Redundancy for 2E?

Seeing no mention, and having talked about a great deal more detailed changes than something like Redundancy, it seems the answer to this is "No."
 
no - however all hands to deck is now automatic, gives you a +2 to CQ to repair crits and you can repair any number of crits. however only 1 weapon can be fired when doing this.
 
Ah thas the real kicker and will make the game go muh faster. THe any number of attempts to to repair crits while under AHTD
 
Not to mention it's harder to knock out all effective weapons with criticals. With this and AHtD, Redundancy just isn't needed :)
(I don't mind the rule but there's no point adding layers of complexity to solve a problem that doesn't exist anymore.)
 
Also the number of crits that inlude 'no special actions' are less, making it more likely that you be able to perform AHTD.
 
no - however all hands to deck is now automatic, gives you a +2 to CQ to repair crits and you can repair any number of crits. however only 1 weapon can be fired when doing this.

So if you perform this special action you can just go down the list of your criticals and attempt to fix all of them? If so, that might make Burger's previous suggestion for changing the doule/triple damage weapons more viable. My biggest concern with that was the sheer number of crits that could be caused and the inability for the defender to repair more than one of them a turn.
 
Might I suggest we table Burger's alteration until we see the Criticals chart for 2e? We might not want there to be too many of the next crits .... or, we might not really care as much.

Doubt it, but, we probably should wait .... I think.
 
That was kind of the point. Bigger ships tend to be the ones that suffer more criticals (and survive). Also one of the complaints is that big ships are vulnerable to drastic crits (such as no weapons). Making crits easier to repair is to counter that.
 
It's nice that the special action is there, and automatic, but still need to see the new crit chart. If it really is harder to take out the effective weapons that may be enough of a change to make it viable. But I still worry due to the no SA and no Damage Control crits. Of course I am a bit of a worrier and strong believer in make your concerns known, as once it gets past a certain point, it doesn't matter if you do or not...its already at the printers.

Ripple
 
It is still possible to take out a ships engines entirely and stop it getting SA, but that would be two separate crits. So you won't take a single unlucky crit and it stop your ship dead for the rest of the game. However if you take a barrage of crits, your ability to perform All Hands! or even damage control at all may be compromised.
 
Sounds good, I like it. Crits should be easier to repair than they currently are.
Can they be repaired in the phase they were done, or do you still have to wait until the next turn?
 
Even if they did, how would it tell you whether the crit happened this turn or last turn, and hence whether it can be repaired or not?
I've changed my sheets to just have a big empty box for crits, so the user can use their own notation :)
 
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