Can't this thread be edited and cleaned up a bit....????
i.e. get rid of all old posts and cleanup monthly....Keeping only most recent...bit annoying to have to go through to page 15 to see latest list...
Thanks Reynard...
It's all coming together....your explanation helps....
I was beginning to figure that time was important for that reason...but I think until one actually experiences ship-to-ship combat...they might not get true sense of the importance of clock watching.
I get it now.
Your reply is most helpful....
Especially the part about "skipping" fuel/maintenance checks and risking misjump...
Out of interest...the bit about time it takes... 1D x 10 minutes...
If you could also explain significance of keeping time? Then I will go and re-read the rules....
But what is...
FIRING THE JUMP rule says: "EASY (+4) Engineer (Jump Dirve) Check = (1D x 10 minutes, EDU modified by effect of ASTROGATION CHECK...plus applicatable modifiers there...
Could couple of you please supply interpretation for a newbie and a simple example outlining what that formula would look...
OK...I've watched the character generation video on YOU TUBE...and followed along the rulebook..... and based on advice below carefully reviewed personal combat (not ship combat).... So I enter a lounge/tavern and find a group there about to embark on a mission.... Do I just agree with them to...
This is a thread for NEWBIEs....where all extremely dumb questions are welcome...me being a newbie too.... veteran commanders also welcome though to provide inspiration and hints and what to do next....
(1) I figure "read the rules" is a good start..... but there's so much info.... other than...
What I liked about this post was that it was from a NEWBIE....being one myself.....Isn't it time there was a NEWBIE thread for starter hints for newbies????? I did a search using "beginner" as keyword today and there was some good stuff there....next I will search "newbie"..... then I will begin...
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