TEXT: 2. THE SHOOTING PHASE
  Weapons Batteries – page 20
  Total up the firepower of the firing ship. Cross reference this with the tar-
  get type and its orientation on the Gunnery table (see over). Apply any col-
  umn shifts for range or intervening Blast markers. The result is the num-
  ber of dice rolled to hit. Each dice that scores equal to or over the target’s
  Armour value inflicts 1 point of damage.
  Lances – page 20
  Roll a D6 per point of Strength of the lance battery. Lances always hit on
  a roll of 4+, regardless of the target’s Armour value.
  Shields – page 25
  Each time a ship is hit, place a Blast marker in contact with its base to
  show its shields are being overloaded. If it has no shields left (ie, the Blast
  markers in contact equal its Shields value) then each hit inflicts 1 damage
  point but no Blast marker is placed.
  Critical Hits – page 24
  For every hit that inflicts damage (ie, not stopped by shields) roll a D6. On
  a score of 6, roll 2D6 on the Critical Hit table (see over).
  Catastrophic Damage – page 26
  If a capital ship has 0 damage, roll 2D6 on the Catastrophic Damage table.
  Weapons must shoot at the closest target within their fire arc, unless the ship passes a Leadership test to see if it can fire at another target
  that is further away. If the target is further away than the weapon’s range then the shot automatically misses.
  3. THE ORDNANCE PHASE
  When a ship launches ordnance, place the appropriate marker/s on its base (in the direction of travel for torpedoes). Ordnance moves in both play-
  ers’ ordnance phases. The player whose turn it is moves theirs first. Ordnance may be fired at by ships’ weapons and has an Armour value of 6.
  Even lances need a 6 to hit. All ordnance attacks ignore a ship’s shields. Bombers and torpedoes can inflict critical hits just like shooting.
  Defence Turrets – page 29
  A ship hit by an Ordnance marker may roll a number of D6 equal to its cur-
  rent Turrets value. Roll to hit against each torpedo marker or attack craft
  wave. Each roll of 4+ scores a hit. Each hit against torpedoes reduces their
  Strength by 1. Each hit against attack craft destroys one marker. Turrets
  may fire at torpedoes or attack craft in a turn, but not both.
  Torpedoes – page 28
  Torpedoes travel in a straight line. If they touch a ship’s base, roll to hit for
  each Strength point left in the salvo. Torpedoes that miss carry on moving.
  Fighters – page 29
  A fighter that moves on to an opposing Ordnance counter destroys it and
  is removed itself. Fighters cannot attack ships.
  Bombers – page 30
  Bombers that are in contact with a ship’s base will attack it. Each surviv-
  ing bomber marker makes a number of rolls to hit equal to D6 minus the
  target’s Turrets value and is then removed.
  Assault Boats – page 30
  Each surviving assault boat marker makes one hit-and-run attack at the
  target and is then removed.
  4. THE END PHASE
  In the end phase there are a number of actions to resolve, such as repairs, teleport attacks and boarding actions.
  Damage Control – page 31
  Ships can attempt to repair critical damage in either player’s end phase.
  For each point of damage the ship has remaining, roll a D6. If the ship has
  Blast markers in contact, halve the number of dice rolled (rounding up). On
  each score of a 6, one critical damage result may be repaired. Ships may
  not attempt to repair lost damage points, even additional damage caused
  by a critical hit.
  Blast Markers – page 31
  In the end phase of their turn, a player must remove D6 Blast markers.
  Blast markers in contact with a ship’s base may not be removed.
  Teleport Attacks – page 35
  Escorts may not make teleport attacks. Teleport attacks have a range of
  10cm and can’t be attempted by a ship on special orders. The target ship
  must have no shields at the time of the attack. A ship can’t make a teleport
  attack against a target with more current hits than itself and can only make
  one teleport attack per turn. For each teleport attack, make one hit and run
  attack on the target ship.
  Boarding Actions – page 34
  For full details of boarding actions refer to page 34 in the Battlefleet Gothic
  rulebook.
  Hit-and-run Attacks – page 35
  For each hit-and-run attack made, roll a D6. On a roll of 1, the attack has no
  effect. On a roll of 2 or more, look up the score on the Critical Hits table and
  apply the damage immediately.
  1. THE MOVEMENT PHASE
  Ships must move between half their speed and their total speed. They may make one turn (45° or 90° as noted on their data sheet) during their
  movement. A ship may go onto special orders by passing a Command check before its movement (see over).
  • An escort can make one turn at any point during its movement.
  • A cruiser can make one turn, but must move forward at least 10cm before
  doing so.
  • A battleship can make one turn, but must move forward at least 15cm
  before doing so.
  Blast Markers – page 25
  If a ship moves through one or more Blast markers, its speed is reduced
  by 5cm (note that capital ships do not count as having moved 5cm for the
  purposes of turning).
  D6 ROLL
  LEADERSHIP
  1
  6
  2-3
  7
  4-5
  8
  6
  9
  LEADERSHIP VALUES
  1. THE MOVEMENT PHASE
  2. THE SHOOTING PHASE
  3. THE ORDNANCE PHASE
  4. THE END PHASE
  TURN SEQUENCE
  
  Critical Hits Table
  2D6 Extra Damage Result
  2
  +0
  Dorsal armament damaged. Ship’s dorsal 
  armament may not fire until it is repaired.
  3
  +0
  Starboard armament damaged. May not 
  fire starboard armament until it is repaired.
  4
  +0
  Port armament damaged. Ship’s port
  armament may not fire until it is repaired.
  5
  +0
  Prow armament damaged. Ship’s prow
  armament may not fire until it is repaired.    
  6
  +1
  Engine room damaged. Ship may not
  make any turns until damage is repaired.
  7
  +0
  Fire! If the fire is not put out (repaired) it
  causes 1 point of extra damage.
  8
  +1
  Thrusters damaged. Reduce the ship’s
  speed by -10cm until damage is repaired.
  9
  +0
  Bridge smashed. Ship’s Leadership
  reduced by -3. Damage cannot be repaired.
  10
  +0
  Shields collapse. Ship’s shield strength is
  reduced to zero. This may not be repaired.
  11
  +D3
  Hull breach.
  12
  +D6
  Bulkhead collapse. 
  Notes: If a critical hit is rolled that cannot be applied, apply the next
  highest critical instead. If a ship suffers multiple critical hits to the same
  location they must all be repaired before the location functions again.
  2D6 Extra Blast Markers
  Result
  2-6
  1
  Drifting Hulk. The wreck of the 
  ship moves 4D6cm forward in 
  each of its subsequent movement 
  phases. Place a Blast marker in 
  contact with its base after each 
  move.
  7-8
  1
  Blazing Hulk. The wreck moves 
  4D6cm forward in each of its 
  subsequent movement phases. 
  Place a Blast marker in contact 
  with its base and roll on this table 
  again after its move.
  9-11
  1/2 Starting damage
  Plasma Drive overload. Remove
  the ship from play. Each ship 
  within 3D6cm is hit by the 
  explosion with lance shots equal 
  to half the ship’s starting number 
  of hits.(Roll to hit as normal).
  12
  Starting damage
  Warpdrive implosion. Remove 
  the ship from play. All ships within 
  3D6cm of the imploding 
  wreck is struck by lance shots 
  equal to the wreck’s starting 
  damage capacity. (Roll to hit as 
  normal).
  GUNNERY TABLE
  CLOSING
  CAPITAL SHIPS
  ESCORTS
  MOVING AWAY
  CAPITAL SHIPS
  ESCORTS
  ABEAM
  CAPITAL SHIPS
  ESCORTS
  SPECIAL *
  DEFENCES
  ORDNANCE
  1
  1
  1
  1
  0
  0
  2
  2
  1
  1
  1
  0
  3
  3
  2
  2
  1
  1
  4
  4
  3
  2
  1
  1
  5
  5
  4
  3
  2
  1
  6
  5
  4
  3
  2
  1
  7
  6
  5
  4
  2
  1
  8
  7
  6
  4
  3
  2
  9
  8
  6
  5
  3
  2
  10
  9
  7
  5
  4
  2
  11
  10
  8
  6
  4
  2
  12
  11
  8
  6
  4
  2
  13
  12
  9
  7
  5
  3
  14
  13
  10
  7
  5
  3
  15
  14
  11
  8
  5
  3
  16
  14
  11
  8
  6
  3
  17
  15
  12
  9
  6
  3
  18
  16
  13
  9
  6
  4
  19
  17
  13
  10
  7
  4
  20
  18
  14
  10
  7
  4
  F
  I
  R
  E
  P
  O
  W
  E
  R
  Catastrophic Damage Table
  < Target within 15cm – shift one 
  column left
  > Target more than 30cm away – 
  shift one column right
  > Target behind intervening Blast
  markers – shift one column right
  GUNNERY MODIFIERS
  Notes: To save space, both cruisers and battleships are referred to as capital ships on the Gunnery table. 
  *Defences (for example ground based defences & satellites) and ordnance targets are not affected by orientation.
  SPECIAL ORDERS
  BURN
  RETROS
  Speed: Zero to half
  Turns: Up to one
  Weapons: Half effect
  COME TO
  NEW HEADING
  Speed: Half to full
  Turns: Up to two
  Weapons: Half effect
  LOCK ON
  Speed: Half to full
  Turns: None
  Weapons: Full effect
  + re-roll lances and
  weapon battery misses
  Speed: Half to full
  Turns: Up to one
  Weapons: Full effect,
  ordnance reloaded
  Special: May not roll
  for ordnance again
  after rolling a double
  BRACE FOR
  IMPACT
  Speed: Half to full
  Turns: Up to one
  Weapons: Half effect,
  Special: Use in
  enemy turn, 4+ save
  against hits. Lasts for
  rest of own turn.
  ALL AHEAD
  FULL
  Speed: Max +4D6cm
  Turns: None
  Weapons: Half effect
  RELOAD
  ORDNANCE
  TARGET ORIENTATION
  Closing
  Abeam
  Abeam
  Moving Away
  To go onto special orders, a ship must first pass a
  Command check by rolling equal to or lower than its
  Leadership on 2D6. If the check is failed, the fleet can
  make no more Command checks for the rest of the turn.
  Combat Orders
  Navigational Orders
  -1
  Blast markers in contact
  +1
  Enemy on special orders
  LEADERSHIP MODIFIERS
  
SOURCE: textdata/thevault/Warhammer/40k/Battlefleet Gothic/Supplementals/BFG_Reference_Sheet.pdf