ACTA - Critical Hits and Immediate Results

tschuma

Mongoose
The Rules state that when you receive a Critical Hit and the result is No Special Actions that "If a ship is restricted from performing Special Actions, then it will also immediately lose any Special Actions it is currently performing, losing all benifits in the process.

I can see loosing the Initiate Jump Enigne SA, but What about Close Blast Doors, All Power to Engines, All Stop, Come About, All Hands to Deck, All Stop and Pivot, and maybe a few more.

Some of these are movement SA and you would have to move the ship back to it's starting point and move it again. I also know that common sense should apply, but there are rules lawyers out there that will give you headaches!

Would it be possible for an explaination of the thought process on why or how this is to be implemented with the various SA? I little clearity would be nice.

Currently we play that Close Blast Doors is removed after the hit that caused the No SA is resolved and that there are no SA until the Critical is repaired. It's not by the rules, but everyone has agreed that this is the best option.
 
tschuma said:
Currently we play that Close Blast Doors is removed after the hit that caused the No SA is resolved and that there are no SA until the Critical is repaired. It's not by the rules, but everyone has agreed that this is the best option.

That is the way it is done.

No SA has no effect on movement SAs already performed.

Activate Jump Gate! - no further effect, as the gate is already opened.

All Hands on Deck! the ship will only be able to repair one crit at the end of the turn, with no bonus. It the target ship has not fired yet, it will be able to fire all weapons.

Concentrate all Firepower! If the ship has not fired yet, it loses the re-rolls but may fire freely.

Give me Ramming Speed! - has already been performed.

Initiate Jump Point! - jump point shuts down and is removed.

Intensify Defensive Fire! Reduce your interceptors and AF to normal. If the ship hasn't fired yet it may use full AD.

Launch Breaching Pods...! - if the ship has not acted in the attack phase yet, it cannot complete the boarding action. The restriction about firing on the former boarding target is lifted. If the ship has acted, the troops have already transfered and there is no further effect.

Run Silent! - ship loses its stealth score and may now fire if it has not been declared in the attack phase.

Scramble, Scramble! Only a single (or carrier X) fighter may be launched in the end phase.

Stand Down...! No effect.
 
Greg

Thanks, that's how we play it. I just hope that Mongoose will put this in S&P, FAQ, or the upgrade book., because by the "rules" it is a grey area.

Back to painting some ships since Cincinnati is currently under a Blizzard warning! I don't think I am leaving the house.

tschuma
 
I myself can see two problem areas:

1. With Intensify Defensive Fire! if your interceptors are partially depleted, how do you go about reducing your interceptors?

2. With Activate Jump Gate! if you suffer no SA, the gate is open and suddenly you can fire. You suffer no penalty for taking a no SA crit, in fact it is advantageous. The same is true for All Stop and Pivot! - you've pivoted but can now fire all weapons!
 
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