A few more points of clarification about the new rules:
Damage to Systems:
1. Can any repair facility be used to repair a damaged system, including both engineering departments and sick bays?
Nope. Sick bays can repair combat units (and, later when I write it, heroes). Engineers repair systems.
2. Suppose that a system is damaged twice, so its "11" and "15" damage boxes are checked off. If a repair facility gets a repair roll of 15 on it, does that restore it to full functionality, or does it just erase the "15" box and you need another roll to remove the "11" box? If so, do you have to repair the boxes in order from right to left, or can you, say, repair the "11" box (leaving the "15" box for later) if you only roll an 11? Do you have to declare which damage box you are trying to repair before you attempt the roll?
At the moment, a single roll to repair completely. However it hasn't been playtested yet (we have a session on Thursday) so we'll be seeing how that works out.
1. Suppose that a shield that normally has Shield Rating 5 is intensified (to SR 10) and is hit with an attack that does 6 points. Am I correct to assume this would take 3 points off the shield (as in the example, you take off half the amount that the shield absorbed?)
Yup. Otherwise intensifying doesn't create an advantage.
2. Does "recharge at the beginning of each round" mean beginning of the whole round, or beginning of that ship's turn? Probably it would make more sense to say at the beginning of that ship's turn. And does it still recharge even if you don't spend APs to keep them up? If not then you will want to make them recharge when the player spends APs to keep them up (at the beginning of his turn he might not know whether he is spending the APs to keep them up yet).
It's slotted into the turn sequence near the beginning of the book. At least, it is in the copy I have - hopefully the latest version is uploaded!
Is each arc considered a separate aura for purposes of calculating damage? For example, suppose that Ship A has a 1d8 aura, and Ship B moves past Ship A in such a way that it goes through both its front and side arcs - does it take 1d8 or 2d8 damage? What happens if it goes through both an intensified and an unintensified arc?
Oh yes! Seeing fighters trying to curve in without crossing into another arc was fun!
Do you need a sensor lock to beam crew from your ship to another friendly ship? In a previous discussion IIRC you said that's how it would work, but the current rules just address beaming back, not beaming out to another friendly ship.
You would, yeah. Transporters are simply far too powerful otherwise.
Also, there's a sentence in there about shields completely blocking transporters - that's been removed from the game right, now it's just a penalty?
That's right. Sentence needs removing.
And also to clarify, you need a sensor lock to even attempt the teleport, and once you have that you still need to make the roll right?
Yup.
How is this tracked on the board? Do you remove the mini from the board and track secret movement somehow? Otherwise it will still be pretty obvious to the enemy where the "cloaked" ship is.
We simply turn the counter over. The
player knows where the ship is (although his ship tecnically doesn't until it gets that sensor lock), although he still ahs to make a difficult sensor lock to even try firing at it. We did consider removing the counter from the board like some other games do, but we find it so clumsy.
Do you have to match direction as well as speed? For example, if Ship A is going at speed 10 going right, and Ship B is going at speed 10 going left, can Ship A put boarding parties on board Ship B?
Boarding proved absolutely impossible, so we're looking at lowering the requirements. At present you have to be within 3 of its speed and don't have to match direction. We'll see how that works out.l
Have you thought about rebalancing the attack/defense numbers now that combat units only take 1 hit to kill rather than the 3-4 hits they took before? If not then it seems like combat units will be very short-lived.
It seemed to work out about right in the one playtest we did. But we'll keep testing it.
This part is very confusing. Let me see if I am understaing it correctly:
In order to try to end a "repair ends" condition you have to activate a repair facility, and when you do that you can choose to try to end a "repair ends" condition. Since you can only activate each facility once per turn, this means that you couldn't also use that facility to, say, repair hull damage that turn.
That's right.
A few more implications of this are:
- If you have only one repair facility you could only try to repair one "Repair ends" condition per turn, even if you have more than one on you.
- If you have two repair facilities then you could try to repair the same condition twice on a turn if the first attempt failed.
At present, yes, that's correct.
- If your only repair facility is damaged or disabled, there's no way to fix it.
That is true, and is something which came up. We've proposed a couple of fixes:
1) Repair facilities can't be damaged; or
2) Damaged repair facilities can repair themselves but nothing else.
And also, it seems like repair facilities are getting quite versatile in the latest version. By my count there are at least four things you can do with a repair facility:
1. Restore hit points
2. Restore shield points
3. Repair ship systems
4. Get rid of "repair ends" conditions
Yup. Although we find that they mainly end up doing (3).