Greg Smith
Mongoose
Sadly. it is a bit far away. I have ordered stuff from them, and they are good.
Following standard movement rules, a ship must move at least half of its speed, and it cannot turn during this part. So if you have a Vorchan with speed 14, it must move 7", it can then turn and either stop there or continue moving up to 14". If you want to move less than half your speed, you need to use All Stop (which doesn't allow any turns). Only ships with a Agile trait (eg. White Star) can turn during the first half of their movement. No, you can't declare that you're moving 2" and try to turn after 1". Speed means the speed figure on the ship sheet (after applying any speed crits), not the speed you declare that you are moving at.TimoftheC2 said:Movement.
It seems a ship first moves between 0 and half its total speed straight ahead before it is allowed to turn etc. Can a ship choose to not move for half its movement cost and then put in a turn? Is there a minimum move distance before a ship can move (i.e. the 2" it must put in between turns)?
All criticals can be repaired except the vitals. You don't get the damage or crew back - just the effects. So, at double or triple damage they are still pretty terminal, although maybe not quite so bad as the name impliesTimoftheC2 said:Damage Control.
Can the damage types "Reactor Explosion" and "Catastrophic Ammunition Explosion" by repaired in the Damage Control phase - they seem pretty terminal to me?
A weapon system is one line on a ship's weapons list. So for example a Dilgar Tikrit has 2 missiles, 2 heavy bolters and 1 light bolter... these are regarded as 5 different weapon systems (despite some of them having the same name). If you can only fire one weapon system, then you can only use one in total; not all similarly named ones.TimoftheC2 said:Weapon Systems.
When the rules refer to a Weapon System (i.e. in the "Close Blast Doors..." Special Action) does it mean one weapon type? i.e. if a ship has Heavy Laser, Medium Pule Lasers and Particle Beams, but is restricted to only firing one weapon system, it could just fire the Particle Beam (out of different fire arcs if multiples are installed) OR the Heavy Laser etc?
Nope not at allTimoftheC2 said:Well, I hope they don't sound too stupid and ll thoughts greatly apprecated.
Democratus said:And the great campaign play rules. And continued support and micro-publication by certain fans.
AdrianH said:Now, my question: do Vree ships need to declare All Stop in order to move less than half speed and become super maneouvrable?
Super Manoeuvrability: Vree ships are incredibly agile. All Vree ships may move less than half their Speed if this wish. If they do so, they may also move as if they had the Super Manoeuvrable trait
Nope it's not a trait, it doesn't appear under "traits", and you can't lose it to a trait-removing crit such as 6-6. For shadows it's a movement type, just like 1/45 or 2/90. For Vree it's a special rule.hiffano said:isn't SM a trait though, and you don't need to declare a special action to activate a trait? Shadows aren't allowed to all stop are they,yet they are SM?
It also says Vree ships get to "move as if they had the Super Manoeuvrable trait". Since there is no "Super Manoeuvrable trait", it does not really matter whether they move 4.99999" or 5.00000" because they won't get any benefit anyway. :lol:Burger said:Greg's quote says Vree ships have to move less than half their speed to use SM. Not "less than or equal". So get your micrometer out :lol: