Adrift and movement phase

Evil Monkey

Mongoose
Played a few games now but a new and uncertain situation cropped up las night -
My Centurion took a critical that left it running adrift, so we moved it in the end phase as it says. Come the next movement phase I wanted to give it CBD, but we weren't sure if/when you nominate it to take an order, after all it doesn't technically have a movement phase as it did it in the end phase. Can you nominate it not to move but just issue an order? If so can it be used as a movement choice but not move in an initiative sink manner? Can't find anything definitive in the books.

Couple of little ones as well that would benefit from a second opinion:
- Do fighters get to dodge exploding ships? (assume yes)
- Can exploding ships cause criticals? (assumed yes - although that makes them more deadly than energy mines)
- If my ship is firing on say a Sharlin do I roll once per turn to beat its stealth or once per weapons system? (assuming once per turn)

Thanks.
 
Dodge works against exploding ships, exploding ships can cause criticals and you roll once per ship to beat stealth; I.e. you have two Omega destroyers both firing on a Sharlin. Each Omega gets a roll to beat stealth, modified by the factors listed in the rules.
 
Evil Monkey said:
Can you nominate it not to move but just issue an order? If so can it be used as a movement choice but not move in an initiative sink manner?

Yes. See page 9, 'Running Adrift'.
 
Note that in David's example, each of those Omegas can fire as many weapons as are in range and arc at the Sharlin once they beat stealth.
 
Thanks for the quick replies.

Oh, one more thing while I'm asking dumb questions - Interceptors, is their use voluntary or obligatory? ie can you choose not to use them when two rubbishy little fighters are shooting you, or do they get sucked up automatically so the big gun that's waiting for you gets a better shot? We've assumed they're obligatory as their doesn't seem to be any choice in the traits wording.

I'm used to warmachine where precision in wording is paramount so rules where the term 'hit' isn't defined in painful clarity is taking some getting used to! :)
 
Interceptors are obligatory, you can't choose to not use them for annoying hits in order to save them for scary big things.
 
armbarred said:
Interceptors are obligatory, you can't choose to not use them for annoying hits in order to save them for scary big things.

That is also why the attacker should carefully choose which order they fire their weapons at a ship with interceptors.

LBH
 
Back
Top