A few days ago Ian and I had what was for both of us our first game in a
long time. Since we wee both rusty with the rules a few questions came up.
Damage Control: When in the turn sequence does it occur? How soon after a hit
can you attempt to repair a system?
SMLs: Do they need a FireCon?
Turning: In Cinematic Movement, can a ship that is stationary turn any amount
for 1 point? We both thought we have seen that somewhere but we couldn't find.
It made sense to us, though.
Core Systems: If a core system like life support has been hit and is scheduled
to go out in some number of turns, does it take threshold checks again at
further thresholds? If so, how is it handled? Do you roll again for how number
of turns? Take the worst result?
We had a ship take a Life Support hit at the 5+ threshold and roll 3
turns til failure. Next turn it went past the 4+ threshold and failed
for Life Support again. That time rolled 4 turns til failure, which seemed a
little wrong for a hit to make it last longer, so we just ignored further
hits.
As you might guess from that one example, it was a pretty ugly game. I had new
NAC and he had old NAC (bloody rebellious colonies). I had a bunch of small
ships centered around a Thunderer BB with a bunch of cruisers and destroyers.
He had a few SDs. We made one close pass and there was great carnage. A couple
of my cruisers were all that came out the other side, and they took advantage
of a bridge hit on the nearest SD to go to FTL. Meanwhile, his SDs are going
to be spending a LONG time
in space dock. But even though they were all down to their last roe of hull,
all were still firing and there was no way a couple of cruisers were going to
be able to take them. A fun game, even with all the spectacular explosions on
my side.
We are scheduled to play again tomorrow, so I'd appreciate answers so we
can get things right this time. I'm sure there were other things we were
doing wrong and don't know to ask.
David Stokes worte:
> Damage Control: When in the turn sequence does it occur?
Turn End phase, ie. after all ships have fired
> How soon after a hit can you attempt to repair a system?
1 active FCS no matter how many missiles you launch; that FCS can also be used
to direct other weapons fire later in the turn.
(Phalon Plasma Bolts OTOH need 1 active FCS *per bolt*.)
> Turning: In Cinematic Movement, can a ship that is stationary turn any
FT2 p.7, "Special Notes on Movement". Don't get too used to this rule though,
because it'll almost certainly be deleted in the next edition.
> Core Systems: If a core system like life support has been hit and is
Good question. AFAIK the rules don't specify this (normally you don't make
threshold checks for damaged systems), but I'd say yes.
> If so, how is it handled? Do you roll again for how number of turns?
Again, I'd say yes.
Regards,
OA wrote on 03/05/2006 11:55:32 PM:
> David Stokes worte:
***snip***
> >Core Systems: If a core system like life support has been
I guess I assumed no because I didn't see otherwise; OA's suggestion does make
more sense. However, while there's always the very thin PSB that further
damage might 'shake things into place', I'd suggest that any further rolls
only shorten, not lengthen, the time.
Actually, a second roll for threshold result should probably be 'immediate
system failure unless a d20 roll less than remaining turns, which result then
becomes remaining turns'.
Wait! When would a vacchead have anything other than d6's? ;->=
That said, a second chance for a core threshold check has to be a VERY rare
occurance, right?
The_Beast
> OA wrote on 03/05/2006 11:55:32 PM:
As a "semi-official" answer - at least until we decide how to confirm
it for FT3 - I'd say that you can take your pick between three
options (ie: agree this as a house rule between all your players before the
next game):
1) Don't check again, first time-to-failure stands.
2) roll again, but only take the new result if it shortens the time to
failure. Ignore it if you get the same time or longer than previously.
3) Second failed threshold means immediate total failure (remaining emergency
systems knocked out).
Jon (GZG)
> Actually, a second roll for threshold result should probably be