Some rule questions

Barghest

Mongoose
Hello folks,

We're just getting started with ACTA 2E in my area. A local store bought up a lot of stock when the minis were going out of production. Now that they are back, we're hoping for a surge in players.

We played a game tonight and I have some questions about Scouts. I get the impression that you can only target one ship with Stealth to reduce that stealth but it doesn't actually say that in the scout rule. Also, can you attack with the scout ship after targeting a ship with stealth or does reducing stealth count as an attack? Can you stack stealth reductions (2 or more scout ships targeting a single stealthed ship)? In any situation where you are not allowed to attack, are you unable to reduce stealth as well?

I appreciate the help. Thanks.
 
Good to see a new group forming.

The scout trait can only be used on one target at a time, and using the trait does not prevent you from doing anything else (have to check the specific Special Actions there... but no standard action like attack or move). Either function you use your scout trait for (reducing stealth, redirecting weapons) it only effects one target ship.

You can stack the effects on one enemy ship, but the effects don't stack for the same roll. Basically having multiple scouts reduce stealth means that the stealth will remain reduced unless all the scouts are destroyed/lose their scout trait, not that scout is reduced by 2. Using two scouts (or more) to redirect attacks allows each friendly ship firing on the target ship to add the effects of twin link to one weapon line per scout.

The Scout trait only requires that the target be in range... so you can scout from behind terrain for instance or use it on a ship without beating the target ships stealth. It is not an attack and is not limited by effects that limit attacking.

Ripple
 
Thank you for the response. I'll let the others know how scouts are played and we can get things settled for our next game.

I've another question if you don't mind. Can you start in realspace, open a jump point with one ship, move everyone into hyperspace, and then use another ship to open a jump point back into realspace? In short, are combat jumps legal or can you only enter into realspace from being in hyper at the start of the game or leave real for hyper to get away?

Thanks,

Greg
 
Unfortunately no you cant.

If you leave the battlefield through a jump point you are considered to be retreating from the game, which gives your opponent vp's.

Same as if you had moved off of the table.
 
Can't you do it when using scouts?

I'm pretty sure that if you have a scout on the board then you can send everything but the scout in as long as the scout remains active or alive the rest of the fleet can jump back in.

Might be wrong though

Rich
 
Even Shadows can't phase in/out during a battle... even though that was their standard tactic in a battle...
 
cadno ap annwn said:
Hmmm, sort of takes the fun out of having hyperspace engines.

Don't knock jump engines. Loosing my jump engines to a crit has saved me from loosing something useful any number of times. :wink:
 
Flight Computer too, although that is sometimes useful. Oh and interceptors when fighting minbari/vorlons...
 
Another Rules Question. Say I have 2 Primus & 2 Maximus in the battle and I am facing 2 Apollo's or some other missile barges. Apollo 1 fires its missiles at Primus 1 and I declare that Maxumus 1 is lending interceptior support (within 8 inches; guardian array ability). Primus 1 returns fire (if within range). Then Apollo 2 fires its missiles at Primus 1. Can Maximus 2 now lend interceptor support to Primus 1 (also within 8 inches; guardian array ability)? When I looked at the escort trait, it looks like the answer is no as the escort trait says all antifighter has to be declared when the Primus is first targeted but the Guardian Array ability says an escort can lend support when a ship is targeted (not first targeted) and a careful phrasing would indicate more flexibility (but obviously this may not have been intentional).

So with a Centauri guardian array, when my Primus is first targeted, do I have to declare how much interceptior support I will lend from both Maximus 1 & Maximus 2 at once or can I declare interceptor support from Maximus 1 after the first Apollo missile volley and then declare Maximu 2 support after the second missile volley from the second Apollo?

Thank you for the rules clarification help.

Robert
 
Okay. Well, we had a few problems with the scout rules in that battle (all my Minbari were affected by one scout, should have been only one at a time) and the Centauri could not have jumped to my aid. I would probably have lasted a little longer. Two Vorchans slingshotted around a planet and got into battle just after I lost my ships. Had I lasted another turn, he might have done some damage while his bigger stuff moved at all speed.

Oh, here's a question for you. All Power to Engines keeps you from turning. You end your movement in the gravity well of a planet with the planet in your forward arc. Can you turn your free 45 degrees toward the planet?
 
Pawnographer said:
Can Maximus 2 now lend interceptor support to Primus 1 (also within 8 inches; guardian array ability)?

No. The Guradian Array rule says: "These dice may be passed onto another ship after an attack has been declared, but once you start rolling Interceptor dice for one ship, they may not be ‘taken back’ by the Escort ship, nor may they be added to."
 
Greg Smith said:
Pawnographer said:
Can Maximus 2 now lend interceptor support to Primus 1 (also within 8 inches; guardian array ability)?

No. The Guradian Array rule says: "These dice may be passed onto another ship after an attack has been declared, but once you start rolling Interceptor dice for one ship, they may not be ‘taken back’ by the Escort ship, nor may they be added to."

Thank you - that is consistent with the phrasing of the escort trait as well.

Robert
 
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