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?
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?