Questions about some Special Actions

billclo

Mongoose
I have a few questions about special actions.

I was reading about the Boost Energy to Shields Special Action, and I noted that the boost is temporary.

Quote:
This may temporarily increase the shields to more than their starting score during this turn, although they will return to the starting score in the End Phase if they are still higher."

I wanted to get a clarification on what starting score refers to. Is it 1)the shield strength at the start of the game, or 2)the strength at the start of the current turn?

If #1, then I have no problem with that.
If #2, then how does one use this Special Action to regenerate shield strength, since the boost goes away at the end of the turn and does not accumulate?

As a related question, say a ship has a shield strength of 24 at the start of the game. It would roll 2d6 when it boosts shields. Say it takes damage, and it's new strength is 18. If it uses the Boost Shields action again, does it use it's original strength to determine how many dice to roll (2D6) or it's current strength (1d6)?

As for the Close Blast doors Special Action, I see it effectively reduces damage taken by 33%. For each hit scored, on a roll of 5 or 6 it is ignored. My question is this:

Do you roll as each damage point is about to be resolved, or is it better to roll a bunch of d6 before any are scored (say there are 6 hits to be resolved. The defender rolls 6d6 and rolls 3 hits are ignored. Then 3 are resolved normally). Or does it really matter when the roll is made?
 
The answer is 1 :) So long as you do not get shot at, you will only lose any 'excess' shields avbove and beyond their starting score at the beginning of the game. Otherwise, they are yours to keep!
 
So Matt, If I have a ship with starting shields of 18 that has taken 17 damage so have 1 left and choose the Boost Power to Shields! SA, I roll 1d6 and get a 3. My shields are now at 4. I do not get shot at at all this turn, so the shields stay at 4 since that is less than 18 that I started with. On the next turn, I again use Boost Power to Shields! and roll a 6. My shields are now at 4 + 6 = 10. I take 2 points of damage so they go down to 8. I use the same SA and roll a 3 so the shields are now at 11. And so on and so forth until potentially I could have my shields at 18 again.

We have been playing that even if your shields are down under their starting score that Boost Power to Shields! points to away at the end of each turn and so they never accumulate. If that is not the case and they DO accumulate, it makes this SA much better than I thought, which is fine with me!

Just wanted to make sure I understood you correctly!
 
The ability to regain shields like this is a Special Action based version of the limited ability to repair shields in SFB (and IIRC FC) by spending energy. So it fits the SFU the way Matt has explained...that if you boost and and have taken damage then you can recover - the limited overboost when at full shields clearly matches the ability to reinforce shields in SFU on a turn by turn basis.
 
Stumonster said:
So Matt, If I have a ship with starting shields of 18 that has taken 17 damage so have 1 left and choose the Boost Power to Shields! SA, I roll 1d6 and get a 3. My shields are now at 4. I do not get shot at at all this turn, so the shields stay at 4 since that is less than 18 that I started with. On the next turn, I again use Boost Power to Shields! and roll a 6. My shields are now at 4 + 6 = 10. I take 2 points of damage so they go down to 8. I use the same SA and roll a 3 so the shields are now at 11. And so on and so forth until potentially I could have my shields at 18 again.

That is correct. As the rules say 'add the total to the Shields.'
 
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