ERRATA - It Begins!

Rikki Tikki Traveller said:
I think the book tells you to add all their rank together (so he would be Rank 5) for benefits. Don't have the book in front of me, but I'm pretty sure it is there.
I fit does I missed it. :oops:

I did see where it says the highest rank reached, but I did not see where it said to add them together. I will go back and relook.

Daniel
 
In the case of particle beams, page 149 under Special Attacks states that a ship's armor rating acts as a -DM to the bonus radiation crew hit. The same goes for nuclear missiles and fusion guns.
 
apoc527 said:
OTOH, if we go with the "hits do not stack," then pulse lasers are REALLY awful weapons (and so are missiles). Maybe HG will add higher tech versions or provide optional rules?

As a house rule, I have been thinking about giving pulse lasers a +2 DM for point defense. This would makes them a better defensive weapon than the beam lasers.
 
dafrca said:
Rikki Tikki Traveller said:
I think the book tells you to add all their rank together (so he would be Rank 5) for benefits. Don't have the book in front of me, but I'm pretty sure it is there.
I fit does I missed it. :oops:

I did see where it says the highest rank reached, but I did not see where it said to add them together. I will go back and relook.

Daniel

Page 8, second column, second to last paragraph.

MGT said:
If you obtain a commission after having already advanced several ranks, you become a Rank 1 officer as normal bu you may add your two final ranks together for the purposes of determining benefits and pensions.
 
DPSteve said:
dafrca said:
Rikki Tikki Traveller said:
I think the book tells you to add all their rank together (so he would be Rank 5) for benefits. Don't have the book in front of me, but I'm pretty sure it is there.
I fit does I missed it. :oops:

I did see where it says the highest rank reached, but I did not see where it said to add them together. I will go back and relook.

Daniel

Page 8, second column, second to last paragraph.

MGT said:
If you obtain a commission after having already advanced several ranks, you become a Rank 1 officer as normal bu you may add your two final ranks together for the purposes of determining benefits and pensions.
Yep found it when I went back to look. Thanks though, I do appreciate it.

Daniel
 
Talon Brightmane said:
apoc527 said:
OTOH, if we go with the "hits do not stack," then pulse lasers are REALLY awful weapons (and so are missiles). Maybe HG will add higher tech versions or provide optional rules?

As a house rule, I have been thinking about giving pulse lasers a +2 DM for point defense. This would makes them a better defensive weapon than the beam lasers.

as weapons take into account the range when firing, the Pulse Laser starting with short is only on -1 to hit at close which is the first time it can fire at a missile, whereas a beam laser with medium range will be on -2. This assumes a -1 per range difference from the weapons range.

As a turret can only fire once in a turn p147, it would seem that you have to chose whether to use it ship to ship or hold it for PD. If you have pulse Laser keep it for PD unless you have a better use for it.

I would have thought that a triple turret would want 1 Pulse laser and 2 other weapons, allowing you to use it ship to ship at range and then use it as PD once the missiles reach you. [you will not be able to fire ship to ship in the turn you use it as PD]

Also do not forget the extra dam from your effect number, so again Pulse lasers are more effective close up as you will not be getting the minus the other weapons get for being close.
 
Captain Brann said:
as weapons take into account the range when firing, the Pulse Laser starting with short is only on -1 to hit at close which is the first time it can fire at a missile, whereas a beam laser with medium range will be on -2. This assumes a -1 per range difference from the weapons range.

Then again is the range that simple. The range band is called optimal range and I atleast see optimal range as range where they are most likely going to hit. Therefore bonus to hitting when getting closer doesn't make sense.

Like rifles(atleast in playtest version, can't recall wether it got changed in finished product) suffer heavily if shooting into personal or close range while optimal was medium/long.

That's one big clarification we need.
 
tneva82 said:
Captain Brann said:
as weapons take into account the range when firing, the Pulse Laser starting with short is only on -1 to hit at close which is the first time it can fire at a missile, whereas a beam laser with medium range will be on -2. This assumes a -1 per range difference from the weapons range.

Then again is the range that simple. The range band is called optimal range and I atleast see optimal range as range where they are most likely going to hit. Therefore bonus to hitting when getting closer doesn't make sense.

Like rifles(atleast in playtest version, can't recall wether it got changed in finished product) suffer heavily if shooting into personal or close range while optimal was medium/long.

That's one big clarification we need.


I think you misunderstood. You get minus for range not a plus.
 
The Repair Robot (p.95) is said to "scuttle around tiny access tunnels" yet lacks the Tiny trait (or is it a larger robot capable of compressing itself to fit into tight spaces?).
 
I'd give it the Tiny Trait.

Think of it as R2D2 or Hewey, Dewey and Lewey (for you older folks). Maybe even insectile in apprearance with lots of limbs for various jobs.
 
Golan2072 said:
The Repair Robot (p.95) is said to "scuttle around tiny access tunnels" yet lacks the Tiny trait (or is it a larger robot capable of compressing itself to fit into tight spaces?).
What if it was like a snake in shape. Long and thin. It might not be "Tiny" and yet be designed to pass through tiny access tunnels.

Just a thought. :wink:

Daniel
 
Just for clarification on computer sizes (I'm doing some deck plans so I'm fretting about things like this). I want to put in a computer room (a great strategic location for hijackers, saboteurs and borders to fight over). I'm planning on using some of the Bridge space allocation for it.

But what about the backup computer? Is it's space included in the bridge as well? One way to manage that would be to only allow backup computers if you also have a backup bridge, after all the combat system has bridge hits but not computer hits.

Comments?

Simon Hibbs
 
simonh said:
But what about the backup computer? Is it's space included in the bridge as well? One way to manage that would be to only allow backup computers if you also have a backup bridge, after all the combat system has bridge hits but not computer hits.

Comments?

That's good question, maybe a smaller less capable AuxCon with the back up as part.

My initial reaction was maybe it should be in main engineering as part of the control systems there.
 
Matrix Cypher said:
What ever happened to the corrected deck plans I thought I read were going to be done?

just curious. :?

Soon I hope, maybe they will be throwing some corrections of text as well.
 
Combat movement is 6 meters per round. Is that walking or running? I want to assume walking and that it can be doubled for running.

How do you determine the speed for animals? I want to conclude that the "Roll for Creature Movement" in the Terrain DM Chart (pg. 70) is a multiple on 6 meters/round but can't confirm it.

For example, if a 4 is rolled on the "Ocean Shallows" row, then is the creature's movement (6 meters X 4) for a total movement of 24 meters per combat round? This seems to make sense since your flyers will most likely have a faster movement rate.
 
Combat movement is a common phrase in RPGs and effectively is a speed that you can move while maintaining combat effectiveness for that game.

Walking and running therefore become either out of combat paces for calculating distance for long distance travel, or commonly a flat out run makes you vulnerable in combat for more distance whereas walking slowly might just be moving less than the allowance for the turn.

So asking is a combat move at walking or running pace is a bit, although not entirely, an apples and oranges comparison
 
Myrm said:
So asking is a combat move at walking or running pace is a bit, although not entirely, an apples and oranges comparison
I highly disagree. :)

CT had rules for both running and walking. Running was simply doubled. I believe such a character was not allowed to attack but I would have to look that up.

I think there could be a fair number of cases where the characters are unarmed or only armed with non-ranged weapons, especially on worlds with a high law level wherein the only people with ranged weapons are the police or powerful, local crime elements. In these cases, the characters will want to run at full throttle to either close the gap or to flee.

More importantly, most animals do not have ranged weapons. If they attack, they will certainly want to close that range gap as soon as possible. I can't imagine a referee, while running The Chamax Plague, would allow the Chamax to simply walk to their prey while the characters obliterate them with their rifles. :wink:
 
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