lance 30 cm 2 Front
Prow Weapons Battery 30 cm 4 Front

Philosophy
In general, ship point formulas should not be used with input values that fall outside the bounds of good sense. Yes, you can construct an escort with a launch bay, but take into account that the game’s designers, with four escort designs, choose not to do so.

Eldar Battlecruiser [Experimental]
While working on this article, I thought about an Eldar ship with 8 hit points, a battle cruiser, if you will. Traditionally, battlecruisers were faster but more weakly armored than battleships. In the Battle Fleet Gothic world, you cant get much more weakly armored than the Eldar so some offensive capability should be sacrificed. The ship should also fill the point gap between the Eclipse and Voidstalker and retain the battleships 45cm range and arc advantages but lose the cheaper launch bays.

Start with:

Type/Hits Speed Turns Shields Armour Turrets Points Max Firepower/Strength
Battlecruiser/8 10/20/30 Special Holo 4+ None 2 + [4.6 x 8] = 38.8 24

Add weapons suite: 4 Prow Torpedoes, 6 weapons and 4 pulsar lances

Using a modified BB formula (greater Launch bay cost):

[12 x (# Torpedoes)] + [27 x (# Launch Bays)] + [13 x (#Weapons)] + [39 x (#Pulsar Lances)]


[12 x 4] + [27 x 0] + [13 x 6] + [39 x 4] = 282 pts


Adding 282 + 38.8 gives a 320.8 (round to 320) point battlecruiser.

Enjoy

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Date: 22/11/2002
Submitted by: Kevin Kelley





Recently, I received an email from Pat about this article, stating a few alterations which he felt were needed. He felt that the values were excellent, but a few were 'slightly off'. So, I suggested that he send me his opinion of the numbers, so that I could add then to the end of the article. Then, people could make up their own mind, and use what they felt was correct. He did, and so I did. So, here is his ammendment to the article. Feel free to drop me an email and let me know your opinions on this. Alternatively, go over to the EpiComms Forums and let us all know. Thanks, CyberShadow.


Figuring out the points value of the Eldar ships published in the basic rules is easy. There are 2 Hull types: the Escort, and the Cruiser. Once you have chosen the hull you just have to add the cost of the weapons. The costs of both are listed below.

  • Eldar Costs:
    • Escort Hull : 5 Points
    • Cruiser Hull : 20 Points
  • Weapons Cost per point of strength:
    • Torpedoes : 11.5 Points
    • Launch Bay : 40 Points
    • 30cm Weapons Battery : 12 Points
    • Eldar Pulsar : 35 Points
For convenience, here is the chart showing the costs:

  Hits Hull
Cost
Torpedo
Tubes
(11.5)
Launch
Bays
(40)
Weapon
Battery
(12)
Pulsar
(35)
Actual Predicted Delta
Shadow 6 20 4 0 12 0 210 210 0%
Eclipse 6 20 0 4 0 2 250 250 0%
Hellebore 1 5 2 0 1 1 75 75 0%
Aconite 1 5 0 0 5 0 65 65 0%
Nightshade 1 5 2 0 1 0 40 40 0%
Hemlock 1 5 0 0 0 1 40 40 0%

I also 'pointed' out the Aurora and Void Stalker, by using estimated guesses for the hull costs. If the Void Stalker hull costs -16 (negative 16) and the Lightning costs 24, then the posted values are perfect. ;) But that still does not account for the range 45 guns.

  Hits Hull
Cost
Torpedo
Tubes
(11.5)
Launch
Bays
(40)
Weapon
Battery
(12)
Pulsar
(35)
Actual Predicted Delta
Void Stalker 10 35 0 4 8 4 380 431 -12%
Lightning 4 10 4 0 0 2 140 126 11%


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Date: 03/03/2003
Submitted by: Pat Estes