Vree & 1/6 criticals

Banichi

Cosmic Mongoose
We recently had a game were a vree ship that was facing my ship, but using its SM to move off to the side got a 1/6 adrift, crit. We couldn't find anything in the rules, so we just moved the xill 4 inches sideways in the direction it had moved prieviously. We used logic that it was being carried by inertia, no matter which way it faced. Did look a bit odd, drifting sideways for two turns until it got its engines back. have we missed something, or does this make sence.
 
If it's got a 1-6 crit, it moves half speed forward; that is the directin the front of the ship is facing, not the direction it last moved. I know common sense says otherwise, but thats the rules.
 
You can't juse ignore rules whenever you feel like it!

Maybe make a house rule, that a 1-6 crit moves you in the direction of last movement? But that means each ship must record its last direction of travel, jsut n case it gets a 1-6 crit. And where do you stop this; what if a ship makes a turn at the end of its movement? Would it drift in the direction it last moved (since the inertia is all forwards, the turn was just manouvering thrusters), or in the direction it is now facing? I just can't see a way of making it practical on a global scale. I'd rather not have an exception to the rules just for Vree using their SM ability...
 
I agree that this instance is slighly silly. But you have to remeber that ACTA movement isn't a true vector movement system, it is very much an abstraction. Forward movement of adrift ships keeps it simple.
 
In most instances, ship do move forward. I think that the rules take advantage of this fact, abd this makes SM ships an oddity.
Even so, it's best not to ignore them when they are clear.
 
Burger said:
Maybe make a house rule, that a 1-6 crit moves you in the direction of last movement? But that means each ship must record its last direction of travel, ...

I don't think it would be too hard to keep track of, just use counters with arrows. After all, it would only apply if the ship turns at the end of its move, or used sm. It would give the game something of a B5 wars feel to it. And lets face it, it probably won't happen that much. But it would be kind of cool to see lumbering ships coasting along at 45 degree, or 90 degree if they sucessfully complete a "come about" before being hit, althought you could say that during the turn they burn off their forward momentum. It would probably be best as a house rule to add a bit more detail to smaller games.
 
How about funny moving ships?

They move backward and stop facing towards the enemy. A 1/6 crit would basically give them an impulse in the diametrically opposed direction.

Yeah its the rules, but physics dont like that special case one bit.

(the warlock ist kinda explainable)
 
Banichi said:
Burger said:
Maybe make a house rule, that a 1-6 crit moves you in the direction of last movement? But that means each ship must record its last direction of travel, ...

I don't think it would be too hard to keep track of, just use counters with arrows. After all, it would only apply if the ship turns at the end of its move, or used sm. It would give the game something of a B5 wars feel to it. And lets face it, it probably won't happen that much. But it would be kind of cool to see lumbering ships coasting along at 45 degree, or 90 degree if they sucessfully complete a "come about" before being hit, althought you could say that during the turn they burn off their forward momentum. It would probably be best as a house rule to add a bit more detail to smaller games.

It might not be too hard to keep track of in a small game, but what happens if you end up playing a 10 point war level battle and the Vree player takes loads of skirmish and raid lavel ships? Ok its not THAT hard still but does it REALLY add that much to the game that its not just simpler to use the rules as printed in this case?
 
Locutus9956 said:
It might not be too hard to keep track of in a small game, but what happens if you end up playing a 10 point war level battle and the Vree player takes loads of skirmish and raid lavel ships?

Thats what I meant by"It would probably be best as a house rule to add a bit more detail to smaller games" :wink: A 10 point war level game wouldn't need any little rules added in, I think you would have your hands full keeping track of all those ships. Especially if you took heaps of skirmish and raid ships. The biggest game I've played was 10 point battle, and boy did you have to pay attention to the paper work. Its too easy to mark damage on the wrong ship, or forget a critical in the heat of the moment.
 
All;
Can't we assume that a ship always moves forward? SM just means that you turn whenever you wish. If a vessel has moved in any direction then that is moving forward. We see this in all other ships because they have a discernable prow, while the Vree do not. I think that the Vree ship would drift in the last direction that it moved.
Regards,
 
look at it this way: if you assume all movement is foreward, SM ships/fighters just allow you to turn as freely and as much and as often as you like. If the vree SM can cancel inertia enough to turn such a big ship in such a fashion, then it sort of makes sense that they'll drift in the direction they're facing at the end of the move (had to cancel inertial to turn about and head that way), not the direction they were generally moving...

Chern
 
Well thats a good idea, unless the Vree ship is basically sidetracking and trying to keep a certain arc towards the enemy (lots of lose weapons in certain arc crits maybe).

Ok i know im just building a hugely elaborate model to make a point, which is:

Whichever way you rule it, there are going to be illogical special cases....
 
Whoops sry, my mistake. Was still thinking along 1e lines, where big ships had nonturreted arcs for some weapons (which can be logical).
 
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