Mongoose Games has released the first rules preview.
Read all about it here!
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Moderators: mjwest, Albiegamer, Scoutdad
Since we tried to play a wide range of ships against a wide range of ships, we haven't played enough Romulan battles to definitively say, the Hawks fly this way, the kestrels fly that way, and the eagles are just different.Nerroth wrote:So to go back to the Romulan question I was still hoping for an answer about, the relative maneuver options for the Eagles, Kestrels and Hawks will depend on their respective Turn scores, plus whether or not they have the Agile trait?
Ah. But you haven't seen the stat block for the D7 yet. What if it had a turn score of 4 and was agile? That would make a huge differnece, wouldn't it???(Speaking of which, would a D7 or K7R really have the right level of agility relative to the Fed CA with just the added trait, as opposed to a shorter Turn score?)
So, the Hawks are closer to the Kestrels than the Eagles? And would they still hold the "middle ground" in terms of agility and firepower? (On paper, at least?)Scoutdad wrote:Since we tried to play a wide range of ships against a wide range of ships, we haven't played enough Romulan battles to definitively say, the Hawks fly this way, the kestrels fly that way, and the eagles are just different.
That is a big factor though. Most of the Kestrels and 'hawks are agile and they have similar turn scores.
The Eagles on the other hand tend to have a higher turn score (on a per class basis) when compared to the newer ships.
I was thinking of this line from the blog entry:Ah. But you haven't seen the stat block for the D7 yet. What if it had a turn score of 4 and was agile? That would make a huge differnece, wouldn't it???
If the D7/K7R has a Turn Score of 4, would that not allow it three turns at full speed, rather than just two?Well, with Turn 6, it can make two 45 degree turns if it moves at full whack (similar to a Klingon D7, but that ship has the Agile trait, allowing it to turn in tighter).

I do not know what the ultimate plans are, but in the original draft... you could lower shields for a turn - then when they were raisedagain, they were back at full.Dal Downing wrote:Scoutdad was there any thought give to make a Special Action that was geared just to something like Shield Repair? Since you already have a step in Fed Com that does just this I don't see why it could not be modified into a special action.