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n3tx Ensign
Joined: 10 Apr 2025 Posts: 6 Location: DFW
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Posted: Tue Apr 15, 2025 5:51 am Post subject: Emergency Deceleration Evasive Maneuvers |
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In the Klingon Border Rule book at the end of sections 2D4b and 2D4d they both talk about how Emergency Deceleration cancels Evasive Maneuvers.
Section 2D3 Emergency Deceleration brings a ship to a status of "Stopped" (2C7a).
A "Stopped" (2C7a) ship can perform Evasive Maneuvers (2D4).
So, if a Stopped ship can perform Evasive Maneuvers, couldn't one argue a ship doesn't lose Evasive Maneuvers after performing Emergency Deceleration?
I don't agree that a "Stopped" ship should be able to do Evasive Maneuvers at all since, imo, your ship needs to move around. A "Stopped" ship is basically a star base. A Ship at speed zero is moving. |
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mjwest Commodore

Joined: 08 Oct 2006 Posts: 4090 Location: Dallas, Texas
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Posted: Tue Apr 15, 2025 1:11 pm Post subject: |
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Basically, Evasive Maneuvers is performed by small, violent movements that move in random unexpected directions, meaning the ship is no longer traveling in a predictable path. This can be done even if the ship is at an otherwise complete standstill. So, it can be done even when Stopped.
Emergency Deceleration is a sudden stop to all movement. As such, even the movements of Evasive Maneuvers are halted. It is just such an extreme action that the Evasive Maneuvers cannot be preserved through that transition. The ship can start Evasive Maneuvers again after the Emergency Deceleration (subject to the other limitations given in the rules), but any current Evasive Maneuvers are halted because of how drastic Emergency Deceleration is.
Fundamentally, it's just how the rules work. _________________
Federation Commander Answer Guy |
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n3tx Ensign
Joined: 10 Apr 2025 Posts: 6 Location: DFW
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Posted: Tue Apr 15, 2025 2:45 pm Post subject: |
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Thank you for the reply.
After running through some scenarios, with that info, I can see the nuance in having to reapply your EM. Even if going from Impulse 8 to next turn Impulse 1, it would give an enemy a change to fire at a target briefly without EM.
However, while it's how the rules are written, a stopped ship isn't moving in any random directions because, by it's very definition, it isn't moving. Like a base, its only rotating. A stopped ship isn't travelling in any path and is at a complete standstill. Thus I can't agree with the rule, only abide.
I just found this rule stuck out at me and have thought about it considerably.
Maybe it's to give stopped ships a better chance to survive game mechanics.
Meh, maybe a rev 7 iteration one day. |
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Sgt_G Commander

Joined: 07 Oct 2006 Posts: 539 Location: Offutt AFB, Nebraska
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Posted: Tue Apr 15, 2025 5:52 pm Post subject: |
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Think of Zero movement as not stopped on a fixed point but rather moving around a little, not leaving the hex, so the ship can still do Evasive Maneuvers. _________________ Garth L. Getgen
Master Sgt, US Air Force, Retired -- 1981-2007 -- 1W091A |
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n3tx Ensign
Joined: 10 Apr 2025 Posts: 6 Location: DFW
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Posted: Tue Apr 15, 2025 7:21 pm Post subject: |
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Klingon Border Pages 16-17. Section (2C7) STOPPING VS. SPEED ZERO
They are two distinct things. For "Speed Zero" I agree that having the ability to use EM makes sense. However, for "Stopping" it does not. To me, "stopped" is a condition - akin to that of D&D's "prone" condition.
Even in section (2D1) TACTICAL MANEUVERS it discusses, "a ship's captain maybe unable or unwilling to move the ship out of the hex" and later says, "A ship which is "Stopped" (2C7) may make a Tactical Maneuver once per turn. Which one could argue this implies that EMs are for moving and Zero Speed ships and TMs are for "stopped" ships. |
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Mike Fleet Captain

Joined: 07 May 2007 Posts: 1674 Location: South Carolina
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Posted: Wed Apr 30, 2025 5:08 pm Post subject: |
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Speed zero and Stopped are two different things. _________________ Mike
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Sandpaper gets the job done, but makes for a lot of friction. |
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