Rules and FAQs 5 topics

Subject Replies / Views Last Post
Category: Rules and FAQs
Topic started 7 months 2 weeks ago, by Robocad65
Last Post 3 days 2 hours ago
by Erik Uitdebroeck
Replies:1
Views:193
Last Post by Erik Uitdebroeck
3 days 2 hours ago
Category: Rules and FAQs
Topic started 7 years 6 months ago, by Old Dwarf
Last Post 5 years 7 months ago
by smmalecek
Replies:5
Views:1453
Last Post by smmalecek
5 years 7 months ago
Category: Rules and FAQs
Topic started 7 years 6 months ago, by Deathjester117
Last Post 6 years 3 weeks ago
by smmalecek
Replies:3
Views:1835
Last Post by smmalecek
6 years 3 weeks ago
before the start of the scenario. When a fleet has two carrier units, the carrier fighters that have been launched on a turn are returned to the carrier ship hex from which they were launched. As the rule states “Carrier fighters, after their close quarters combat are placed back on the carrier figure’s hex, returning is not considered a move.” Carrier Fighter Movement Carrier fighters when launched will each move individually. Although we tend to pick up and move all the carrier fighters together as a group and they are normally placed in the same hex at the end of their movement, but by rule each carrier fighter is actually moving individually. A carrier fighter when it moves is moving at sub-light speed and by rule a player can spend 2 star tokens to move a carrier fighter full impulse, which will add 1 hex to the carrier fighter’s sub-light movement of 4 hexes. Therefore to have all three carrier fighters move at full impulse it would cost a player 6 star tokens, for each fighter. Carrier Fighter Combat In close quarters combat, each carrier fighter adds 1 die to the carrier’s close quarters combat and even can add 1 die when battling back of course it still cost stars to battle back. In this case, the carrier’s close quarters combat roll is treated as a capital ship class close quarters combat. When a carrier fighter is launched it will close quarters combat with 2 dice. In this case, carrier fighter’s close quarters combat roll is treated as a fighter class close quarter combat. Note that carrier fighters on the same hex must work together and will fight together and roll all their dice together at the same time, however each fighters combat dice is must be determined separately before rolling all the dice together. For example, when carrier fighters are on the same hex and are battling together, determine the number of dice each fighter will roll before rolling the determined number of dice together. In the case of two or three fighters attacking against an enemy unit on a Planet or Asteroid field hex, the number of dice each fighter will roll is reduced by 1 die. Important Clarification Like Combat cards, a Command card played will not modify a carrier fighter’s combat. Destroyer & Planet hex A Destroyer unit after a successful close quarters combat against an enemy unit on a planet hex may pursuit move onto a planet hex, but the Destroyer unit may not combat. Battle Fury & Planet hex Any unit after a successful close quarters combat against an enemy unit on a planet hex that has a Battle Fury combat card played on the unit, may pursuit move onto a planet hex and bonus combat. Warp Escape Can only be used to go to a player’s own base line hex in the same sector." class="hasTooltip topictitle">Carriers
Category: Rules and FAQs
Topic started 6 years 5 months ago, by Mark-McG
before the start of the scenario. When a fleet has two carrier units, the carrier fighters that have been launched on a turn are returned to the carrier ship hex from which they were launched. As the rule states “Carrier fighters, after their close quarters combat are placed back on the carrier figure’s hex, returning is not considered a move.” Carrier Fighter Movement Carrier fighters when launched will each move individually. Although we tend to pick up and move all the carrier fighters together as a group and they are normally placed in the same hex at the end of their movement, but by rule each carrier fighter is actually moving individually. A carrier fighter when it moves is moving at sub-light speed and by rule a player can spend 2 star tokens to move a carrier fighter full impulse, which will add 1 hex to the carrier fighter’s sub-light movement of 4 hexes. Therefore to have all three carrier fighters move at full impulse it would cost a player 6 star tokens, for each fighter. Carrier Fighter Combat In close quarters combat, each carrier fighter adds 1 die to the carrier’s close quarters combat and even can add 1 die when battling back of course it still cost stars to battle back. In this case, the carrier’s close quarters combat roll is treated as a capital ship class close quarters combat. When a carrier fighter is launched it will close quarters combat with 2 dice. In this case, carrier fighter’s close quarters combat roll is treated as a fighter class close quarter combat. Note that carrier fighters on the same hex must work together and will fight together and roll all their dice together at the same time, however each fighters combat dice is must be determined separately before rolling all the dice together. For example, when carrier fighters are on the same hex and are battling together, determine the number of dice each fighter will roll before rolling the determined number of dice together. In the case of two or three fighters attacking against an enemy unit on a Planet or Asteroid field hex, the number of dice each fighter will roll is reduced by 1 die. Important Clarification Like Combat cards, a Command card played will not modify a carrier fighter’s combat. Destroyer & Planet hex A Destroyer unit after a successful close quarters combat against an enemy unit on a planet hex may pursuit move onto a planet hex, but the Destroyer unit may not combat. Battle Fury & Planet hex Any unit after a successful close quarters combat against an enemy unit on a planet hex that has a Battle Fury combat card played on the unit, may pursuit move onto a planet hex and bonus combat. Warp Escape Can only be used to go to a player’s own base line hex in the same sector." rel="canonical">Last Post 6 years 5 months ago
by Mark-McG
Replies:0
Views:874
before the start of the scenario. When a fleet has two carrier units, the carrier fighters that have been launched on a turn are returned to the carrier ship hex from which they were launched. As the rule states “Carrier fighters, after their close quarters combat are placed back on the carrier figure’s hex, returning is not considered a move.” Carrier Fighter Movement Carrier fighters when launched will each move individually. Although we tend to pick up and move all the carrier fighters together as a group and they are normally placed in the same hex at the end of their movement, but by rule each carrier fighter is actually moving individually. A carrier fighter when it moves is moving at sub-light speed and by rule a player can spend 2 star tokens to move a carrier fighter full impulse, which will add 1 hex to the carrier fighter’s sub-light movement of 4 hexes. Therefore to have all three carrier fighters move at full impulse it would cost a player 6 star tokens, for each fighter. Carrier Fighter Combat In close quarters combat, each carrier fighter adds 1 die to the carrier’s close quarters combat and even can add 1 die when battling back of course it still cost stars to battle back. In this case, the carrier’s close quarters combat roll is treated as a capital ship class close quarters combat. When a carrier fighter is launched it will close quarters combat with 2 dice. In this case, carrier fighter’s close quarters combat roll is treated as a fighter class close quarter combat. Note that carrier fighters on the same hex must work together and will fight together and roll all their dice together at the same time, however each fighters combat dice is must be determined separately before rolling all the dice together. For example, when carrier fighters are on the same hex and are battling together, determine the number of dice each fighter will roll before rolling the determined number of dice together. In the case of two or three fighters attacking against an enemy unit on a Planet or Asteroid field hex, the number of dice each fighter will roll is reduced by 1 die. Important Clarification Like Combat cards, a Command card played will not modify a carrier fighter’s combat. Destroyer & Planet hex A Destroyer unit after a successful close quarters combat against an enemy unit on a planet hex may pursuit move onto a planet hex, but the Destroyer unit may not combat. Battle Fury & Planet hex Any unit after a successful close quarters combat against an enemy unit on a planet hex that has a Battle Fury combat card played on the unit, may pursuit move onto a planet hex and bonus combat. Warp Escape Can only be used to go to a player’s own base line hex in the same sector." class="hasTooltip" rel="canonical">Last Post by Mark-McG
6 years 5 months ago
Category: Rules and FAQs
Topic started 6 years 7 months ago, by Le_consul
Last Post 6 years 7 months ago
by Le_consul
Replies:0
Views:1082
Last Post by Le_consul
6 years 7 months ago
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