Well I have played a couple of games recently and used the Optional Redundancy rule and really like it. It has allowed the larger ships to stay in the game and shrug off some hits from lesser ships.
Has anyone else used this rule and what do you think?
We liked the redundancy rule when we tried it. But we tried letting vital system crits happen as normal.
The logic being that while built in redundancy can handle a lot of things, some damage is just to great for the systems to work around. I guess you could think of it as something like the difference between a shot knocking a gun out of wack, as opposed to blowing the turret off.
Larger ships might still have redundancy, e.g. an auxiliary bridge. Besides, the whole point of the redundancy system is to make it less likely for your War level ship to be nobbled by a lucky critical from the other guy's Skirmish level ship, and unrepairable vital systems crits are the worst for this.
Maybe go half way. Redundancy allows a ship to ignore effects from X criticals each turn, but can only ignore effects from vital systems criticals once per battle - the ship has one auxiliary bridge, not a large supply of them.
And if it's a campaign, record the crits anyway. The ship may have used a spare system to negate the effect of the hit but will still need the original system repaired.
Not really;
You still take the additional damage, you just don't lose systems as a result.
If there's a weapon type vulnerable to it, it's probably more the low AD precise weapon types like missiles rather than Masters of Destruction. Personnally I have no problem with seeing missile racks' effects on capital ships reigned in given that it's a
Maybe go half way. Redundancy allows a ship to ignore effects from X criticals each turn, but can only ignore effects from vital systems criticals once per battle - the ship has one auxiliary bridge, not a large supply of them.
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