Drones-I: Minis on the Map

Star Fleet Universe Discussion Board: A Call to Arms Star Fleet: ACTASF Book 1.2 (The ADB Revision): Drones-I: Minis on the Map
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SEEKING WEAPONS
It is clear that the seeking weapons (drones and plasma torpedoes) do not work correctly. The primary role for seeking weapons is to force the enemy to move and this role is not reflected. We plan to test two options: a multi-turn movement system and revisions to the direct-fire system. To keep the record keeping to as near zero as possible, the multi-turn draft system does not require the player launching a seeking weapons to pick a target for it until it is within single-turn movement-to-impact range. The direct-fire changes use range limits and forced turnaways. Playtesting is key. Everyone can imagine how every proposal works, but until somebody actually tries it in a proper playtest environment, nobody can tell you if it’s too much of a burden or no burden at all.
The "Drone Strike" rules did not work and are declared void, cancelled, and removed from the game system. They were a dream and you only thought you saw them.
Plasma Torpedoes don’t work either and will see a total rewrite to produce something that reflects their true power.
By Jean M Desroches (Jean1951) on Friday, December 20, 2013 - 10:41 am: Edit

Hello,
I have a few questions concerning drones. In the rules ACTASF 1.2 – DRONE PLAYTEST RULE VERSION 1.2.3.
1) All ships keep their attack dice they had before but the multihit D6 becomes multihit 4.
2) This is stated « Targets for drones are not necessarily declared at the time of launch, but if a valid target is within 12 inches at the time of launch, the drone may impact its target immediately. » Now as an example if I wish to fire my drones with ship A at an enemy ship #1 16 inches away. The said target has friendly ship #2 and 3 which are 12 inches from my ship A and in the tragetory. The drones are fired. Must attack the friendly ships # 2 and 3 or may I lauch my drones and activate them the next turn to attack ship #1.
From what I have read they can go « dormant » and on the following turn choose ship #1.
3) I am facing Romulans at a distance of 16 inches and I have fired my drones turn 1. On turn two the Romulans goes cloaked. Do my drones hit or not. Yesterday when we played the drones did not hit.

4) Seeking if I am 20 inches away and my drones hit on turn two do I roll my attack dice to hit. Or do the drones automatically hit the shields or roll on the attack table.

5) Seeking same question as 4 but withn 12 inches.

6) In the book on page 7 I have the Attack Table. On the QRF the Attack Table becomes the Damage Table. I just wanted to point it out. Maybe on the next QRF replace damage with Attack.

7) Question I have three ships that have drones. I wish to hit one ship with the drones of my three ships. When the first ship fires the drones are moved to the enemy ship and they receive defensive fire. The attacked ship uses all his weapons in densive fire. When the second and third ships fire their drone the attacked ship can no longer issue defensive. Is there a system that will re act to a wave attack of drones.


Best regards,

Jean

By Tony L. Thomas (Scoutdad) on Friday, December 20, 2013 - 11:28 am: Edit

Well, first off - we're revising the rules, so lots of thesewill change, but...
1) Correct. Each drone that impacts now scores 4 points instead of a random number. This is in keeping with the SFU model, where every drone scores a set number of damage points.

2) If you have a target more than 16 inches away, then it will be a valid target and you may place the markers as desired. The new change will say that if ALL valid targets are within 12 inches - then they must impact immediately.

3)As currently written, no. They will not be able to hit a cloaked target. You may still target any other non-cloaked Romulan - but if all are cloaked - then the drones just go away.

4)Drones do not require to hit roll. They automatically seek and impact.
This will most likely be adjusted in the next revision to account for two turns worth of maneuvering by the target (or potential target)

5) If target is within 12 inches, the drones impact immedaitely and do not neet to make an attack roll.

6) Several of the terms in ACTASF need to be changed to remove the duplicatation of terms.

7) Anti-drones are the only system that can react to multiple salvos of drones. Weapons are only allowed to fire once per turn, so if you use all your weapons against wave one, you are pretty much at the mercy of the gods for following waves.

By Tony L. Thomas (Scoutdad) on Thursday, January 23, 2014 - 09:58 pm: Edit

OK... We've been hard at work behind the scenes.
Drones have gone through numerous tweaks and changes.
We've decreased range
We've increased range
We've reduced damage
We've increased damage
We've tried one turn, direct fire mode
We've tried several iterations of two-turn seeking drones

And I think we have it.
I'm posting version 2.1 of the drone rules below... along with a couple of traits needed to use the new drone rules.

Remember - this is just a part of an entire rewrite and only 95 to 98% of it may make sense without the rest of the rules.

Take a look - make comments - and by all means, give them a try. Any play test reports can be emailed to me at the address in my profile.

By Tony L. Thomas (Scoutdad) on Thursday, January 23, 2014 - 09:58 pm: Edit

ACTASF 1.2 – DRONE PLAYTEST RULE - VER 2.1 – 01-22-2014

Revised Ship Trait:
Seeking Weapon (Drones): Seeking weapons must travel across space to reach their target, but they will doggedly pursue it until they impact. They will then explode with deadly effect. A weapon with this trait will follow its target until it impacts.
Upon impact, roll 1D6 to determine if the drone hits. The ‘To Hit’ number needed equals: Maximum speed of target / 2 (although the target may still attempt to evade them, or use defensive fire to destroy them). Drone markers used to target ships more than 12 inches away, receive a -1 modifier to the roll to hit the target.
With the damage spread all around the ship. No roll is made to see if the damage penetrates the shields.
Any fire directed at a drone is subject to a -1 small target modifier on the ‘to hit’ roll.

Revised Weapon Trait:
Anti-Drone X: Protected by dedicated, anti-drone missiles, this ship is all but immune to drone fire. An additional, -1 modifier per point of Anti-Drone the ship has is applied to all to hit rolls made by drones impacting this ship.
Ships with the Escort trait may use their Anti-Drones to defend allied ships within 4 inches. Simply apply an additional, -1 modifier to the ‘to hit’ rolls of the ships being defended. Escort ships can defend any number of ships within range, but can only add a single, -1 modifier to each ship being defended, regardless of how many points of Anti-Drone the escort has or how many escorts are defending the ship being attacked.

New Weapon Trait:
Small Target: Seeking weapons with this trait are either very small, very fast, or both. These units receive a -1 modifier to rolls to hit them.

Weapon Range Special
Drone 24 inches Accurate +2, Devastating +1, Multihit 6, Seeking (Drones), Small Target

DRONES:
These are unmanned, self-propelled, and guided delivery vehicles carrying a thermonuclear warhead – in other words, a missile. Drones are used by the Klingons, the Federation (in limited numbers), and the Kzintis (extensively). Drones are guided towards their targets by the launching ship.

As drones are seeking weapons rather than direct fire weapons, the attack process functions in a slightly different manner. As each ship is activated during the Attack Phase, it may launch drones (up to one per AD available). Drones move 12 inches per turn and have a possible duration on the map of two turns.

Targets for drones are not necessarily declared at the time of launch, but if a valid target is within 12 inches at the time of launch, the drone may impact its target immediately. If all valid targets are within 12 inches, the drone MUST impact a target immediately.

If the drone does not have a valid target within 12 inches (or if the attacking player chooses to select a more distant target), a marker (this can be a drone miniature, a counter, or a token) is placed 12 inches from the launching ship. Drones MUST be launched towards a valid target. Any ship yet to activate can target the drone markers with any weapons that bear. Each successful hit will remove one drone. Ships may also launch their drones in counter-drone mode at this time. Each drone launched in counter-drone mode will automatically destroy a drone within 24 inches at the time of launch. Remove the target drone from the table immediately.

During the next turn, all ships are moved and attack in the standard I Go / You Go format. Once all ships have attacked, all drone markers from the previous turn are moved. Each player declares the target of each drone, and all drones must have targets declared before any drone is resolved. Each drone can target any unit within 12 inches. If no unit remains within 12 inches, that drone loses tracking and is removed from the table. Once all drones have been moved, perform Defensive Fire, resolve any remaining impacts, and proceed to the next phase.

By Gary Carney (Nerroth) on Thursday, January 23, 2014 - 11:03 pm: Edit

Is the maximum speed referring to the ship's standard max, not counting the use of All Power to Engines! - or does it vary depending on whether that Special Action is being used or not?


I'm trying to picture this setup.

Say, if a Federation CA is impacted by a drone. If the hit was within the first 12" of launch, the drone hits the ship on a 4 (12 divided by 2, adjusted by Accurate +2). If it was in the the second turn (13-24") of launch, it would then be a 5 to hit (with a -1 for extended range).

But, if the Fed ship uses its G-rack in anti-drone mode, it would then shift to a 5 to hit (if in the first turn of launch) or a 6 to hit (if in the second).

And if the Fed ship has more than 2 G-racks, it can use them all to adjust to-hit scores against itself, but (if an Aegis escort) can only adjust allied units' to-hit roles by -1?

(Plus, if a non-Escort ship uses Intensify Defensive Fire!, it would still be under the same -1 limit as the Aegis escort?)

By Tony L. Thomas (Scoutdad) on Thursday, January 23, 2014 - 11:13 pm: Edit

Maximum Speed varies with the use of Special Actions... Critical Hits... and even Reverse movement.

Quoth Gary: "Say, if a Federation CA is impacted by a drone. If the hit was within the first 12" of launch, the drone hits the ship on a 4 (12 divided by 2, adjusted by Accurate +2). If it was in the second turn (13-24") of launch, it would then be a 5 to hit (with a -1 for extended range). " - CORRECT

Quoth Gary: "But, if the Fed ship uses its G-rack in anti-drone mode, it would then shift to a 5 to hit (if in the first turn of launch) or a 6 to hit (if in the second). " - Again, CORRECT

Quoth Gary: "And if the Fed ship has more than 2 G-racks, it can use them all to adjust to-hit scores against itself, but (if an Aegis escort) can only adjust allied units' to-hit roles by -1? " - And again - Correct.
The Ortega Class DWD can reduce the To Hit roll by 4 against itself.
The -1 limit for escorts was intentional. Escorts can defend multiple ships each and that roll gets added to any ADD bonuses the ship already has. Imagine how hard it would be to hit a Kirov escorted by two or three small escorts if everything stacked... you could easily get a -10 or more.

Non-escort ships cannot use their ADDs to defend other ships... again - an intentional limit to at least allow some drones to possibly hit.

By Gary Carney (Nerroth) on Thursday, January 23, 2014 - 11:27 pm: Edit


Quote:

The Ortega Class DWD can reduce the To Hit roll by 4 against itself.
The -1 limit for escorts was intentional. Escorts can defend multiple ships each and that roll gets added to any ADD bonuses the ship already has. Imagine how hard it would be to hit a Kirov escorted by two or three small escorts if everything stacked... you could easily get a -10 or more.




That sort of thing is the main reason I had been hoping to not have all of those particular Fed ships' drone racks count as type-Gs, since they would have too good an Anti-Drone Trait when defending themselves if all of their racks are grouped together as the one type.

If a Kirov's gun house racks were to be listed separately as type-As, the maximum bonus it could recieve from its own G-racks would be -2, or -3 if an allied escort within 4" added its own anti-drone fire.

In a similar vein, the NCD would only have a maximum Anti-Drone adjustment of -2 (since four of its drone racks are Type-As), and the DWD -1 (since only one of its four racks is a Type-G). Or -3 and -2 respectively with the help of an Aegis escort.

But, I don't want to try and dredge up that issue any more than I have already. So if it's not to be, I'll leave it at that.


On another front, I can live with non-Escorts not being able to support allied ships with ADDs. (And at least it would prevent the BCG, NCD, and DWD from helping an allied ship either way.)

Would there be an offensive option when using ADDs if a ship was within 4" of an active drone counter?

By Tony L. Thomas (Scoutdad) on Thursday, January 23, 2014 - 11:35 pm: Edit

Quote: "
Would there be an offensive option when using ADDs if a ship was within 4" of an active drone counter?"

We had that in there during one iteration - but it slowed the game waaaay down. Allowing the ADD to have a continuous modifier on the To Hit roll was a faster, easier way to do it.

A large Kzinti fleet can have upwards of 50 drone markers on the table.
Do you allow every ship within range to fire at every drone marker?
Do you limit the number of rolls? If so, then you have to track rolls / ammo expended.
When do they fire? When activated? During Defensive Fire? During Seeking Weapon movement?

Nope - it was just easier this way. Not 100% true to the SFB / FC model, but it definitely gives drones the feel of the SF drones.

By Paul Pease (Theghost) on Friday, January 24, 2014 - 02:37 am: Edit

In version 1 of the rules, it seemed like a natural 6 was always a hit for direct fire weapons as the best modifiers that a defender could come up with was -1 for over half range and another -1 for evasive maneuvering. It seemed like a design choice that you could always hit if you rolled a 6. I don't know if this was ever specifically stated anywhere in the rules (I may have missed it), but it was there when you combined the to hit number (4-6) and the modifiers.

With the drones moving to a hit roll combined with the minuses for anti-drones a player can potentially build a fleet that has a -3 net to drone fire that potentially negates the use of drones until the ships are slowed down, escorts are destroyed or anti-drone traits are lost.

For example, a Klingon player can build a decent fleet with D7Cs, possibly D7Ws, various D5 hulls and a couple of escorts that all enjoy a -3 anti-drone capability if the ships remain in range of the escorts.

Is a natural 6 always a hit (or should it be) or is that just a challenge drone using empires [it still hard not to say races :)] have to overcome.

By Tony L. Thomas (Scoutdad) on Friday, January 24, 2014 - 07:00 am: Edit

Version 1.2 specifically states that a 6 always hits and a 1 always misses - regardless of modifiers.

It just doesn't happen to be in either of the snippets posted so far.

By Andrew E Schwenzer (Andrew_Cluetain) on Friday, January 24, 2014 - 03:50 pm: Edit

Despite being firmly in the "Direct Fire Drones MUST work" Camp (Kizinti player) looking forward to testing these rules. My First blush reaction is to wonder how fighters / Gun boats will work with this, but that may be down the road a bit. Final question; does the 3 ships worth of drones on one target per turn still remain?

By Tony L. Thomas (Scoutdad) on Friday, January 24, 2014 - 04:02 pm: Edit

So far... we have not instituted a firing limit.
We've found that between the roll to hit, being able to out run drones, evade drones, ADD drones, defensive fire drones, and use IDF - an undamaged ship can 'deal' with a surprisingly large number of drones.

Now, does this break down at a large enough point? Probably.
But if you're fielding 25 to 30 ships and throwing out 80 to 100 AD of drones a turn, you can pretty much overwhelm any ship in the game.

Play with them - let me know if any part doesn't work - and we'll revisit them.

By Paul Pease (Theghost) on Friday, January 24, 2014 - 07:41 pm: Edit

"Version 1.2 specifically states that a 6 always hits and a 1 always misses - regardless of modifiers."

I like always having a chance to hit and always having a chance to miss in a game on this scale. :)

By David Bostwick (Zarquon) on Saturday, January 25, 2014 - 11:11 pm: Edit

Is there any chance you could get rid of the Multihit d6 and go with a fixed number? The extra die roll is annoying.

By Tony L. Thomas (Scoutdad) on Saturday, January 25, 2014 - 11:36 pm: Edit

Multihit d6 is already gone. See farther up. Its now multihit 6.

By David Bostwick (Zarquon) on Sunday, January 26, 2014 - 12:58 pm: Edit

Thanks. I missed that on the first read.

By David Bostwick (Zarquon) on Sunday, January 26, 2014 - 01:08 pm: Edit

Is the the extra -1 modifier for the drone markers second move really necessary? It would be simpler without the modifier, and it seems like it would be more consistent with SFB (drones do the same damage at any range).

Also,

Can ADDs ever run out of ammo?

By Tony L. Thomas (Scoutdad) on Sunday, January 26, 2014 - 01:17 pm: Edit

The modifier doesn't reduce the damage. Drones always do 6 hits.
The extra modifier is an attempt to represent the additional opportunities for defense provided by having additional opportunities as it moves towards you...

Maneuvering it through terrain...
Maneuvering it close to another ship that can take it out in flight...
Out running it...
Taking the damage on an off-side shield...
Outlasting its endurance...
And so on. Things that aren't truly accounted for in a single move/fire opportunity game like ACTASF.

And no. Under this current draft, ADDs do not run out of ammunition. Although you can still lose them due to damage.

By David Bostwick (Zarquon) on Sunday, February 02, 2014 - 04:29 pm: Edit

Some comments on the proposed drone rules:

• Roll to hit: This seems contrary to the way drones work. I would much prefer they always hit unless destroyed by defensive fire. It seems very easy, with these rules, to make drones only hit on 6s. Once the hit probability gets low enough, they are not worth shooting at and lose their phaser absorbing role.
• Marker on the map after 12” of movement: This is a great improvement. The instant range 36” drones were way too powerful. This also allows for fast and slow speed drones for historical scenarios (which is important to me).
• Fixed Multihit 6: Great improvement. Would you consider reducing this number as an trade-off for the roll to hit? i.e. Increase the hit probability (hopefully to 1-6) and reduce the damage to keep the same basic balance.
• 24” max range: This seems like an unnecessary change from the source material, but does offer some level of simplification, so while I would rather keep the 3 turn range, I can live with this. Perhaps there could be advanced rules for those who willing to do the extra bookkeeping or just for smaller battles?
• Small target modifier: Reasonable, but I’d rather not have it. It just contributes more to the thought that they are not worth shooting at.
• ADD as a die roll modifier: I rather like the original ADD rules. The new rules make them incredibly effective. A ship with 2 ADDs is basically immune to drones.
• Unlimited ADD ammo: ADDs consume ammo at a prodigious rate, there should be some way to run them out of ammo.
• Target Hopping: I don’t really like this since it allows drones in flight to influence a group of enemy ships instead of just the one targeted, but I see the benefit of the simplification. Again, perhaps advanced rules?

For what it’s worth, I consider the following to be the defining characteristics of drones:
• Ability to absorb phasers.
• Ability to influence enemy movement.
• No energy cost to use.
• No dice involved.
I specifically do not include damaging the enemy, since that is almost always the enemy’s choice.

Overall, I see that these rules will make drones simpler and quicker to use at the expense of giving up some of the “feel” of drones (especially, making them very “dicey”). I suspect you have done enough play test to see that these rules work well, but I think you have gone too far toward simplification and given up too much of what distinguishes drones from any other direct fire weapon.

In any event, I appreciate the work being put into this and look forward to gaming with the final result.

By Gary Carney (Nerroth) on Sunday, February 02, 2014 - 05:53 pm: Edit


Quote:

• 24” max range: This seems like an unnecessary change from the source material, but does offer some level of simplification, so while I would rather keep the 3 turn range, I can live with this. Perhaps there could be advanced rules for those who willing to do the extra bookkeeping or just for smaller battles?




Personally, I have no issue with the 24" max range. In FC, you lose drone tracking outside of 25 hexes, and you aren't allowed to transfer drone crontrol the way you can in SFB. So in this case, one could assume that by the time you get to the end of the second turn post-launch, the control channel runs out of road and the drone goes inert.

By Lee Storey (Storeylf) on Sunday, February 02, 2014 - 07:26 pm: Edit

" Roll to hit: This seems contrary to the way drones work. I would much prefer they always hit unless destroyed by defensive fire. It seems very easy, with these rules, to make drones only hit on 6s. Once the hit probability gets low enough, they are not worth shooting at and lose their phaser absorbing role."

"ADD as a die roll modifier: I rather like the original ADD rules. The new rules make them incredibly effective. A ship with 2 ADDs is basically immune to drones."

Drones with these rules are still far more potent in terms of hit rate than they are in FC. In FC you will probably never hit with more than a couple of % of drones, assuming you have a huge number to start with, not because they get shot down but because they are easy to dodge. The above rules means that you cannot avoid 1/6 of all drones no matter what speed or ADD you have. For the likes of Gorn you will have to go APE to avoid being hit by 50% of drones. I played in an FC tourney with a pure drone Orion force, 22 racks in 4 ships at 450 points (less actually due to handicapping), and only beat 1 gorn force when the other guy goofed an let me tractor a ship after missing with something like the first 100 drones. In the next round against romulan we called it a draw as neither side could land a hit with their respective seekers. Drones quite simply do not auto hit in FC .


I've played Feds against Kzinti in ACTA with the new rules, and they (kzniti) are a swine. Forget power drain 6" - that is a death sentence. Forget too many power drain no phasers, unless you have plenty of IDF cover that is also a death sentence. They are hardly anything like direct fire weapons now. They are however always worth shooting - they don't run out. Their main affect though is to force the opponent into being unable to do certain things without getting hammered, just like FC.

The to hit roll is not a perfect conversion. But within the limits of the game system it works pretty well.

By Lee Storey (Storeylf) on Sunday, February 02, 2014 - 07:57 pm: Edit

"Ability to influence enemy movement. "

To a large part that only works due to the move/fire mechanics of FC. In a system with 1 fire chance per turn like ACTA it is a non starter. At least in the same way.

However, they do still affect movement. Against kzinti for example I've found myself considering whether I'm better off moving ships somewhere that is more than 12" away from as much as possible as the enemy fleet as possible. Towards the back end of movement when most enemy ships have moved I can see where I can move my ships and keep outside of instant drone hit range.

Also if the drone chucker lobs out drones that stay on map (as is likely on turn 1) they affect where you may want to move next turn.

What doesn't work, and won't work, is the idea that you can 'run away'. With no chance to fire and then run it is a non starter for most ships, as it gives up firepower and gains you nothing useful.

By Lee Storey (Storeylf) on Sunday, February 02, 2014 - 07:58 pm: Edit

" No energy cost to use. "

Currently drones are not 'heavy' nor phasers, so basically you can always use them no matter what power drain you choose (on the new power drain choices).

By Tony L. Thomas (Scoutdad) on Sunday, February 02, 2014 - 08:58 pm: Edit

• Roll to hit:
>As has been pointed out...
It is rather difficult to hit with drones in FC... unless you have an overwhelming number of them, or unless your opponent allows them to impact.
With the movement/maneuver system ACTASF has an the single firing point combat - its difficult to replicate the actual mechanics. We have instead gone for replicating the feel. With this "roll to hit", you are in effect subsuming all of the possible defensive measures available in the SFU into a single roll.
It's not perfect, but it does work.
• Marker on the map after 12” of movement:
>Yes... while its a ways down the road; it will facilitate the introduction of other drone speeds.
• Fixed Multihit 6: Great improvement. Would you consider reducing this number as an trade-off for the roll to hit?
>It was discussed... and play testing continues. It may (note: may!) be changed before final release.
• 24” max range:
>WE considered several options, and in all honesty - very few drones launched at 35 hexes ever hit a mobile target. Reducing it to 24 inches reduced the record keeping immensely.
As for Advanced Rules - I'm not a fan of optional / advanced rules. All they do is fracture the player base and lead to conflicts at sanctioned events.
• Small target modifier:
>Drones are almost always 'worth shooting at' - but this is the rule currently under the most discussion.
• ADD as a die roll modifier:
>Not once it starts taking damage. And if your Kzinti fleet launches 20 drones at my Klingon D5 - I' don't have to make those 20 dice rolls, as it's subsumed into your to hit roll.
Just think - Hit an Run raids and critical hits!
• Unlimited ADD ammo:
>So do drone racks - but we do not track those.
Sauce for the goose...
• Target Hopping:
>NO RECORD KEEPING REQUIRED!

For what it’s worth, I consider the following to be the defining characteristics of drones:
• Ability to absorb phasers.
>In our playtest games - there are always plenty of drones that need to be phasered down.
• Ability to influence enemy movement.
>We found that having a series of drone markers on the map does impact movement. Especially once a ship begins to slow down.
• No energy cost to use.
>Drones take no energy to use!
• No dice involved.
>Before, it was no dice to hit, 1 d6 for damage, 1 d6 per drone for ADDs
Now its 1 dice to hit, no dice for damage, no dice for ADD... that's a net loss of 1 d6 per drone launched - or 20D6 in a five ship Kzinti fleet / per turn; or a savings of 100D6's rolled in a five turn game.

By Andrew E Schwenzer (Andrew_Cluetain) on Tuesday, February 04, 2014 - 06:06 pm: Edit

Ok, got some play testing done and I have to say the current revision changes my mind about Drone markers on the map... @ 1000 points per side we tried 2 kizinti fleets against each other. My fleet (DN, BCH, NCA, 2X FF) vs a frigate Spam list (NCA, 7X FF). Even with all that on the board the 13 Drone markers did not cause a huge bog down as I feared. I think even if you doubled the points you still wouldn't bog down much. At 3000 points it might be an issue but at that point most games will bog down some.

Some questions did come up that need addressing or clarification. First off, if a ship dies with a drone marker on the table does the marker get removed? (I'm thinking no at the moment)
Second if fighting a fleet of cloaked ships can you launch drone markers to sit on the table to wait for the targets to uncloak in a later turn?
Finally do weapons Crits (namely the -1 to all AD rolls) affect drones in either the first turn or second?

By Tony L. Thomas (Scoutdad) on Tuesday, February 04, 2014 - 07:57 pm: Edit

1) No. Drone markers stay on the table.
It's much easier that way than trying to track which ship launched which drones. We just assume that the ships transfer drone control or that the drones have ATG.

2) Drones must be launched at a 'valid' target. Cloaked ships are not a valid target. If there are uncloaked ships, then you can launch at them and switch targeting to a newly uncloaked ship on the second turn... assuming that he enemy cooperates with you and uncloaks.

3)No. That little tidbit has already been added to the draft rules, so there will be no question upon publication.
Seeking weapons are not subject to the -1 to AD rolls. Those affect the ship... not the seeking weapons.
It's a bit of a kludge - but it simply works, an it works 'simply'.


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