Questions about Sheridan, E-mines, JPs and Troops

Methos5000

Mongoose
I was reading the description for Sheridan and it states that he provides a +1 Bonus to CQ Checks. So since this isnt actually increasing the crew quality itself could he, on a CQ 6 ship, provide a total for crew quality checks of 7?

Also when a ship opens a jump game from Hyperspace and enters the map does it appear where the marker is and then, if it has the AJP, do its movement and other actions or does it move a certain distance from the forward arc of the jump portal?

Another question relating to Jump points, the rules state that when you want to open a jump point that you announce during the movement order that you are opening a jump point and then place the counter down, but you cant exit the jump point. Now does the jump point still open on the round you announce it you just cant exit it until the next turn? Am I correct is this?

Do Troops get replaced using the same point system as lost crew. (ie. ship A is missing 6 crew and 2 troop, will 1 RR replace both lost crew and Troops or do they need to be purchased seperately, or do you even need to pay for replacement troops?

And finally does the blast radius of an e-mine affect ships in an asteroid field or does the field effectively disperse the mine so no ships inside are hit by the mine's blast.
 
Methos5000 said:
I was reading the description for Sheridan and it states that he provides a +1 Bonus to CQ Checks. So since this isnt actually increasing the crew quality itself could he, on a CQ 6 ship, provide a total for crew quality checks of 7?
Yes, but only for crew quality checks. It does not get the +1, for example, for JP scatter.

Methos5000 said:
Also when a ship opens a jump game from Hyperspace and enters the map does it appear where the marker is and then, if it has the AJP, do its movement and other actions or does it move a certain distance from the forward arc of the jump portal?
It appears where the marker is, then does its movement. That is, normal movement and other actions for ships with AJP, and half speed for ships without.

Methos5000 said:
Another question relating to Jump points, the rules state that when you want to open a jump point that you announce during the movement order that you are opening a jump point and then place the counter down, but you cant exit the jump point. Now does the jump point still open on the round you announce it you just cant exit it until the next turn? Am I correct is this?
Yes, correct. No ships can use the JP until the next turn, but the enemy can see where they will be arriving/departing.

Methos5000 said:
Do Troops get replaced using the same point system as lost crew. (ie. ship A is missing 6 crew and 2 troop, will 1 RR replace both lost crew and Troops or do they need to be purchased seperately, or do you even need to pay for replacement troops?
Err not sure.

Methos5000 said:
And finally does the blast radius of an e-mine affect ships in an asteroid field or does the field effectively disperse the mine so no ships inside are hit by the mine's blast.
It does affect ships inside. Remember you need line of sight to the e-mine's detonation point, so you can't fire the e-mine into the asteroid field... but you can fire it at a point just outside, and catch ships that are inside.
 
In SFOS troops were free whenever you bought crew as they are assumed to be in greater supply than trained starship crewfolk. I don't think that's been changed in Armageddon.
 
Iain McGhee said:
In SFOS troops were free whenever you bought crew as they are assumed to be in greater supply than trained starship crewfolk. I don't think that's been changed in Armageddon.

You couldn't give me a page number for that rule could you?

Thanks

LBH
 
Thanks, that answers alot of my questions. I have another one though. I understand that the ISA doesnt use breaching pods, but they do use starbases right? And if they do, does it pull from the same list as ships(League, Narn, Minbari and EA)?

Also in a campaign I noticed the crew duties ability that gives you another ship for free from the League, Narn, etc but you cant choose one from a race your at war with in the campaign, does that also apply to the original fleet list at the start of the campaign? Im guessing it does but I didnt really see any clarification anywhere.
 
Methos5000 said:
Also in a campaign I noticed the crew duties ability that gives you another ship for free from the League, Narn, etc but you cant choose one from a race your at war with in the campaign, does that also apply to the original fleet list at the start of the campaign? Im guessing it does but I didnt really see any clarification anywhere.
I don't see why not, you can always say its a defiant faction of the other race.
 
Does it not say in those other duties that it can't come from a faction that is being played in the current campaign? You can of course houserule this any way you like but I personally prefer NOT to allow this as it keeps fleets nice and distinc without people using the same ships :P
 
Locutus9956 said:
Does it not say in those other duties that it can't come from a faction that is being played in the current campaign? You can of course houserule this any way you like but I personally prefer NOT to allow this as it keeps fleets nice and distinc without people using the same ships :P
In other duties yes. But in the initial allies you select when choosing your fleet, I don't think it is disallowed.
 
lastbesthope said:
Iain McGhee said:
In SFOS troops were free whenever you bought crew as they are assumed to be in greater supply than trained starship crewfolk. I don't think that's been changed in Armageddon.

You couldn't give me a page number for that rule could you?

Thanks

LBH

It's on the second page of the downloadable SFOS FAQ. The Armageddon entry (on page 6) is open to interpretation as to whether it's changed and you now need to buy them seperately. It goes something like 'RR points used to replace crew can also replace troops'
 
As to the 'current enemy' thing is this meant on a 'per turn' basis or for the entire campaign... I.E. if there's a Minbari, Narn, Centauri, and ISA player, are the Minbari always unavailable to the ISA or just in a turn when the ISA and Minbari fought?

On the other hand, allowing units from the Duty tables to add ships from current enemies could add something some people seem interested in... A way to represent ships being acquired by capturing enemy vessels.

A great opportunity to buy a model from another faction and paint it with a color scheme to represent it being remobilized by the enemy.

Maybe a v2 idea.
 
so does anyone know what starbases can be bought by the ISA for Campaigns?

Also what is the multiplier for Starbases in a campaign. x2 is listed twice but x3 is also listed under the Starbase section in Campaign part of SFOS.
 
The correct multiplier is in the SFOS FAQ on the downloads page here. Think it's x3 for them. Best check yourself.

Don't think it specifies what stations (or defence platforms for that matter) the ISA can use. I'd think that they could use one from any race that they could also take allied ships from, other than a race they were currently fighting. Possibly limited to a race that your fleet had ships from.
 
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