Foxmeister
Mongoose
I should probably state first that I'm not a fan of house rules - I like the idea that the guys playing ACTA in say, Wisconsin, are playing the same game as me here in London. However, house rules are a good way of testing out tweaks to a gaming system, and so I'm throwing these into the mix for comment. I'm hoping to try these out in the next few weeks, just to see what effect they have on the game but at the moment they're just thought experiments and probably laden with hidden issues that I haven't considered! Even if they weren't, I wouldn't expect them to become permanent additions in my gaming group though for the reasons given right at the start of this paragraph! 
First of all, I need to define the problem as I see it. I know that there are quite a few people here who don't see an issue, and that's fine - I'm basing this thread on the premise that there is an issue, the magnitude of which may or may not be significant to you!
Initiative sinks and Boresight
Whilst I have no problem with the basic mechanics of boresight, I do see a real problem when initiative sinks are used to meta-game boresighted weapons out of play. For example, let's just say an EA player has a Hyperion and an Omega, and a Narn player has a G'Quan and 4 Sho'Kovs.
The EA player has 6 Skirmish FAPs and the Narn only 5 FAPs, but the Narn have 3 ships more than the EA. This means that regardless of who wins initiative, the Narn player can always move the G'Quan last so that the EA player will never get to boresight it with either of his ships primary armaments.
Now, there is an argument that the EA ships will need to kill a few Sho'Kovs before they can get their guns to bear on the G'Quan, but this argument breaks down if the the Narn player has kept all his Sho'Kovs 72" away from the EA ships and hidden in an asteroid field. It is pretty unlikely that the EA player could even get the Sho'Kovs into range before the G'Quan has done a number on both the EA ships.
Essentially, the Sho'Kovs should have absolutely no impact on the game at all, but due to the way that boresight and the alternating ship movement mechanics interact they actually have a massive bearing on the game and this, IMHO, is clearly wrong.
I've given this a lot of thought now, and come up with two rules to try to solve the problem as I perceive it.
The first is that the side that wins initiative can always move one ship last, after all his opponents ships have moved. In the above example, this would at least give one of the EA ships a chance to boresight the G'Quan on any turn that the EA player wins initiative.
The second rule is a new special action which will give boresighted weapons a chance to stay on target - for the sake of argument, I'll call it "Stay On Target" (to distinguish it from the "Follow That Target SA expressed elsewhere) and it works thus:
A ship that currently has an enemy ship boresighted may declare that it wishes to attempt to "Stay On Target" when it is nominated to "move". Both ships make a contested Crew Quality check with the following modifiers:
• Player won initiative +1
• Ship is agile +1
• Ship has psychic crew and is within 8" of opposing ship +1
• Ship is lumbering -1
• Ship is currently suffering from the effect of a "speed" critical -1
If successful, the player attempting the SA may delay moving his ship until directly after the boresighted enemy has moved. This does not change the alternating sequence of ship moves - the ship performing the SA is considered to have moved "in sequence", the physical movement is just delayed until after the target ship has moved.
However, the "delaying" ship must move so as to bring the boresighted ship back into boresight, even if the enemy ships cannot subsequently be boresighted because the ship does not have sufficient turns or the target moves out of weapons range. In addition, if the ship cannot bring the target back into boresight, they cannot choose to boresight another ship even if an alternative target is now presented. Where this SA conflicts with the rule allowing the player who won initiative moving their ship last, this SA takes precedence.
Ships without boresighted weapons may also attempt this special action in order to keep an enemy vessel is a specific arc, though if they do so they must select which weapon they are attempting to "keep in arc" and move accordingly when it is time.
Note that this special action only helps you retain a boresight "lock" - you still have to attain the boresight in the first place!

First of all, I need to define the problem as I see it. I know that there are quite a few people here who don't see an issue, and that's fine - I'm basing this thread on the premise that there is an issue, the magnitude of which may or may not be significant to you!
Initiative sinks and Boresight
Whilst I have no problem with the basic mechanics of boresight, I do see a real problem when initiative sinks are used to meta-game boresighted weapons out of play. For example, let's just say an EA player has a Hyperion and an Omega, and a Narn player has a G'Quan and 4 Sho'Kovs.
The EA player has 6 Skirmish FAPs and the Narn only 5 FAPs, but the Narn have 3 ships more than the EA. This means that regardless of who wins initiative, the Narn player can always move the G'Quan last so that the EA player will never get to boresight it with either of his ships primary armaments.
Now, there is an argument that the EA ships will need to kill a few Sho'Kovs before they can get their guns to bear on the G'Quan, but this argument breaks down if the the Narn player has kept all his Sho'Kovs 72" away from the EA ships and hidden in an asteroid field. It is pretty unlikely that the EA player could even get the Sho'Kovs into range before the G'Quan has done a number on both the EA ships.
Essentially, the Sho'Kovs should have absolutely no impact on the game at all, but due to the way that boresight and the alternating ship movement mechanics interact they actually have a massive bearing on the game and this, IMHO, is clearly wrong.
I've given this a lot of thought now, and come up with two rules to try to solve the problem as I perceive it.
The first is that the side that wins initiative can always move one ship last, after all his opponents ships have moved. In the above example, this would at least give one of the EA ships a chance to boresight the G'Quan on any turn that the EA player wins initiative.
The second rule is a new special action which will give boresighted weapons a chance to stay on target - for the sake of argument, I'll call it "Stay On Target" (to distinguish it from the "Follow That Target SA expressed elsewhere) and it works thus:
A ship that currently has an enemy ship boresighted may declare that it wishes to attempt to "Stay On Target" when it is nominated to "move". Both ships make a contested Crew Quality check with the following modifiers:
• Player won initiative +1
• Ship is agile +1
• Ship has psychic crew and is within 8" of opposing ship +1
• Ship is lumbering -1
• Ship is currently suffering from the effect of a "speed" critical -1
If successful, the player attempting the SA may delay moving his ship until directly after the boresighted enemy has moved. This does not change the alternating sequence of ship moves - the ship performing the SA is considered to have moved "in sequence", the physical movement is just delayed until after the target ship has moved.
However, the "delaying" ship must move so as to bring the boresighted ship back into boresight, even if the enemy ships cannot subsequently be boresighted because the ship does not have sufficient turns or the target moves out of weapons range. In addition, if the ship cannot bring the target back into boresight, they cannot choose to boresight another ship even if an alternative target is now presented. Where this SA conflicts with the rule allowing the player who won initiative moving their ship last, this SA takes precedence.
Ships without boresighted weapons may also attempt this special action in order to keep an enemy vessel is a specific arc, though if they do so they must select which weapon they are attempting to "keep in arc" and move accordingly when it is time.
Note that this special action only helps you retain a boresight "lock" - you still have to attain the boresight in the first place!