Shadows physical disruption

mollari_uk

Mongoose
I'm sure this has been asked before but a forum search didn't bring anything up.

What can a shadow ship do when it's pinned?

I realise they can't move or fire but what about dodge, self repair etc. It's not very clear.
 
It says it can't perform any actions, so that would mean it can't use any active defences. So no dodge, no self-repair. Stealth would be debatable, I'd say it still works by the RAW, but common sense would say that fails too (big great beam shoting into it is a bit of a giveaway to its location!).
 
Burger said:
(big great beam shoting into it is a bit of a giveaway to its location!).

Ah, but that's not what stealth is in this game really. From the show it would seem to be more of a way to prevent enemy weapons from locking onto a target, i.e. the earth commander trying to shoot the Sharlin that was right in front of him, but couldn't get a lock on.

I'd also argue that auto-repair should be doable as it's a biological function of the armour and not controlled per se. But then that's just me.

Cheers, Gary
 
This is the same as the victory rule for when it fires it's big gun too. It's not very clear, or has been cleared up but doesn't match what it says.

For me if it states do nothing except take damage (as the VC does) it means nothing except TAKE damage. That means no AA or anything. It's like a ship with no traits.

For the shadows it says "no actions". Which is different and totally ambiguous. Using traits is not an action, but it doesn't make sense to be allowed dodge.

The whole rule is a bit off for me anyway. It doesn't make sense that the ship pinning the shadow can fly off leaving it pinned but if it dies it's not pinned :?
 
Burger said:
It says it can't perform any actions, so that would mean it can't use any active defences. So no dodge, no self-repair. Stealth would be debatable, I'd say it still works by the RAW, but common sense would say that fails too (big great beam shoting into it is a bit of a giveaway to its location!).
When did you change your mind? :lol: From the thread A Call to Arms 2e FAQ:
Burger said:
B5freak said:
Shadow Physical Disruption - When the description says "may take no further action", what exactly does that mean? Can the ship still Self-Repair and regenerate shields?
I would say yes because those abilities are automatic. Just like the Victory doesn't lose Adaptive Armour when it fires its Lightning Cannon.
As for the pinning ship flying off, that won't happen until the next round. I'd have thought that if it can't maintain the pin that round, either by moving or by failing to do enough damage, the Shadow is released. But if the attacker is destroyed the same round that it pinned the Shadow, then the Shadow is released at once, which is significant if the Shadow hasn't fired that turn.

But what if someone else hits the pinning ship, doesn't destroy it, but does manage to knock out the weapon which did the pinning?
 
Why no dodge ?
I mean if the ship moved, and it moved since it's SM, and the ship is not having the immobile trait so I would allow the dodge in the turn it get pinned.
Of course in the next turn due to no movement there no dodge allowed.

Shields would still work and regen themselves as the ship does also.
Stealth should also remain.

But for the "pinning" weapon IMO if the ship pinning is not down to 0 crew or damage the shadow ship will stay pinned.
 
Burger wrote:
LOL... you caught me out Well I'd say that proves the vague wording of the rules

All the more reason it would be nice to get an actual "Rulemaster" to chime in on this and all the other outstanding issues. I mean, it's great to have "knowledgable" players step in to make an educated guess as to the answer, but that's not the same as an official ruling. Heck for all the help I've seen in the last several months, I'd might as well start up an "Ask B5freak" thread where I can make rulings on everyone's questions.
 
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