First, is there a cheat sheet with all the options listed for Space Combat? I've seen references to a Yahoo group MGT-aids, but none of the links seem to work for it any more.
Secondly, reading through the rule book I've been struck by some questions-
A Commander can initially modify the ships Initiative by making a Tactics (Naval) when Initiative is first determined. Afterwards, they then can modify Initiative in Ships Action phases for the following turn by making a Leadership roll? Why the weird switch between skills to have a similar impact?
Can the commander do anything else to inspire the crew, co-ordinate aiming and gunning etc, or is the only commander action "Increase up initiative"?
Thirdly, other than repairing drives, why would you assign an Drive Engineer to the M or J drive? I cant see any action listed for them to take to increase performance or impact the battle? Is there some way of ekeing out more Thrust for a turn that they could do with an Engineering roll like Scottie? The only reason for a Jump Drive assignation is to maybe make the 'Divert Power' roll if you needed to make an emergency Jump, but I'm still scratching my head as to what benefit a Engineer assigned to the M-drive has? There is a reference on p.54 under the Engineer M-Drive skill that an Engineer can overpower a thruster plate to increase a ships agility (pre-sumably Thrust) but no mention of the rules governing this?
Finally for Damage Control, it says it requires a Mechanic roll to repair ship systems and hits. But Engineering also says it can be used to repair starships- do you let Damage Control people use either skill?
Secondly, reading through the rule book I've been struck by some questions-
A Commander can initially modify the ships Initiative by making a Tactics (Naval) when Initiative is first determined. Afterwards, they then can modify Initiative in Ships Action phases for the following turn by making a Leadership roll? Why the weird switch between skills to have a similar impact?
Can the commander do anything else to inspire the crew, co-ordinate aiming and gunning etc, or is the only commander action "Increase up initiative"?
Thirdly, other than repairing drives, why would you assign an Drive Engineer to the M or J drive? I cant see any action listed for them to take to increase performance or impact the battle? Is there some way of ekeing out more Thrust for a turn that they could do with an Engineering roll like Scottie? The only reason for a Jump Drive assignation is to maybe make the 'Divert Power' roll if you needed to make an emergency Jump, but I'm still scratching my head as to what benefit a Engineer assigned to the M-drive has? There is a reference on p.54 under the Engineer M-Drive skill that an Engineer can overpower a thruster plate to increase a ships agility (pre-sumably Thrust) but no mention of the rules governing this?
Finally for Damage Control, it says it requires a Mechanic roll to repair ship systems and hits. But Engineering also says it can be used to repair starships- do you let Damage Control people use either skill?