Put a marker next to the scouted target... every one of your ships chooses one weapon to get rerolls against it. How's that more management?basaint said:I kinda liked it better the way I played it....now its more management![]()
Sneaky Chris said:Q. If I have 3 fleet carriers in range of a destroyed fighter do I get to roll 3 times?
Burger said:The Klikkitak rules say specifically that you can't get them back through Fleet Carrier.
There is no such phrase in the Dilgar special rule.
But yes, it is just rude, and I think a definite case where common sense should prevail over rules as written!
Greg Smith said:Now a Klikkitak overloads its reactor, but a Thorun simply crashes into the enemy. Now that difference would account for the differenve in rules - and I could certainly see that Thoruns that miss are recovereble. But certainly not ones that hit.
However, a klikkitak that is shot down is recoverable, so why should one that misses not be?
Burger said:The Klikkitak rules say specifically that you can't get them back through Fleet Carrier.
There is no such phrase in the Dilgar special rule.
But yes, it is just rude, and I think a definite case where common sense should prevail over rules as written!
Burger said:But the klikkitaks can actually fly around for as long as they like, with overloaded reactors... although the fluff implies it is like a suicidal "Ramming speed!!!" dive towards a target, it really doesn't work that way. You can convert in turn 1 and still be flying around in turn 10.
What actually seems to happen, judging by the figures, is that the reactor is turned into a big bomb which is detonated manually. It still provides some degree of power but the fighter is slower; its speed drops from 14 to 9, its dogfight bonus drops from +1 to 0, and its dodge changes from 2+ to 4+. But the reactor won't explode until the pilot presses the big button. If the pilot mistimes pressing the button, the Klikkitak explodes without damaging the target.M1ndr1d3rs said:Burger said:But the klikkitaks can actually fly around for as long as they like, with overloaded reactors... although the fluff implies it is like a suicidal "Ramming speed!!!" dive towards a target, it really doesn't work that way. You can convert in turn 1 and still be flying around in turn 10.
It could be that there's no way to shut down an overloaded reactor. It may take a while (even more than 10 turns) before it actually explode. But it is, in essence, doomed.