A Call to Arms 2e FAQ

the Rulebook said:
Alternativly, the Scout may try to re-direct attacks aimed at an enemy ship. Make a Crew Quality check. If the result is 8 or more, you may choose any one weapon system on any ships attacking the enemy target. You may re-roll all Attack Dice for those weapon systems that fail to hit the target, but weapons wit the beam, energy mine, or Twin-Linked traits may not benifit from this trait.

At the end of the movement phase your scout ship targets an enemy ship to re-direct fire onto. (page 25 for the expanded turn sequence)

You have to make a CQ check at 8.

If you pass that check then every ship in you fleet that fires at the "re-directed target" may choose one weapon system it is firing at the target and re-roll any AD that miss.
 
For the Ipsha damage reduction special rule, it only specifies "damage", not Damage or Crew as stated in the Close Blast Doors SA. Does this mean that the Ipsha Warglobe only gets a save against Damage, not Crew?

Also, could someone provide additional details on the Critical Hits save? Does this mean the Ipsha get a 6+ save against the entire Critical Hit, before rolling on the Systems Table? Or does it mean that you have a 6+ chance of negating the Effect of a Critical Hit?
 
I'd like to check on a clarification about Pak'ma'ra. They have several fleet wide rules - Low Crew Quality, the sturdy 6+ save versus Dam/Crew, and most importantly, the ability to combine Plasma fire for E-Mines.

However, the Combined League Fleet rules say all Fleet traits are lost except those listed. They keep nearly all the useful ones for the other races, but NONE for the Pak'ma'ra ?!?
Was this an oversight ? I really want to be sure this is correct.

Setting aside the illogic of their crews getting "better" but forgetting how to fire Plasma E-Mines, this really limits their utility in League fleets. And it means that taking even one little Vree Scout or Drazi Escort severely degrades the character of a Pak'Ma'Ra fleet (while other League races suffer little in comparison).

Thanks!
-Dale
 
Given the clarification on Ipsha, should we also assume that the Lumati ability to move into or out of a jump point in the same turn that it is created can be used in a mixed fleet?
 
B5freak said:
Given the clarification on Ipsha, should we also assume that the Lumati ability to move into or out of a jump point in the same turn that it is created can be used in a mixed fleet?
I'd go with what's written. They can be taken in League fleets but only in friendlies:
The ships in this section should not be used alongside other fleets in tournaments or campaigns. Instead, they are intended to show what else is possible in the galaxy, and for players to create their own scenarios involving vessels very different from those in the fleet lists.
Combined fleets of the Non-Aligned Worlds may select Hurr Gunships, Ipsha eWar Globes and Lumati Transports as if they were League ships.
 
B5freak said:
Given the clarification on Ipsha, should we also assume that the Lumati ability to move into or out of a jump point in the same turn that it is created can be used in a mixed fleet?

I think what B5freak is getting at is, in a mixed League fleet, can ONLY the Lumati move out of their own JP on the turn it opens, or may allied ships move through as well that same turn (ahead of the Lumati of course...) ?
 
Rorschach said:
B5freak said:
Given the clarification on Ipsha, should we also assume that the Lumati ability to move into or out of a jump point in the same turn that it is created can be used in a mixed fleet?

I think what B5freak is getting at is, in a mixed League fleet, can ONLY the Lumati move out of their own JP on the turn it opens, or may allied ships move through as well that same turn (ahead of the Lumati of course...) ?
That rule is ship-specific, not fleet-specific. So, no. Just like the Apollo's missile bonus (not slow-loading unless crippled) doesn't apply to othe EA ships...
 
I spoke a bit to B5Freak last night, and there's a corollary question to this:

Can Lumati emerge from Jump Points created by *other* ships on the turn they are created?
 
Yes, no reason why not. It just says it can emerge from a jump point. It doesn't say it it has to be its own.
 
Burger said:
Rorschach said:
B5freak said:
Given the clarification on Ipsha, should we also assume that the Lumati ability to move into or out of a jump point in the same turn that it is created can be used in a mixed fleet?

I think what B5freak is getting at is, in a mixed League fleet, can ONLY the Lumati move out of their own JP on the turn it opens, or may allied ships move through as well that same turn (ahead of the Lumati of course...) ?
That rule is ship-specific, not fleet-specific. So, no. Just like the Apollo's missile bonus (not slow-loading unless crippled) doesn't apply to othe EA ships...


But then the Warlock's missiles arnt slow loading unless crippled aswell, aswell as the marathon, basically any ship with advanced missile racks.
 
hegemon said:
Burger said:
Rorschach said:
I think what B5freak is getting at is, in a mixed League fleet, can ONLY the Lumati move out of their own JP on the turn it opens, or may allied ships move through as well that same turn (ahead of the Lumati of course...) ?
That rule is ship-specific, not fleet-specific. So, no. Just like the Apollo's missile bonus (not slow-loading unless crippled) doesn't apply to othe EA ships...


But then the Warlock's missiles arnt slow loading unless crippled aswell, aswell as the marathon, basically any ship with advanced missile racks.
Yes, and it says as much below every ship that gets the bonus. It's not a fleetwide bonus: the Hermes does not get it.
 
im not saying anything like that, i was just pointing out that your arguement was flawed as you stated that no other ship except the apollo has that bonus.
 
hegemon said:
im not saying anything like that, i was just pointing out that your arguement was flawed as you stated that no other ship except the apollo has that bonus.
I never said that. I said the Apollo's bonus doesn't apply to other ships. Other ships that have the same bonus get it from their own descriptive text, not from the Apollo's.
 
Hello all.
Is there any official clarification about the dilgar suicide fighter.
A. Do ships get AF against it?
B. Do ships get interceptors?
C. Can it resurect in a Garasoch carrier?
Cheers in advance.
 
I am not aware of official clarification (if there is some out there then feel free to correct me :P ).

Logically I would apply the same rules that apply to Gaim fighters as it is basically the same scenario. This would mean

A) Yes, ships get AF
B) No, they do not get interceptors
C) No, they cannot be saved by fleet carriers.
 
I thought it was only stated that GAIM can NOT RECLAIM suicide fighters, there was no mention that Dilgar could not?...this as been discussed somewhere else too.
 
Omnipotent said:
I thought it was only stated that GAIM can NOT RECLAIM suicide fighters, there was no mention that Dilgar could not?...this as been discussed somewhere else too.

Hence why Karhedron said...


I am not aware of official clarification (if there is some out there then feel free to correct me ).

Logically I would apply the same rules that apply to Gaim fighters as it is basically the same scenario.
 
From the voice of Mathew himself. Dilgar suicide fighters.
A. No regeneration of fighters
B. No interceptors
C. AF can shoot them down.
Thanks Mathew.
One last thing. Can enemy fighters move to stop them in their fighter move phase?
My guess is yes.
 
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