Another Forumite asked to have a pdf/place for optional rules.
I have forwarded these Optional Rules:
Initiative Rolls: Based on the Pilot Tight Turn Die.
Drift moved to end of Turn (Play tested and enjoyed)
Damage Control used at end of turn (after Drift) regardless of being being hit etc (reason, Warhounds can, why not the rest with less effective DCs, playtest was good). If using asteroids the asteroids move first.
Point Defence can be used both Torps and Missiles in the same turn. (playtest went well, most ships choose either or due to limitations but those with a big enough spread should be able to knock out 2 torps and 2 ML packs, NB: PD can be used as many times as required to shoot down torps but only 1 attempt to shoot down an ML pack)
Example: PD 1-7(6) is facing 2 torps and 2 ML packs. 4 attempts can be made against the Torps and the remaining 2 against the MLs. PD attempts against MLs have to be made in the Missile phase and therefore any critical hits may have reduced the PD attempts.
Turn Sequence
Beginning Phase
Weapon errata:
Plasma Cannon's malfunction to be either cannot fire for a turn or must be fixed by a successful Damage Control Roll?
Cannons with magazines do not have to pay points for extra ammo, just slots, it is the cannon that does the damage?
Escort sized weaponry (Crewed Cannons) have a -5 to hit non Escort sized ships?
I have forwarded these Optional Rules:
Initiative Rolls: Based on the Pilot Tight Turn Die.
Drift moved to end of Turn (Play tested and enjoyed)
Damage Control used at end of turn (after Drift) regardless of being being hit etc (reason, Warhounds can, why not the rest with less effective DCs, playtest was good). If using asteroids the asteroids move first.
Point Defence can be used both Torps and Missiles in the same turn. (playtest went well, most ships choose either or due to limitations but those with a big enough spread should be able to knock out 2 torps and 2 ML packs, NB: PD can be used as many times as required to shoot down torps but only 1 attempt to shoot down an ML pack)
Example: PD 1-7(6) is facing 2 torps and 2 ML packs. 4 attempts can be made against the Torps and the remaining 2 against the MLs. PD attempts against MLs have to be made in the Missile phase and therefore any critical hits may have reduced the PD attempts.
Turn Sequence
Beginning Phase
- Launch and Lock on
- Initiative Rolls
- Movement phase
- Torp resolution phase
- Cannon Fire phase
- Missile resolution phase
- Drift
- Damage Control
Weapon errata:
Plasma Cannon's malfunction to be either cannot fire for a turn or must be fixed by a successful Damage Control Roll?
Cannons with magazines do not have to pay points for extra ammo, just slots, it is the cannon that does the damage?
Escort sized weaponry (Crewed Cannons) have a -5 to hit non Escort sized ships?