Hi. I had a couple of questions come up while running my 2 ACTA:SF games this weekend.
1) Situation: A Fed FF, on IDF, wanted to defend a friendly BATS against drone attack. The BATS is inside an asteroid field. The question was does the friendly IDF fire have to roll against Stealth 5 when the incoming drones are in the asteroid field? I ruled that it did, for consistency, but it would be nice to have a more official ruling.
2) Concerning asteroid damage versus ships. I am looking for a clarification as to how asteroid damage is conducted. Previously I had been assigning damage as X dice, where X is the speed of the ship. Example: the ship moved speed 6 into asteroids and fails it's crew check. It takes 6 dice worth of damage, add up the 6 dice, and apply to the shields if any.
However, after re-reading the pertinent rules about asteroids, I realized that I was probably doing it incorrectly. According to the rules, I would roll 6 dice, with Accurate+2, meaning a 2-6 to hit on each of the 6 dice. Ok so far. Now it gets questionable: Say all 6 dice hit. Do I add up the numerical value of those 6 dice and apply to shields (if any)? Or do I roll the dice, and treat the dice as an explosion roll except that the dice hit on a 2-6, and if I roll a "6" that die burns through? And since that die is multi-hit D6, would I then roll a D6 and apply that much damage internally since it was a burnthrough?
3) Concerning bases and initiative. We had 9 ships and 2 bases vs 10 ships. The rules don't seem to address bases as far as initiative and moves goes. Example:
Feds have the 2 bases and 9 ships, Klingons had 10 ships. The Klingons win initiative, and the Feds activate one of their bases. Then the Klingons have to move a ship, the Fed activates his second base, the Klingon moves a second ship, etc. The issue was that the Feds always ended up moving a couple of ships last, despite their losing initiative every turn and the Klingons had more ships. The Klingons felt this was unfair, since it gave the Feds an initiative sink advantage and I can see their point.
Personally, I would think that it would better to rule that the bases have to activate last, after all ships have moved, since they cannot move.
How this would affect when in the Attack Phase bases ought to be able to fire (first, before any ships can, last after all ships have fired), etc, ought to be clarified as well.
I can house rule it for my convention scenarios, but if I want to publish a scenario, there needs to be no house-ruling things. I would probably have to modify the scenario to have equal numbers of ships+bases vs ships to alleviate this concern. But as soon as a ship gets destroyed on the attacking side, we're back to the same situation again. :?
1) Situation: A Fed FF, on IDF, wanted to defend a friendly BATS against drone attack. The BATS is inside an asteroid field. The question was does the friendly IDF fire have to roll against Stealth 5 when the incoming drones are in the asteroid field? I ruled that it did, for consistency, but it would be nice to have a more official ruling.
2) Concerning asteroid damage versus ships. I am looking for a clarification as to how asteroid damage is conducted. Previously I had been assigning damage as X dice, where X is the speed of the ship. Example: the ship moved speed 6 into asteroids and fails it's crew check. It takes 6 dice worth of damage, add up the 6 dice, and apply to the shields if any.
However, after re-reading the pertinent rules about asteroids, I realized that I was probably doing it incorrectly. According to the rules, I would roll 6 dice, with Accurate+2, meaning a 2-6 to hit on each of the 6 dice. Ok so far. Now it gets questionable: Say all 6 dice hit. Do I add up the numerical value of those 6 dice and apply to shields (if any)? Or do I roll the dice, and treat the dice as an explosion roll except that the dice hit on a 2-6, and if I roll a "6" that die burns through? And since that die is multi-hit D6, would I then roll a D6 and apply that much damage internally since it was a burnthrough?
3) Concerning bases and initiative. We had 9 ships and 2 bases vs 10 ships. The rules don't seem to address bases as far as initiative and moves goes. Example:
Feds have the 2 bases and 9 ships, Klingons had 10 ships. The Klingons win initiative, and the Feds activate one of their bases. Then the Klingons have to move a ship, the Fed activates his second base, the Klingon moves a second ship, etc. The issue was that the Feds always ended up moving a couple of ships last, despite their losing initiative every turn and the Klingons had more ships. The Klingons felt this was unfair, since it gave the Feds an initiative sink advantage and I can see their point.
Personally, I would think that it would better to rule that the bases have to activate last, after all ships have moved, since they cannot move.
How this would affect when in the Attack Phase bases ought to be able to fire (first, before any ships can, last after all ships have fired), etc, ought to be clarified as well.
I can house rule it for my convention scenarios, but if I want to publish a scenario, there needs to be no house-ruling things. I would probably have to modify the scenario to have equal numbers of ships+bases vs ships to alleviate this concern. But as soon as a ship gets destroyed on the attacking side, we're back to the same situation again. :?