ACTA 2E Questions: Wy did (X) change?

you not seen that anywhere yet already? or you just being sarcastic? in case you not:

roll to hit on 4+ no matter what your targets hull. any that hit roll again needing 4+ to hit and so on until all your dice miss. you cannot CAF a beam though now.
 
Why did they persist with putting a Troops score on space stations?

As I read it you can't capture them as they have unlimited crew and you can't cause damage once you are onboard as they don't take criticals in the normal way.
 
Do the Narn still have "12: Lose all your cool refits and get a ship you don't want to replace it" on their Refit table?
 
victor romeo said:
Why did they persist with putting a Troops score on space stations?

As I read it you can't capture them as they have unlimited crew and you can't cause damage once you are onboard as they don't take criticals in the normal way.

There is a rule for this: troops can cause normal damage, but on a 6 they cause the loss of a trait.
 
MustEatBrains said:
LaranosTZ said:
3. Anti Fighter Weapons Fire

4. Dogfights Occur
Can you AF flights out of dogfights?

Anti-Fighter rolls may not be made against flights involved in dogfights.

And on a related note, flights are now considered to be dogfighting for the entire turn, so if a flight wins a dogfight it can't be shot at by ships later in the same turn.
 
Cool really - ships now either die, move and then explode or immediately explode depnedning on how much damage done...
 
Harry Lonsdale said:
And on a related note, flights are now considered to be dogfighting for the entire turn, so if a flight wins a dogfight it can't be shot at by ships later in the same turn.

That was a late addition. It was something that should have always been there.
 
Jhary said:
Are there changes in the Crit tables?

Yes. The additional damage/crew is pretty much the same. You now become adrift, instead of speed 0. You cannot knock a ship's entire weapons out. You can damage traits. AD reductions are cumulative.

And what ist that with thät delayed explosion from an ship?

If you achieve a certain level of damage, the ship will move adrift and then explode at the end of the next movement phase, allowing ships and fighters to get the heck out of the way. Suffiecient additional damage will cause it explode immediately. As explosions are slightly more difficult, they are correspondingly bigger!
 
Additional explosion improvement: you cannot speculatively fire Mass Drivers anymore. This means it is harder for those weapons to be pumped into dead ships to guarantee explosions, unlike before where they could be used to throw a 20-gallon drum of petrol on the fire.
 
Greg Smith said:
victor romeo said:
Why did they persist with putting a Troops score on space stations?

As I read it you can't capture them as they have unlimited crew and you can't cause damage once you are onboard as they don't take criticals in the normal way.

There is a rule for this: troops can cause normal damage, but on a 6 they cause the loss of a trait.

Can you give me the page number. I still can't find it.
 
victor romeo said:
Can you give me the page number. I still can't find it.

Ah. Erm, I found it in SFoS, but it does not seem to be in the 2e rule book.

SFoS, page 21.

1: troop killed
2-5: do this much damage
6: chose a trait (except Immobile or Space Station), roll a d6, on 4+ it is destroyed.
 
Jhary said:
Are there more missing Rules? what are mention but the explanation is in the "old" Books
Well, in the Assassination scenario it mentions that the attacker must nominate one enemy ship as the target for assassination, but doesn't say what that means. In fact, there is no "Victory and Defeat" paragraph like there is for the other scenarios.
 
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