Exploding ships and cumulative damage

ah, the joys of E-mines, don't want that hunk of junk floating through your fleet just waiting to be caught in another explosion causing a chain reaction? then dump some e-mines near it? whats that cap'n? we can't target ships that are below zero?? were not, we are attacking that small stealth craft next to it, well no, of course you can't see it, it's stealthy ;-)
 
To All,

thanks for the clarifications!!!!!

So no shooting at ships below zero damage.
Take the explosion roll after all declared ships have shot at the target (majority view)

Ships running adrift due to zero crew are fair game.
Need to use breaching pods unless the ship is at speed zero.

and from an other thread, you have every chance that a ship running adrift is at zero speed based on how the criticals and speed work. So breaching pods may not be required.

Finally I think that emines should cause additional damage if they hit a ship already below zero and it has taken an explosion roll. Rational? If it hasn't exploded already it is because all the critical explosive media have been either burnt up or rendered inert already. My two bobs worth :D
 
polemarch said:
Ships running adrift due to zero crew are fair game.
Only for boarding (with breaching pods), not for shooting.

polemarch said:
and from an other thread, you have every chance that a ship running adrift is at zero speed based on how the criticals and speed work. So breaching pods may not be required.
Adrift ships move at half their original speed, no matter what crits they had when they were made adrift.
 
Burger said:
Adrift ships move at half their original speed, no matter what crits they had when they were made adrift.

So they can actually accelerate?! :shock: A ship at 0 speed, or otherwise reduced to no movement, suddenly gets new life when all the crew is dead.
 
Yes and magically dead hulks of Vorchans get bigger "new access hatches at the back" than Octs do.... (all in realtive size).

So for some reasons the new access hatch always has the size of the engine ports......



Or the dead pilot (last sirviving person on the ship) always dies in such a way, that his head drops on control console, on the button for half max speed ^^. Whatever the race or layout of console :D
 
hmmm...

wouldn't it be done after a specific weapon system then if my own above note is true, as that would be truer to the one weapon fires, all effects are recorded move on to second weapon? Again more important to squadrons usually but wouldn't you be able to fired on the small ship next to a larger ship hoping the explosion of the smaller ship would cripple the larger removing interceptors for following pulse salvo (perhaps due to being in another arc). Just a thought on trying to maintain consistant mechanics.

Ripple
 
You cant make "running adrift" ships explode, ever.

You get one roll on the chart, and once it has been determined, that the eliminated ships will not explode, it wont. No matter how much fire you pour into it or else.

One roll and thats it.

Cause ruling out weapons fire, but allowing explosions is something that smells fishy, MGP tries to stay away from rule exclusions and that would be one.


AFAIK though ^^.
 
We just remove adrift ships for ease of play. Stops the board from being cluttered & don't have to worry about people trying to explode them. Keeps things simple.
 
Target said:
We just remove adrift ships for ease of play. Stops the board from being cluttered & don't have to worry about people trying to explode them. Keeps things simple.

Actually, that's what we do too.
 
The point of adrift ships is that they're a navigational hazard. We only remove them if they're not going to get in the way (eg. pointing towards the table edge)
 
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