Please excuse the barrage of probably very simple questions but I'm having a hard time finding the exact answer to some of these and figure it would be easier to just ask them all at once...
1) When determining if a ship blows up, is it the attacker or defender who rolls the explosion check? It looks like the attacker.
2) Who rolls the dodge check? It looks like the defender.
3) Speaking of dodge, when a ship receives a hit, dodge comes into play. With beam weapons, I'm assuming that you can only dodge the first hit. In other words, if a dodge fails, and a beam hits, and then the attacker rolls a follow up hit, dodge isn't rolled for again. Correct?
4) and again... what will dodge not work on? Can you dodge explosions? emines? asteroid impacts?
5) When jumping in from hyperspace, ships must move in a straight line... if a ship in real space that opens a jump point can only move at half speed, does the ship that opens a jump point in hyperspace come through the jump point at half speed? Can all other ships come through at full speed?
5) Relative to the above, when coming through to real space, does movement allocation start at the mouth of the jump point?
7) If a ship is killed before it is nominated to fire, I'm assuming it does not get to fire despite being killed. Is that correct?
8) To determine distance to target, does measurement start from the center of the firing vessel? Does the center of the target have to be in range or just any part of the target ship?
and that is all I have except for a non rules question... could it be more desirable to lose initiative if you are heavy on boresight weapon fitted ships? It seems that if I move second I have the better chance of making use of those weapons (or avoiding them if I'm the other player).
Thanks for any clarification anyone can give me on these topics.
Jeff
1) When determining if a ship blows up, is it the attacker or defender who rolls the explosion check? It looks like the attacker.
2) Who rolls the dodge check? It looks like the defender.
3) Speaking of dodge, when a ship receives a hit, dodge comes into play. With beam weapons, I'm assuming that you can only dodge the first hit. In other words, if a dodge fails, and a beam hits, and then the attacker rolls a follow up hit, dodge isn't rolled for again. Correct?
4) and again... what will dodge not work on? Can you dodge explosions? emines? asteroid impacts?
5) When jumping in from hyperspace, ships must move in a straight line... if a ship in real space that opens a jump point can only move at half speed, does the ship that opens a jump point in hyperspace come through the jump point at half speed? Can all other ships come through at full speed?
5) Relative to the above, when coming through to real space, does movement allocation start at the mouth of the jump point?
7) If a ship is killed before it is nominated to fire, I'm assuming it does not get to fire despite being killed. Is that correct?
8) To determine distance to target, does measurement start from the center of the firing vessel? Does the center of the target have to be in range or just any part of the target ship?
and that is all I have except for a non rules question... could it be more desirable to lose initiative if you are heavy on boresight weapon fitted ships? It seems that if I move second I have the better chance of making use of those weapons (or avoiding them if I'm the other player).
Thanks for any clarification anyone can give me on these topics.
Jeff