Capturing Decrewed Ships

Methos5000

Mongoose
In the Rulebook on page 9 it states a decrewed ship will count as destroyed for VP purposes but may still be boarded.
Does this mean that at the end of the scenario the ship would be worth double VP if you boarded it or would it still only be worth standard destroyed VP?
 
Cool, another question. How does this work for XP in a campaign? Can a ship give up XP to one ship for decrewing it and another for capturing it after its been decrewed? If not which one gets the XP?
 
You get points for crippling, reducing crew to skeleton crew level and destroying the same ship. I would guess you can get even more XP for boarding it next.
 
jimmor is correct, XPs are different to VPs. If one ship cripples a ship and another destroys it, then both ships get their XPs. I don't see why boarding should be any different... if one ship decrews and anothe captures, they should both get their XPs also.
 
So does capturing a decrewed ship count as "forcing the enemy ship to surrender until the end of game"? That seems to be the only way for the ship to earn xp by capturing a ship is using one of the 2 special actions (Stand down and prepare to be boarded! and Launch Breaching Pods and Shuttles!) Both of which earn double XP for the capturing ship.

If decrewed ships can give up XP in this fashion there is massive potential for abuse. Imagine a decrewed War level ship "captured" by a patrol ship, that patrol ship would earn 12XP from that ship alone. Granted not many races have patrol ships that are worth refitting since their survivability is so low, however if the race your playing has excellent Crew Duties that 6 rolls on the table from just one "destroyed" ship not counting any other xp that ship earned.
 
We had enough issues with gaming the xp tables (firing minimal dice at ships to just hit thresholds, so that two or three ships could wrack up xp on a single ship) that we tried playing as if all ships were the same pl as the scenario. It really kept the xp stacks from getting out of hand.

Another solution was to only allow one roll on Extra Duties per turn, but we ended up with patrol ships with large stacks sitting around being new location generators. And it did nothing to solve the issue of the super refit stacks on the occasional stealth 5+ Vaarl.

We thinking of just flat limiting how many 'table bonuses' any ship can have, or generate, forcing xp to be used more for repair, crew and re-rolls. I mean at one point I had a Xaak with extended range on all it's guns, extra DD, extra AP, extra hull, extra speed... virtually every refit it could have but the fighter bay... It was a War level ship that masqueraded as a Battle hull.

Oh and I made something like 80 RR off the Other Duties tables in one turn as well... league fleets have some advantages there.

Ripple
 
Another advantage of 'swarm' fleets over others... Having a fleet of Patrol / (2 x) Patrol / skirmish ships I can loose 2 huge battles just by leaving the table on the first turn. Then I'll have ca. 40 'other duties' rolls which shall give me on avarage up to 3 new location. Better then getting killed in battle.

We had an idea of making 'other duty' XP cost dependant on ships FAP:
- Patrol - 6XP
- Skirmish - 4XP
- Raid - 3 XP
- bigger - 2 XP
 
That is one reason we house-ruled that a ship must take an active part in the battle to gain XP... running away on turn 1 doesn't teach the crew anything. To get its XP it must do something... shoot, scout, be shot, etc. Anything except just sit there or run away.
 
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