Missile thrust issues - carry over from High Guard

Chas

Mongoose
Well, this is in the Core Rule Book update and currently the bottom line:

Flee: A spacecraft under missile attack may simply turn
around and engage its manoeuvre drive, thrusting away
from the missiles. Missiles are extremely long-ranged
weapons and so it is not normally possible to outrange
a missile but this can buy enough time to prolong
electronic warfare or perhaps make a jump. This means
that ships that dedicate Thrust 5 or 6 to fleeing cannot
be caught by missiles at all
– they are simply too fast.
Note that ships flying towards missiles will effectively
add their Thrust to that of the missile’s, shortening the
time to impact.
pg 162

The bolded line implies Thrust 5 or 6 means you are faster than missiles, which could be the case in current High Guard release.

Yet also here is a contradiction with what is stated above. The Core Rule book still has:

Missiles effectively have a Thrust of 10 and will reach
their target a number of combat rounds after they have
been fired, as shown on the Missile Flight table.
pg. 161
 
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