A Call to Arms 2e FAQ

MongooseMatt

Administrator
Staff member
We have just posted a complete FAQ on the latest edition of A Call to Arms, compiling all the questions raised on our forums by the fans of the game.

You can download it from;

http://www.mongoosepublishing.com/pdf/ctafaq.pdf

EDIT: Edited by moderator to correct the link to point to the updated version (LBH)
 
Burger said:
Interesting, quite a few changes to the rules "as written" there.

More additions or clarifications - we wanted to make sure that if something was asked, we could give an answer! It will be interesting to see how everything comes together at the 'Rim' tournament in a couple of weeks. I am looking forward to it!
 
Sorry I'm a bit confused, which is correct SM stays SM when crippled as in the FAQ, ore SM is reduced to 2/45 Turn as in the rulebook.
I think the FAQ answer looks a bit wrong in my opinion.
 
also interesting that you can emerge from a JP straight away now, which is odd as that was put in as a specific special rule for the Lumati.
 
Cheers Matt (and Greg and the others who helped compile these).

At least now most of the issues are addressed (even if the Vree SM and coming through Jump Points are slightly different from the rules as written, at least the ruling is unambiguous).

May I point out that in the FAQ, one question mark is a slash and more importantly, the VPs for the "free" 2-for-1 ship (with an Admiral on another) are still unclear with this wording. It may be better to state that they still give away VPs as per a Patrol PL ship.
 
Can I ask if the playtesters were aware that you could come out of a jump point on the same turn it is created, when they were playtesting? This is a MASSIVE change to 1e, and it seems that most people didn't realize it had changed. If it wasn't even tested then it represents the most seriously broken rule in the history of the game, IMO!
 
Thanks for putting it on a nice clear background.

Hopefully this will become the norm for all future releases, not just the CTA FAQ.
 
I wanted to add my thanks to Matt for being responsive, and quickly putting out the FAQ. I appreciate the great customer service!

Fin-man
 
Burger said:
Can I ask if the playtesters were aware that you could come out of a jump point on the same turn it is created, when they were playtesting? This is a MASSIVE change to 1e, and it seems that most people didn't realize it had changed. If it wasn't even tested then it represents the most seriously broken rule in the history of the game, IMO!

I have to say no i wasnt aware of this and i also find it extremely broken.
 
I dun like this at all. at least before you had a chance to move away before ships came through, now you will just get a good kick in the head, groin, ass, whatever.
 
fleets with forward facing guns will really suffer. people to get most advantage is anyone with a patrol level ship with JE, so thats:
all EA fleets and the ISA can benefit from small ship opening a JP before something comes out. I can see this is how alot of narn ships and novas will be used. also maybe a use for the bimith now, get them right in middle of enemy fleet and open up.
 
clears alot up, but also causes one or two logic problems.
Regardless, it is good to see a prompt FAQ.
Now to buy some more Vree...
 
Matt has said the Vree thing is an error
http://www.mongoosepublishing.com/phpBB2/viewtopic.php?t=30847
 
Thanks for the FAQ chaps. One thing that isn't on it is the ISD for the Third Age Avenger. In (my version) of the Fleet Book the date ends in 2247 or thereabouts which would make it unusable for Third Age fleets if ISDs are in use. In 1e it was around far later (around 2260 I think). So what date is correct ?
 
Just noticed something, the rules in the FAQ for boarding space stations is different to the ones in my rulebook. In the rulebook (p43, Sabotage and Capture) it states that you use the space station damage table with a +1 modifier and lose troops on a natural 1. Trait loss only happens when the station hits thresholds as normal. Does the FAQ version replace this ?
 
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