Cloaked ships

I'd play it as per the Hyperspace Mastery rules and say for the turn you appear, the Shields trait isn't in use. That should give some balance between the precision decloaking and survivability.
 
The real question you have to ask yourself is what effect do you want the game rules to simulate? There are a lot of different ways to define a cloaking system...

  • 1. For purposes of being fired at, the cloaked vessel is considered to be at twice its actual range from the firing ship.

    2. The cloaked vessel has a 4+ dodge vs. all fire (including e-mines?).

    3. The cloaked vessel may not be contacted by another vessel while cloaked.

Choose any or all?

ShopKeepJon[/list]
 
I did a set of cloak rules a while back, the basics were;

- ships declare they are cloaked (or uncloaked) at the start of the Movement Phase;

- cloaked ships are moved last, after all other ships and fighters;

- cloaked ships may not use any weapon, interceptors or Anti-Fighter, scout functions, or launch fighters. They may enter atmospheres and land on planets.

- While cloaked, the ship is treated as having Stealth 5+, and may not be fired upon from ranges exceeding 3".

You could also give scouts some anti-cloak capabilities, and allow e-mines to 'flash cube' (i.e. expose) them.
 
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