Tigleth Pilisar
Banded Mongoose
Played for the first time today (as referee). Still learning the game.
Starship combat occurred. Had to make guesses on the procedures and went with it, but now I'd like to check how it is supposed to work.
Turn goes with:
1. Initiative.
Each captain can roll a task check on Tactics (naval) to adjust the initiative roll. The "Effect" is supposed to be a modifier. So I guess if a Tactics (naval) 1 guy rolled a 8(+1) = 9 then the Effect is "1"? And if he rolled a 6(+1) the Effect is "-1". Not quite sure on this effect thing. Is it just your roll + modifiers - 8?
Then you each roll initiative to see who goes first, modified by effect, the leadership effect done in the action phase last turn and +1 to the ship with higher thrust. Whoever is higher goes first.
2. Maneover.
This phase I guess you just pick how much of your total thrust you will use for motion and how much you will save for actions. So if you have 4 thrust, you can move (use) 3 for motion and save 1 for the next phase.
3. Actions.
Here's where it starts to get more confusing. It seemed that some things cost a maneover and some don't. You use a manuever if you a) board, b) aim using pilot to line up a shot or c) i forget. You don't use any manoever for firing. We played that you can fire every turret that you either have Fire Control/1 allocated to or an actual crew gunner. It costs one fire control to operate the turret and a second if you want a DM. I assume that even though there can be three different things on a turret all three of them can be used. Firing is free (doesn't cost thrust).
4. Reactions.
Dodge and firing sand cost a maneover I think, but I don't know if it is 1 dodge that then you roll a task check (pilot) and if you succeed the opponent has -2 for all attacks or just against one of them. Same with sand, I don't know if it costs a maneuver for every sand you fire or 1 to fire as many turrets as you want.
5. Ship phase.
Sensors to "lock on" - can you only do this once? +1 to DM on all shots if successful. Can't lock even more for the next phase?
Repair I didn't quite understand. Which skill for characters is used? Mechanic? Engineering? Can the machanic skill be used to fix the Jump Drive for example? What confused me more was the auto repair program. For example if you had Auto-Repair-2 then I'd assume that you could repair one thing if you got an 8+ with a +2 DM. It seems that Auto repair/2 means that you get two +1 DM cracks to fix things? What can you fix? Anything? Can you fix the hull?
I wasn't totally clear on leadership use. I thought leadership was used on a character, but here it appears you can use it for the entire ship's initiative the following phase. Please explain how effect works as well.
The final thing I was confused about was the running of programs. You can have Evade, Fire Control, and Auto Repair running for example. And I understand that the total programs that can run can't exceed the computer value. I guess Maneuver/0 allows Thrust 6 so it doesn't take computer space. But when do you declare which programs are running for the turn? At the beginning? Does the skill of computers matter and how?
On the bright side, firing weapons seems straightforward with 8+ to hit with range, evasion, dodge, sand, and skill modifiers. Damage is clear, hits and location all are understandable. Once internal damage is going, I would have thought there could be hull breaches that create a vacuum in areas struck where if you didn't have a vacc suit you'd be finished, but I guess that is not in the game.
I also didn't have a good idea as to how far a ship travelled per turn based on thrust. There is a chart showing how ships move from one range to another based on relative thrust, but that seemed quite general.
Lots of weapons and things I haven't used yet, but this thread might help me understand the mechanics better.
Thanks.
Starship combat occurred. Had to make guesses on the procedures and went with it, but now I'd like to check how it is supposed to work.
Turn goes with:
1. Initiative.
Each captain can roll a task check on Tactics (naval) to adjust the initiative roll. The "Effect" is supposed to be a modifier. So I guess if a Tactics (naval) 1 guy rolled a 8(+1) = 9 then the Effect is "1"? And if he rolled a 6(+1) the Effect is "-1". Not quite sure on this effect thing. Is it just your roll + modifiers - 8?
Then you each roll initiative to see who goes first, modified by effect, the leadership effect done in the action phase last turn and +1 to the ship with higher thrust. Whoever is higher goes first.
2. Maneover.
This phase I guess you just pick how much of your total thrust you will use for motion and how much you will save for actions. So if you have 4 thrust, you can move (use) 3 for motion and save 1 for the next phase.
3. Actions.
Here's where it starts to get more confusing. It seemed that some things cost a maneover and some don't. You use a manuever if you a) board, b) aim using pilot to line up a shot or c) i forget. You don't use any manoever for firing. We played that you can fire every turret that you either have Fire Control/1 allocated to or an actual crew gunner. It costs one fire control to operate the turret and a second if you want a DM. I assume that even though there can be three different things on a turret all three of them can be used. Firing is free (doesn't cost thrust).
4. Reactions.
Dodge and firing sand cost a maneover I think, but I don't know if it is 1 dodge that then you roll a task check (pilot) and if you succeed the opponent has -2 for all attacks or just against one of them. Same with sand, I don't know if it costs a maneuver for every sand you fire or 1 to fire as many turrets as you want.
5. Ship phase.
Sensors to "lock on" - can you only do this once? +1 to DM on all shots if successful. Can't lock even more for the next phase?
Repair I didn't quite understand. Which skill for characters is used? Mechanic? Engineering? Can the machanic skill be used to fix the Jump Drive for example? What confused me more was the auto repair program. For example if you had Auto-Repair-2 then I'd assume that you could repair one thing if you got an 8+ with a +2 DM. It seems that Auto repair/2 means that you get two +1 DM cracks to fix things? What can you fix? Anything? Can you fix the hull?
I wasn't totally clear on leadership use. I thought leadership was used on a character, but here it appears you can use it for the entire ship's initiative the following phase. Please explain how effect works as well.
The final thing I was confused about was the running of programs. You can have Evade, Fire Control, and Auto Repair running for example. And I understand that the total programs that can run can't exceed the computer value. I guess Maneuver/0 allows Thrust 6 so it doesn't take computer space. But when do you declare which programs are running for the turn? At the beginning? Does the skill of computers matter and how?
On the bright side, firing weapons seems straightforward with 8+ to hit with range, evasion, dodge, sand, and skill modifiers. Damage is clear, hits and location all are understandable. Once internal damage is going, I would have thought there could be hull breaches that create a vacuum in areas struck where if you didn't have a vacc suit you'd be finished, but I guess that is not in the game.
I also didn't have a good idea as to how far a ship travelled per turn based on thrust. There is a chart showing how ships move from one range to another based on relative thrust, but that seemed quite general.
Lots of weapons and things I haven't used yet, but this thread might help me understand the mechanics better.
Thanks.