Advanced Auxiliary Repair Ships (ARS.0) from Captain's Log #33

Star Fleet Universe Discussion Board: Federation & Empire: F&E INPUT: F&E Playtest Rules: Advanced Auxiliary Repair Ships (ARS.0) from Captain's Log #33
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By Jean Sexton (Jsexton) on Saturday, March 25, 2017 - 03:44 pm: Edit

This is now open for business.

Jean
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By Thomas Mathews (Turtle) on Sunday, April 02, 2017 - 07:55 pm: Edit

Currently the ARS rules have no starting location for the Aux Repair Ships a given empire has available to them. I suggest that it be 1 LAR in the Home Fleet and the others at player's option.

Under (422.0) It is assumed that they are in the capital and use a special form of strategic movement to perform their repairs then return to the capital.

The (ARS.0) rules would use the movement rules under (549.0).

By Thomas Mathews (Turtle) on Sunday, May 21, 2017 - 04:17 pm: Edit

(ARS.1) and (422.4). These rules have a bit of a discrepancy in that it is possible for the Aux Repair Ships to be in a hex that qualifies for combat. Given that Repair Ships are valuable units in and of themselves, they should probably be treated like Tugs and other units carrying EPs under (435.23) and cripple ships in a capital under (511.573).


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