In this case, the best strategy would almost always be to cloak them as soon as the battle begins (they can be cloaked even when they would otherwise be sitting on their ship with nothing to do) and leave them cloaked the whole battle. Is this what you want?
Yup, I figure that's what they'll do. You're right. Hmm. How to handle that? Make it an action with a duration? Cloak for one round only?
That seems really weird. You would think that since auras usualy represent point-defense systems like turrets, that they would be programmed not to fire at friendly ships. An I certainly don't recall seeing, say, a Star Destroyer's turbolasers firing at TIE fighters. What's the reasoning behind this decision?
I thought it would add an extra level of tactical play; you think it's a bad idea? I'm not completely attached to the idea, so I can certainly be talked out of it!

First of all, if you target a multi-hex ship, which hex do you count the AoE from? Or is it 3 hexes away from any hex in the target ship's space (so the larger the target, the larger the AoE)? And can you target a hex of space that has no ship in it (I would guess not)?
It would be the nearest hex- the point of impact. The point is that the nukes go off on impact; so if they don't hit anything, they just drift off into space.
But I like the idea of choosing which hex of the target ship you're firing at. I think I'll add that in.
This could lead to some quite unorthodox tactics. For example if there were several squadrons of enemy fighters clustered in an area of space with no other ships, a good strategy would be to move a friendly Large or bigger ship in there and then nuke it - a large ship can easily soak up 3d6 damage and it would probably wipe out (or come close to wiping out) all of the squadrons (since it's an AoE, it does full damage to squadrons).
I can certianly envisage tactics whereby someone shoots at the easiest target rather than the intended, just to get the explosion. Heck, even shooting an asteroid!
The wording here is confusing, because the clause "with a roll of 11 or more on a d20" is placed in between the two powers, so it seems like it should be parsed as "On his turn, the IL may (a) inflict 1d8 damage to an enemy combat unit with a roll of 11 or more on a d20, or (b) restore 2d6 HP to a friendly combat unit".
Probably a clearer wording would be "...the IL may roll a d20. On a roll of 11 or more, the IL may inflict 1d8 damage to an enemy combat unit or restore 2d6 HP to a friendly combat unit."
Sounds reasonable.
Am I correct in my understanding that heroes and combat units have no ability to move from ship to ship under their own power? The ways to move them from ship to ship are (a) you can move them from a carrier to a ship that that carrier launched, when the carrier launches it; (b) you can use transporters, boarding party breach abilities, or other ship actions, which happen when those ships use those actions on their turns.
Correct. Infantry units can't fly in space!

Does the "let allies benefit from sensor locks" ability only apply to allied "fighters," or to all allied ships? If the first one, what ships count as a "fighter"?
A ship called a fighter - Rebel Fighter, Colonial fighter, Imperial Fighter.
The ECM pulse is centered on the ship itself, right?
Yep.
Can the breach ability move heroes from the IAC to the target ship? You said the IAC can carry only one combat unit, but ca it carry a combat unit and a hero, or multiple heroes? In general, do heroes count as combat units for purposes of abilities that move them, or are they different?
I plan to allow folks to "attach" Hero units to units. So they're part of the unit they're atached to.
It might be a good idea to remove repair abilities from squadrons. If we're operating under the idea that in a squadron, 1 HP = 1 ship and loss of HP represents ships being destroyed, then it doesn't make sense that the HP could be repaired. Also since they have an extra copy of this for each ship, then they could repair themselves very quickly.
Well, it could equally represent all of them being damaged to a lesser extent, in whihc case astromech droids can put out small fires etc.
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