About A Call to Arms

About A Call to Arms, the joint venture with Mongoose. As the joint venture affects Prime Directive and minis will be discussed under those topics

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Clanger
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Post by Clanger »

Shield repairs can be done with Boost Energy to Shields. This adds a d6 to the Shield score for every 10 points of Starting Shields. This can boost them past the starting score for that turn. They following turn they return to the starting score if they are higher than the starting score.

Lowering the shields to 0 to get full regen has changed. Now if you lower them they go back to previous level.
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Scoutdad
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Post by Scoutdad »

That's the special action I was trying to remember. Thanks.

That's what I get for answering questions when I'm at work and the rules are at home.
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Garydee
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Post by Garydee »

Clanger wrote:Shield repairs can be done with Boost Energy to Shields. This adds a d6 to the Shield score for every 10 points of Starting Shields. This can boost them past the starting score for that turn. They following turn they return to the starting score if they are higher than the starting score.

Lowering the shields to 0 to get full regen has changed. Now if you lower them they go back to previous level.
Does the Boost Energy to Shields have permanent effects? Let's say if you have 10 shield boxes left, you roll a 5. Will you now have 15 for the rest of the game?
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Clanger
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Post by Clanger »

As long as the boosted Shields do not go over your starting Shields that is okay. Please note that Shields are for the game and not per turn. Shields in CTA:SF are one use defense unless boosted.

For example say you have 20 starting Shields. You are down to 10. You Boost Energy to Shields special action and because you have 20 starting shields you roll 2d6. You roll say 7. Your Shields would go up to 17 for that turn. At the end of the turn (if you are lucky not to have got hit) you still have 17 shields (or how many is left). Due to the Shield score is under your 20 starting shields you will stay with 17 shields (or how many is left)

On the other hand if you had 20 Shields and looks like you are going to be a big target. You use Boost Energy to Shields and roll 2d6 and get 12. Your Shield score would be 32 for that turn. In the End Phase any Shield points over 20 (your maximum starting shields) are lost.
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Scoutdad
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Post by Scoutdad »

Yes.
If you are down to 10 shield boxes and roll a 5, you will then have 15 boxes able to take damage. (Assuming you had 15 shields or more at the start of the game.)

If you're in a Federation Ploice Cutter for example, which starts the game with only 12 shield boxes, the answer is a bit different.
In that case, you go to 15 boxes temporarily. If you receive no additional damage during that turn, you drop to 12 boxes at the start of the next turn. If you were to receive say, 4 points of damage... you would have 11 boxes remaining at the start ofthe next turn.

Simple, huh? :wink:
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Post by Garydee »

Clanger wrote:As long as the boosted Shields do not go over your starting Shields that is okay. Please note that Shields are for the game and not per turn. Shields in CTA:SF are one use defense unless boosted.

For example say you have 20 starting Shields. You are down to 10. You Boost Energy to Shields special action and because you have 20 starting shields you roll 2d6. You roll say 7. Your Shields would go up to 17 for that turn. At the end of the turn (if you are lucky not to have got hit) you still have 17 shields (or how many is left). Due to the Shield score is under your 20 starting shields you will stay with 17 shields (or how many is left)

On the other hand if you had 20 Shields and looks like you are going to be a big target. You use Boost Energy to Shields and roll 2d6 and get 12. Your Shield score would be 32 for that turn. In the End Phase any Shield points over 20 (your maximum starting shields) are lost.
Thanks for the clarification. Does this action cause power drain?
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Scoutdad
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Post by Scoutdad »

Yes.
Boost Energy to Shields is a power drain special action.
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Garydee
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Post by Garydee »

Scoutdad wrote:Yes.
Boost Energy to Shields is a power drain special action.
Thanks. That's good to know since it seems to be pretty potent.
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Post by Garydee »

Quick question. If an AD leaks through a shield, is a shield point lost as well?
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Scoutdad
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Post by Scoutdad »

Garydee wrote:Quick question. If an AD leaks through a shield, is a shield point lost as well?
No.
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Nerroth
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Post by Nerroth »

If a fast ship uses a special action that causes a power drain, can it go as far as seven inches (i.e. half their standard move rate) or the same 6" as non-fast ships?

And for ships that would presumably be slower, like monitors, would the power drain speed cap be proportionately adjusted down to match?
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Post by Scoutdad »

The Fast ships rule was just added this last update. Let me check and see what it says...

Currently, Power Drain says 6" and Fast trait says may go 14 inches.
I'd say the specific over rules the general and until a rule is released stating that it has a movement of 7", I'm going with 6 inches.

Monitors are not yet in the game, but I'd guess when they come along - we'll just get a new trait. Probably called someting creative, like "Slow" and it's be roughly the opposite of "fast". :wink:
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Nerroth
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Post by Nerroth »

Might be something worth clarifying, to make sure whether or not the power drain cap is supposed to be half of any given ship's regular speed or not.

(I would actually hope there could be a more specific set of slower options; in principle, we could one day have separate speed caps representing W-era and Y/G-era hulls, as well as monitors. Though in the other direction, presumably the fast rule would work well enough for X-tech.)
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Scoutdad
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Post by Scoutdad »

Gary: I think the purpose of ACTA is to simplify the SFU, not keep adding rules to it! :wink:

Seriously though, I think we can get by without this one for the time being. You can always make a house rule o cover it until something official comes out.
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Post by Garydee »

Scoutdad, any interesting playtests that you feel like sharing?
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