Shield crits

storeylf

Mongoose
According to the FAQ a crit that says lose 5 shields only applies if I haven't boosted shields.

Is that right? that a boost shield action effectively protects from any shield damage done via crits for the duration of that turn?

Does that include the ones that drop shields straight to 0?
 
The way I read it, it reduces your maximum shield score by 5. You can still have a temporary boost beyond that.
 
Lee:

It's more of the unclear wording in the rules.
The end effect of the crit is to reduce your starting shield score.

Its best described by example.
Lets take a Fed Heavy Cruiser with undamaged shields - 24 shield boxes.
during the turn, you take 4 shield hits... dropping you to 20 boxes and one crit that reduces your shields by 5.
This value comes off of the top of the line score of 24, reducing you to 19 shields; wiht a new maximum of 19 boxes.

Then - Let's say you'd taken 7 points prior to this critical, reducing you to 17 shield boxes.
After the critical is applied, you still have 17 shield boxes remaining, but a new maximum of 19.
Meaning that a boost energy roll of 2 will restore you to 19, but anything beyond 2 will count as
boosted shields and go away atthe end of the turn... assuming that you receive no further damage.

Now, lets go back to the beginning. 24 shields and you boost energy to shields and get an average roll of 7 (2D6 at 3.5 each)
This gives you a temporary score of 31.
Take 4 shield hits reducing you to 27 (24 and 3 temporary points) then apply the critical (-5 points).
It's our understanding that you still reduce the starting score, so the new starting score is 19...
This is where it gets "wonky"
the FAQ reads: "if this reduces the starting score below your current score (and you haven’t boosted your shields this turn), then reduce your current Shields to the new maximum."
Our "take" on this is thus:
Reduce your maximum score to 19 (24 starting minus 5 for the critical) and then add back in the 3 temporary points remaining; giving you a score of 22 shield boxes with 19 maximum and three temporary.
Any additional damage will come off of hte 3 temporary first and if no further damage is taken, then you revert to the new maximum of 19 damage at the end of the turn.

We could be wrong, but that's the way we play it.
 
This is why I designed my ship sheets with the shields broken down into 5 box groups.

Say you have an undamaged ship with 24 shields. 4 groups of 5 and a group of 4. You've boosted your shields, say 8 pts temporary extra shield boxes.

Now you take a shield critical hit. Draw a line between the first and second group on the left. The group of 5 boxes on the left goes dead. That's your 5 loss, and the line represents your new maximum. You still get the 8 temporary boxes, but at the end of the turn, your first group of 5 shield boxes is still down. Your current maximum shield rating is now 19.

Say you next take 10 pts damage. Take the first 8 hits on the temporary shield boost, and then scratch out 2 more shield boxes. Your strength is now 17.

Assume you fix the critical hit that cost you the 5 shield boxes. Remove the line you previously drew. Your new maximum shield is back to 24, but your current strength is 17. Next time you use shield boost (say 7 boxes), you repair 7 shield boxes, bringing your shield up to maximum strength. The act of repairing the critical did not bring back those 5 boxes; think of it as repairing the shield generators that powered those 5 shield boxes but they require "recharging".
 
Sounds like you are playing as I would have thought made sense, but the FAQ certainly makes it look like you suffer no immediate shield loss due to the shield crits so long as you had boosted shields - until the end of the turn when you plunge down to your reduced max.
 
That would be correct: Boosted shields allows your current shields to be higher than your max shields until the end of the turn.
When you take a shield crit and this leaves your current shields higher than your max shields:
- If boosted shields is in effect, drop your current shield score to equal your max shield score at the end of the turn.
- If boosted shields is not in effect, drop the current shield score to equal your max shield score immediately.
 
Apologies if this has already been answered but after my last night's game I have a question on shields, criticals and the Boost Energy to Shields;

After receiving a shield crit my shields are reduced by 5. This comes off my starting shield number so a Fed CA goes from 24 to 19 shields. Does this reduce the number of d6's I throw if I then use Boost Energy to Shields? i.e. 1d6 instead of 2d6?
 
Kronos said:
Apologies if this has already been answered but after my last night's game I have a question on shields, criticals and the Boost Energy to Shields;

After receiving a shield crit my shields are reduced by 5. This comes off my starting shield number so a Fed CA goes from 24 to 19 shields. Does this reduce the number of d6's I throw if I then use Boost Energy to Shields? i.e. 1d6 instead of 2d6?

Nope. The rules say to use your starting number as the basis for how many dice you roll, not your current value (which would be more realistic, I think, but that's not the rule here).
 
Interesting, we've basically used the same rules as everyone else of shield crits, BUT have reduced shield boost die equal to the maximum remaining strength of the shield - so 19 would be 0ne die (always get one die). Gives the Klingons a chance in a prolonged fight. And makes Gorn/Romulan furballs get fun - shields, what shields :)
 
Gee.

On the one hand its nice not having to check what effect Boost has, I know the Fed cruiser always rolls 2d6, no searching for ship sheet to check whether it took a crit. Speeds up the game.

On the hand how many shield scores do we need! current, temporary max and permanent max.

It still sounds like the effet of boost on shield crits and current shields is being played different by different players though :(
 
I usually just place the boost dice next to the ship or card rather than record them on the record sheet (and simply change them down as you take hits), and mark off any shield boxes lost through crits from right to left on the shield box track (much like billclo described) so you only need to mark off hits from left to right as usual otherwise.
 
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