Commx VS FAQ - Round 2 ![Tongue :P](http://www.specialist-arms.com/forum/Smileys/default/tongue.gif)
Any ship described as being on standby may not move, fire weapons or launch ordnance. It may however attempt to Brace and repair critical damage. Turrets and shields work normally. While on standby, ships obviously count as defences against the gunnery table, with all modifiers applied normally.
Perhaps it would be wise to mention the Leadership test it may take to become Alert here as well? In a similar vein, is said Leadership test the only way to become Alert. I would assume that getting damaged and the such would also be quite alarming.
Brace For Impact does NOT halve turret values (note that being crippled does). However, it is the only special order that halves a ship‟s ability to launch ordnance, provided the launching vessel is already reloaded. This effect is cumulative, meaning if a ship is both braced and crippled, its weapons and ordnance are halved (rounding up) again! For example, a Styx heavy cruiser that is both braced and crippled has a launch bay strength of 2 each side, or 6/2=3, then 3/2 =1.5 (rounding up)=2.
This example is erroneous as well. Either the Launch Bays are added up before dividing it by two twice; or this is done for each individual Launch Bay. Either way, the Crippled and Braced Styx will end up with a Launch Bay strength of
one per side for a total of two. (Either 6/2=3, 3/2=1/5->2, or 2*(3/2=1.5->2, 2/2=1)=2) Page 4 indicates that the former should be the case so it's just a matter of changing '2 each side' to '1 each side'.
A ship that fails to Brace For Impact cannot attempt again to Brace until the ship, squadron, ordnance wave or other event causing damage to it completes its attacks. It can however again attempt to brace before the next ship, squadron or ordnance wave attacks it.
Does this also mean that a ship that
chooses not to Brace versus the first salvo of an enemy ship or squadron cannot decide to Brace against a second one afterwards?
target aspect or modifier can adjust shooting beyond the far left or right columns on the gunnery table. <sic>
I presume this sentence is supposed to start with 'No'?
A ship that starts or ends its movement in contact with a blast marker for any reason counts as being in contact with a blast marker in every arc for purposes of movement, shooting or ordnance attacks. A ship in base contact with a blast marker counts as being in contact all around it. This includes whether or not other ships are in base contact with it or for purposes of ordnance attacks. Ships firing battery (firepower) weapons at such a vessel suffer a right column shift. Ordnance attacking it must first roll a D6, removing the entire wave or salvo on a roll of 6.
In base contact with what? The ship (which makes no sense), or the Blast Marker (which contradicts the very first paragraph under Blast Markers)?
Blast Markers and Multiple Bases: When a ship has multiple bases in contact and its shield goes down, the blast marker may be placed anywhere on the targeted ship‟s base, potentially taking down other ships shields.
If it is no longer 'as close as possible to the attacker', who decides where they will be placed?
Various rules about Blast Markers which may be placed during Movement.
What if a ship only comes into contact with a Blast Marker during the last 5cm of its movement? Does it stop right there, or is it placed at the end of its reduced maximum movement? The former seems more logical as the other might prevent it from reaching the Blast Marker (and thus being slowed down) in the first place.
Nova Cannon VS Holofield & Area Effect VS Holofield
Which of these rules should be applied to the Planet Killer's Armageddon Gun?
Multiple fighters on CAP in base contact with a single ship function as a single wave in all respects. When encountering blast markers, roll once per blast marker for the whole wave, not per squadron marker. This includes if the ship is subsequently destroyed, though they may afterwards separate normally if the owning player elects to do so.
The last sentence directly contradicts the last sentence of another paragraph in the same section:
Exploding ship with fighters on CAP: If a ship explodes while having fighters on CAP treat the fighters as a wave against the effects of the explosion. Any markers that survive subsequently act as separate ordnance markers that are no longer in a wave.
Reducing Torpedo Markers: When reducing a torpedo marker the centre must always be in the same point along the line of fire.
As all Torpedo salvoes are of identical size now, this rule is redundant.
Massed Turrets During the Movement Phase: No more than one ship can be moved at a time, so ships will only be able to benefit from massed turrets after or before the movement phase is complete but not during. This does not affect how and in what order ships escorted by CAP are moved.
So if, during its movement, a ship is in base contact with another when it touches ordnance, it will still not receive the Mass Turrets bonus?
Any ship or defence with either 3 or more shields OR greater than 10HP must use a large size base. However, any capital ship can elect to use a large base and is considered to have Tractor Fields for free.
To prevent confusion about this, perhaps it should be mentioned that Tractor Fields do not actually exist and that this simply refers to the increased area the ship occupies?
Boarding Value and Boarding Modifiers: The boarding value is your remaining hits (plus turrets if you‟re defending) which may offer a +1, +2, +3 or +4 boarding modifier, depending on the combination of modifiers you have.
The paragraph above this one specifically states that Turrets are
not a part of the Boarding Value.
Leadership Check to Traverse Asteroid Field: You must pass a leadership test to move through asteroid fields or suffer D6 damage. In the case of capital ship squadrons, each ship that moves through the asteroid field and fails suffers D6 damage. In the case of escort squadrons that fail, D6 damage is distributed among the escorts that actually entered the asteroid field, in the order that the ships entered. In all cases, shields (but not holofields) work normally against hits.
Does this mean that every capital ship in a squadron must test individually when moving through an Asteroid Field or equivalent? And if so, using its own Leadership or the highest in the squadron?
Right, that was the first half of the document. Now I feel that I've deserved a break.
![Tongue :P](http://www.specialist-arms.com/forum/Smileys/default/tongue.gif)