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Subject: Official Errata / FAQ's Thread (Work In Progress) rss

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Kostis Tolios
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This will be the official Errata thread.
It will consist of two sections.
First the typos/mistakes on the Rulebook and the Campaign Book and a second part with clarifications and FAQ's. It will follow the structure of the two books.
Take note that this is not final.

Last update on August 23rd 2019

========================================

Section 1 Typos/Mistakes/Omissions

RULEBOOK

1. Tutorial 1 Page 4
The Morale token is placed on the space indicating 4. (instead of 5)

2. Tutorial 1 Page 4
At the end of the Ironlad mat setup it should say
"Threat level is green, so no threat token needed"

3. Resolving Combat, Page 12
"IMPORTANT: Ironclad's Hangar may "Sortie" up to 3 Fighters or Mechs at the start of Combat (instead of each phase) "

4. Dealing Damage, Page 13
When the Ironclad receives Damage, roll the custom Damage Die and deal damage accordingly (instead of roll a d6 and consult the table)


5. Combat Resolution, Page 13
At the end add:
Random Space Combat encounters may end in a Draw

Scripted Space Combats must continue beyond the first two phases until Victory or Defeat conditions are met.
Exceptions are Combats that have Draw as a scripted result (example, Space Combat at the end of Scenario 1, Cartel side).

If a Space Combat needs to continue beyond it's first two phases, all the subsequent ones are considered Close Range.


6. Tutorial 2, Turn 1, Page 15
"...Since the threat level is Green, the total Combat skill needed is 14. " (instead of 13)

7. Tutorial 2, Turn 1, Page 15
"Marines gain +1 to their Combat skill (according to the Intel Card),so Wrathe , Gabriel and Thaddeus get +1 to their Combat

8. Tutorial 2, Turn 1, Page 15
"...The Combat check is successful since 10+4=14 of the Heroes is equal (instead of higher) than the Operation's difficulty..."

9. Tutorial 2, Turn 2, Page 16
Hangar:
Instead of "The SKADI's Radiation Shields absorb both points of Damage from the Solar Flare, so no Damage is dealt by the cosmic condition" replace with "The SKADI's Radiation Shield absorbs one point of Damage from the Solar FLare. Place a Damage token on SKADI Fighter Card"


10. Tutorial 2, Turn 2, Page 16
Wrathe - Skadi Fighter
"The enemy frigate has an Evasion score of 4 (instead of 3)

After "...VALKYRIE Frigate is now vulnerable to damage" Add "Place a Shield Damage Token on the VALKYRIE Card"

11. Tutorial 2, Turn 2 Page 16
At the end of the page after "The enemy is defeated." add "According to the Signatures Detected card you get +1 Morale. Move the Morale token from 5 to 6. You also get 2 Salvage as loot. Move Salvage token to 2". "

12. Tutorial 2, Turn 3, Page 17
ACTION 1- MOVE: Flip the first Action token (instead of second)

CAMPAIGN BOOK


1. System Modules, Page 3
This sentence is not needed. Information on all Modules can be found later on this rulebook.

2.Distress Beacon, Page 4
"...players may exhaust 2 (instead of 3) Heroes with either...

3.Probe, Page 4
"Exhaust an Engineer (instead of Specialist) to add their Engineering (insted of Operate) skill..."

4. Rich Asteroid, Page 4
"to gain 2 (instead of 1) Credit for each..."

5. Sickness, Page 4
The correct text is:
Players roll the d6 and consult the table for the result. Players may also exhaust a Captain to add his Leadership to the die roll. If the Ironclad has the Medical Bay Module equipped, players ignore the loss of 1 Crew (loss can be reduced to 0)

6. Scenario Milestones, Page 5
"Typically the first Milestone is to accomplish the main objective of the current Scenario in faster or equal time than the turn limit.

7. Losing The Game, Page 5
This section needs to be added to the beginning.
Ironclad is designed to be a time-sensitive game. Thus, if Turn 11 (the end of the Turn Track) ends without completing the Scenario's main objective, you lose the game.

8.Reputation , Page 6
"When the players reach a Reputation of 4 (instead of 5)..."
"When the players reach a Reputation of 7 (instead of 10)"

9. Ready to Play, Page 7
Tokens: Place the tokens as indicated on the setup on Tutorial 1.
Morale at 4, Ammo at 4


10. Scenario 3 , Page 12
The Milestones table is wrong. The correct one is

MILESTONES (1 Hero Promotion for each Milestone achieved):
ORION. Complete the Main Mission within the time limit.
ARCHAEOLOGY. Complete the Side Mission “Traces of a Lost Civilization”.
COSMIC LIGHTHOUSE. Visit both Pulsar Sectors.


11. Scenario 5, Page 16
On the Scenario setup, after Instructions, add "Recruit Heroes. You may use up to 4 Services on the starting planet" that's common on all Scenarios.

12. Scenario 6, Page 19
The title of the Scenario should be "SCENARIO 6 - ESCALATION"

13. Scenario 8, Page 24
Intel tokens NOT required: Replace Objective B (which is required) with Bad intel

14. Scenario 9, Page 27
The correct Encounter Table is

If you follow the CORPORATION
1-2 MK.II VENATOR + PRAETOR
3-4 MK.II NOMAD + MK.II OUTRIDER
5 MK.II VENATOR + MK.II PRAETOR
6 MK.II VENATOR + MK.II EXARCH

If you follow the COUNCIL
1-2 MK.II MARAUDER + RENEGADE
3-4 MK.II MARAUDER + MK.II RENEGADE
5 MK.II OCCULUS + PERCEPTOR
6 MK.II OCCULUS + BEHOLDER


15. Scenario 10, Page 30
The correct Encounter Table is

If you follow the CARTEL
1-2 MK.II VENATOR + PRAETOR
3-4 MK.II NOMAD + MK.II OUTRIDER
5 MK.II VENATOR + MK.II PRAETOR
6 MK.II VENATOR + MK.II EXARCH

If you follow the COUNCIL
1-2 MK.II BANDIT + TOMAHAWK
3-4 MK.II RENEGADE + LEVIATHAN
5 MK.II BANDIT + MK.II TOMAHAWK
6 MK.II BANDIT + MK.II TRAILBLAZER





========================================

Section 2 - FAQ's/Clarifications

RULEBOOK

Special Abilities

Q: "Are special abilities and similar effects that give bonuses to rolls activated and calculated before or after the dice roll?"
A: They are activated/calculated BEFORE the dice roll

Energy Track

Q: "When the players remove Energy tokens, Ironclad suffers the indicated negative effect. When the Energy track resets after Space Combat do the -1 Crew and the +1 Exhausted Hero penalties revert?"
A: No, these effects don't revert.

Repair Action

Q: "What kind of damage can I repair with the Repair action?"
A: Any Damage sustained on Ironclad's Systems, Hull or on Fighter/Mechs

Playing the Game - Actions

Q: "When players lose or gain an available action (for example through Morale or Crew gain/losses) does it take effect on the current turn or the next?"
A: As the Rulebook indicates (page 7) the number of Actions per Turn available is determined at the beginning of each Turn. So any change in the number of avalaible actions takes effect at the beginning of the next Turn.

Intel Tokens - Cards

Q: " In which Sectors are Intel tokens placed?"
A: "Intel tokens are placed on Empty Space/Space Conditions Sectors. Not on Space Station/Planet Sectors"

Q: " During Scenario setup the instructions say for example "Intel tokens NOT required : System Failure" Do I remove one token or all of the same event?"
A: You remove ONE, unless indicated by the setup, for example "System Failure (x2)

Hangar

Q: "What does "sortie" means? Can you explain what happens at the beginning of Space Combat?"
A: At the beginning of Space Combat players may sortie up to 3 fighters/mechs. This means they choose which and how many fighters/mech will leave the hangar and be deployed for battle. This is not an "order" and this doesn't mean that will shoot. This is determined later in each phase by issuing the specific orders on the Hangar card. The fighters that are sortied though are vulnerable to damage (from Space Conditions and Enemy fire) even though they may not fire at all during the combat (issuing orders in every section is optional).

Example: At the beginning of a Space Combat, players choose to sortie only one(1) Fighter. That means that during combat phases (Long, close) they can execute only the Standard Order, firing with this fighter. They can't use the Complex and Heroic Orders that need 2 or more Fighters.

Example: At the beginning of a Space Combat, players choose to sortie three (3) Fighters. The combat though turns out to be easier than anticipated and they can defeat the Enemy Ships using only the Weapons section. Players didn't issue any orders in the Hangar section. The Fighters though received damage from Space Conditions and Enemy Fire as indicated.

Q: "How is determined which Fighter receives Enemy Fire and rolls for Evasion?"
A: If there are more than one Fighters out, it's up to the players' choice to decide which Fighter is targetted.

Q: "Can Heroes in sortied Fighters issue orders?"
A: Yes, Heroes that are in Fighters can issue orders and be used for special abilities as normal.

Q: "When does the -1( and -2) Fighter/Mech penalty from the damage in the Hangar on the player mat take effect?"
A: If this happens during combat and you have already sortied fighters it doesn't affect this Space Combat.

Q: "What happens when players gain Fighters/Mechs as rewards and they exceed the Hangar's 3 Fighter/Mech limit? Do they have to discard?"
A: You keep all the Fighters/Mechs you gain through the campaign and at the beginning of the each Scenario you choose which three will be used. The rest remain inactive, similar to Heroes that may be left out Ironclad's 12 Hero spots.

Issuing Orders

Q:"How exactly does Issuing Orders work in a Combat with multiple phases?"
A: At the beginning of each Phase an available Hero from each section is assigned to it. That Hero will issue any orders. Exhausted Heroes CAN be used to Issue Orders. Wounded Heroes CANNOT.

Example where all four Heroes are available.
Long Range Phase (1): Hero 1
Close Range Phase (2): Hero 2
Close Range Phase (3): Hero 3
Close Range Phase (4): Hero 4

Q:"What happens when a Combat reaches a fifth phase?"
A: In the very unlikely scenario that this happens in Phase 5 you can start using the four heroes again in any turn you want. If someone got Wounded during Phases he won't be available the second time.

Q:"What happens when a Hero is wounded? Can I go back using a previous used Hero or in that phase I can't Issue Orders?"
A: In that Phase you can't issue orders. You have to reach Phase 5 to start again.

Q:"What happens if at the beginning of the Scenario,I chose to recruit less than four Heroes in a Section? Can I begin using Heroes again in Phase 4, or wait until Phase 5"
A: That choice may saved you some valuable credits, but it will cost you one Phase without Issuing Order, similar to when a Hero is Wounded.


Space Combat/Issuing Orders/Resolving Combat

Our friend lunadips made a very useful checklist on the actions that can made during combat. With a few tweaks from us here it is:

i) Long Phase
-Hangar may Sortie up to 3 Fighters/Mechs at the start of the Space Combat(free Action)
-Assign a Hero in each Section (Bridge/Hangar/Weapon). This Hero may execute a Section Order in this phase. The Hero selected in the Bridge will roll for Ironclad's Evasion and the one in Weapons will roll for Ironclad's Accuracy.
-Each Section (Bridge/Hangar/Weapon) Issues a single order in this Phase.
-A Hangar STANDARD Section Order allows the use of only 1 fighter/mech in this phase (you have to issue a complex or heroic order to use more than one fighter/mech)
-Hero used in this phase cannot be used in next phase. (for a Combat that lasts more than 4 phases see the FAQ below)
-Only Heroes being used to execute a Section Order in this phase can use their passive ability in this phase
-Heroes being used and those not being used to execute a Section Order in this phase can be exhausted to use their Special ability
-Fast Stage first (Fighters / Mechs)
-Each Stages actions are resolved simultaneously. If a Fast Ship for example gets destroyed it will still fire to it's target.
-Ιf a Slow ship is destroyed in the Fast Stage it does not get to act in the Slow Stage
-then Slow Stage (other ships)
-Ships that have a Special Ability in the Long Phase get to use their special ability

ii) Close Phase
-Assign a Hero in each Section (Bridge/Hangar/Weapon). This Hero may execute a Section Order in this phase.The Hero selected in the Bridge will roll for Ironclad's Evasion and the one in Weapons will roll for Ironclad's Accuracy.
-Each Section (Bridge/Hangar/Weapon) Issues a single order in this Phase
-A Hangar STANDARD Section Order allows the use of only 1 fighter/mech in this phase (you have to issue a complex or heroic order to use more than one fighter/mech)
-Hero used in this phase cannot be used in next phase. (for a Combat that lasts more than 4 phases see the FAQ below)
-Only Heroes being used to execute a Section Order in this phase can use their passive ability in this phase
-Heroes being used and those not being used to execute a Section Order in this phase can be exhausted to use their Special ability
-Fast Stage first (Fighters / Mechs)
-Each Stages actions are resolved simultaneously. If a Fast Ship for example gets destroyed it will still fire to it's target.
-Ιf a Slow ship is destroyed in the Fast Stage it does not get to act in the Slow Stage
-then Slow Stage (other ships)
-Ships that have a Special Ability in the Close Phase get to use their special ability

Q: "Do I have to issue an order in each section on every phase?"
A: No, issuing orders on any phase is optional. It depends on the players strategy.

Q: "What happens to the Evasion Roll if I don't have a Hero available on the Bridge in a Phase? "
A: You still roll the die for Evasion without the Hero bonus.

Q: "What happens when the Victory (or Defeat) Conditions aren't met in these two phases?"
A: Random Space Combat encounters may end in a Draw (see Combat Resolution). Scripted space combats continue in more Close Range phases until Victory/Defeat. (this will be clarified more)

Q: "If I win a Space Combat by destroying only Slow Enemy ships do I get the loot from the fast ones too (Fighters)?"
A: No, you get loot only from ships you've destroyed.

Spaceports - Trader

Q:"What's the stock limit of the Trader Service in Spaceports?"
A: It's the same as the Trading Outpost Intel Card for quick reference. Salvage Max 3, Ammo Max 2, Gear Max 2.

Q:"How do I trade Gear in Spaceports' Trader and how in the Trading Outpost?"
A: In Spaceports Trader you choose a random facedown Gear token from the pile, you reveal it and you can buy it at the price indicated on the Spaceports Services card depending on your location, ignoring the token's price. (example: 6 credits per Gear on Europa and Crossroads). Or you can refuse to buy it if it doesn't fit you by returning it to the Gear pile (reshuffle).

In Trading Outpost you choose a random facedown Gear token from the pile, you reveal it and you buy it at the indicated price on the token (or at a lower price by using Haggle). Or you can refuse to buy it if it doesn't fit you by returning it to the Gear pile (reshuffle).

Q:" The Ship Modules that are Gear tokens don't have a price. How do I buy them in Trading Outpost?"
A: That's an omission from our part. Their price is 5 credits.


CAMPAIGN BOOK

Heroes - Recruiting

Q: "Which heroes are available for recruiting?"
A: You can recruit Heroes from the 12 starting roster plus from any Heroes you have unlocked or gained through Faction Reputation during the campaign

Heroes - Promotions through Milestones

Q: "Can I keep the promotion I gain through Milestones for later use or do I have to "spend" them immediately after the end of the Scenario?"
A: You must use them by promoting available Heroes immediately.

System Modules

Q: "What happens when players get more than 2 system modules? Do they keep 2 and discard the rest?"
A: You keep all System Modules you acquire through the campaign and at the beginning of each Scenario you choose which 2 you'll equip to Ironclad's Module Slots.

Intel Cards

Q: "In Events like Rich Asteroid, when you use Heroes with dual classes do they count for BOTH classes or one?"
A: They count only for one class.

Q: "What happens if I don't have a Hero with specific class for an event? Do I automatically fail?"
A: If you don't have the specific class (for example a Diplomat for Crossfire) you can still roll without the Heroes' bonus.

Bad intel

Q: "If you entered the Bad Intel hex with your last action, do you ignore it or do you lose the actions of your next turn?"

A: You lose the actions of your next turn.

Signatures Detected

Q: "If I recon an Intel token and Signatures Detected is revealed do I roll and consult the Encounter table immediately or when I visit the sector?"
A: You roll when you visit the sector.

Scenario Milestones

Q: "Are Milestones secret to the players and revealed after the scenario ends?"
A: Milestones are available to the players from the start of the Scenario.

Losing The Game

Q: "If Ironclad is destroyed can i repeat the scenario instead of restarting the campaign?"

A: If you lose, you can resume the Campaign from any previous Scenario you want, as long as you kept the log.

========================================











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Kostis Tolios
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I'll start adding tomorrow the more complicated parts, Space Combat-Issuing Orders and Hangar.
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Keith Griffin
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Thanks Kostis!
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Helmut Apel
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Cool game, thanks for the FAQ
 
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Cotsos wrote:

Signatures Detected

Q: "If I recon an Intel token and Signatures Detected is revealed do I roll and consult the Encounter table immediately or when I visit the sector?"
A: You roll immediately after Recon.

And do you immediately fight the enemies, even though you're not in the sector??? Or are you supposed to remember what's in there for when you do go into the sector?
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brettellmd wrote:
Cotsos wrote:

Signatures Detected

Q: "If I recon an Intel token and Signatures Detected is revealed do I roll and consult the Encounter table immediately or when I visit the sector?"
A: You roll immediately after Recon.

And do you immediately fight the enemies, even though you're not in the sector??? Or are you supposed to remember what's in there for when you do go into the sector?

Sorry, I hastily wrote that one. Just like all other Intel tokens you start resolving the event and roll for the encounter table when you visit the sector.

Fixed it.
 
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Kostis Tolios
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Added the Hangar and Space Combat sections (more to come on the Space Combat duration) and one more typo in the Rulebook.
 
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Korric Morgan
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Cotsos wrote:
Q: "What happens when the Victory (or Defeat) Conditions aren't met in these two phases?"
A: Random Space Combat encounters may end in a Draw (see Combat Resolution). Scripted space combats continue in more Close Range phases until Victory/Defeat. (this will be clarified more)
Since the first mission allows for a draw, we are unable to get past the first mission of the campaign without understanding more, so it would be great if this could be clarified as soon as possible.
 
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korric2000 wrote:
Cotsos wrote:
Q: "What happens when the Victory (or Defeat) Conditions aren't met in these two phases?"
A: Random Space Combat encounters may end in a Draw (see Combat Resolution). Scripted space combats continue in more Close Range phases until Victory/Defeat. (this will be clarified more)
Since the first mission allows for a draw, we are unable to get past the first mission of the campaign without understanding more, so it would be great if this could be clarified as soon as possible.

Since the scenario allows a draw, in case of one you continue with the scripted text.
 
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Cotsos wrote:
korric2000 wrote:
Cotsos wrote:
Q: "What happens when the Victory (or Defeat) Conditions aren't met in these two phases?"
A: Random Space Combat encounters may end in a Draw (see Combat Resolution). Scripted space combats continue in more Close Range phases until Victory/Defeat. (this will be clarified more)
Since the first mission allows for a draw, we are unable to get past the first mission of the campaign without understanding more, so it would be great if this could be clarified as soon as possible.

Since the scenario allows a draw, in case of one you continue with the scripted text.

This....I did not quite understand I am afraid.
 
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Kostis Tolios
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In Scenario 1 the Draw is a possible scripted result. If the Combat after two phases meets no Victory/Defeat conditions, it ends in Draw and you read the Draw flavor text.

In Scenario 2 for example, the Space Combat vs AMATERASU (Firstborn side) or vs CYBEL (Corporation side) will continue as long as there is Victory or Defeat.
 
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Michael Brettell
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Cotsos wrote:
In Scenario 1 the Draw is a possible scripted result. If the Combat after two phases meets no Victory/Defeat conditions, it ends in Draw and you read the Draw flavor text.
But that the combat only lasts two phases isn't specified anywhere. The scenario needs an errata to say 'Fight one long phase and one close phase of battle. Then...'



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Bijan Ajamlou
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In the first tutorial its mentioned that you roll a hull damage, I dont have that die face on my die. Is it a misprint on the die or the rulebook?
 
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Michael Brettell
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bijanajamlou wrote:
In the first tutorial its mentioned that you roll a hull damage, I dont have that die face on my die. Is it a misprint on the die or the rulebook?
Should be on the red damage die - It's the face with the hexagon and 4 dots. If you don't have that, what do you have on your faces?
 
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bijanajamlou wrote:
In the first tutorial its mentioned that you roll a hull damage, I dont have that die face on my die. Is it a misprint on the die or the rulebook?

It must be a misprint.
Please send us an e-mail to info@alcyoncreative.com with your name and Kickstarter account and we will arrange a replacement.
 
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Why is the icon to place the ammo token on the Ironclad mat on the 0 space and not on the 4 space? Is ammo 0 the default starting value before each mission?
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Davin Hatsengate
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Thanks for these answers! More questions:

—- Jace’s special ability. Does “adjacent intel tokens” just mean that the Intel tokens are adjacent to each other, or that the Intel tokens (either or both?) have to be adjacent to the Ironclad?

—- Are milestone promotions done in the middle of the mission (if possible, like with a side mission)? For example, if I visit the Black Hole in Mission 4, can I immediately promote a hero, or do I wait until the end of the mission?

— I understand that personal Gear is either equipped or returned to the deck, but is that also true for ship Modules? I mean, is it possible to keep extra Modules that aren’t equipped, in case I want to equip them in future missions?

Thanks again!
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Bijan Ajamlou
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When is it possible to upgrade the Ironclad?

Can you stay in the start plannet in order to performe more 2 more services per action. For example if you are badly dameged and want to repair and rest your crew?
 
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Ace Histoli wrote:
Thanks for these answers! More questions:

—- Jace’s special ability. Does “adjacent intel tokens” just mean that the Intel tokens are adjacent to each other, or that the Intel tokens (either or both?) have to be adjacent to the Ironclad?

Both. Adjacent to each other and Ironclad.


—- Are milestone promotions done in the middle of the mission (if possible, like with a side mission)? For example, if I visit the Black Hole in Mission 4, can I immediately promote a hero, or do I wait until the end of the mission?

After the end of the mission.

— I understand that personal Gear is either equipped or returned to the deck, but is that also true for ship Modules? I mean, is it possible to keep extra Modules that aren’t equipped, in case I want to equip them in future missions?

You keep extra modules and at the start of the scenario you choose which to use.


Thanks again!
 
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Tutorial 2 Page 16 (Red Box)
Hanger: Make a Free "Sortie"...

The solar flare damage is 2 but the Skadi card only has 1 point of radiation shield (regular side). So should this have received 1 point of damage?

Tutorial 2 Page 16 (Second Column, top)
The Enemy Frigate has an Evasion score of 4 not 3 as per enemy ship card.

Tutorial 2 Page 16
As per Encounter Card you should also get two salvage move salvage token to 2.

Tutorial 2 Page 17
They pay 8 credits.....
It seems that how much credits you start with isn't told to player until Scenario 1 page 8 of the campaign book. This might be a bit confusing (I know I kept looking for a credit tracker on the board or tokens).
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bijanajamlou wrote:
When is it possible to upgrade the Ironclad?

Can you stay in the start plannet in order to performe more 2 more services per action. For example if you are badly dameged and want to repair and rest your crew?

Ιn addition to the above questions, I also have a few minor ones:

a) If I gain a new Fighter/Mech, do I have to make room for it?

In other words, can the Ironclad fit a maximum of 3 Fighter/Mech squadrons at all times or is the 3 Fighter/Mech limit just how many the Ironclad can sortie at once?
To put it simply, what exactly happens when the Ironclad receives a 4th squadron as a reward? Do we have to choose and discard a squadron to make room for the new one or there isn't any squadron limit at all?

b) Based on the previous question, if the Ironclad can keep more than 3 available squadrons at a time, how does the Hangar player make the choice of what squadrons to sortie?
At the beginning of the battle, choosing 3 out of all available squadrons or at the beginning of the scenario, choosing 3 squadrons that are going to be used for the whole scenario?

c) What happens when a Fighter/Mech gets completely destroyed? Can it be repaired as normal or is it lost forever? I assume the Fighter/Mech is always available even when destroyed but it needs to be repaired to be able to sortie, right?
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Yiorgos Golfinopoulos
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- Can exhausted heroes be assigned to fighters?

- When you arrive at your final destination planet (let's say Olynth in scenraio 1) do you get your 2 services before reading from the campaign book and having the encounter written there?

- When reconing an Objective A or B token, do you get to read what it's all about in the campaign book?
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- When exhausting a hero as part of an order (e.g. the second complex Hangar order), does it have to be a hero assigned to the appropriate station or can he be assigned to any player?

- Can you also sell when trading or can you only buy?
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Stephan Beal
Germany
Geltendorf
Bayern
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Cotsos wrote:
4. Tutorial 2, Turn 1, Page 15
"...Since the threat level is Green, the total Combat skill needed is 14. " (instead of 13)

5. Tutorial 2, Turn 1, Page 15
"...The Combat check is successful since 10+4=14 of the Heroes is equal (instead of higher) than the Operation's difficulty..."

There's another errata in that paragraph, between those two:

"... so Wrathe and Gabriel both get +1 to their Combat..."

But all three listed characters (Wrathe, Gabriel, Thaddeus) are Marines, so it should say:

"... so all three get +1 to their Combat ..."

The skill numbers listed ("4 + 3 + 3 = 10") confirms that, though i admit i was initially thoroughly confused about where those numbers were coming from. It took me a full minute to realize that they were the modified Combat skills of each character, especially because of the text telling me that only two of the characters get the +1 bonus.
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Stephan Beal
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Cotsos wrote:
5. Tutorial 2, Turn 1, Page 15
"...The Combat check is successful since 10+4=14 of the Heroes is equal (instead of higher) than the Operation's difficulty..."

6. Tutorial 2, Turn 2, Page 16
Wrathe - Skadi Fighter
After "...VALKYRIE Frigate is now vulnerable to damage" Add "Place a Shield Damage Token on the VALKYRIE Card"

There's a missing errata between those two:

pg 16 wrote:
Hangar: ... The SKADI's Radiation Shield absorb [sic] both points of Damage from the Solar Flare, so no Damage is dealt by the Cosmic Radiation.

The SKADI card lists only 1 Radiation Shield, not 2. The upgraded side has 2, but the setup (page 15, left column) says to use its "Regular side" (which presumably means the basic/non-upgraded side, but i can find no rule confirming that). Edit: later text in the scenario referring to its other statistics confirm that this SKADI card is on the side with 1 Radiation Shield.

(Also, "absorb" should be "absorbs" or "Radiation Shield" should be "Radiation Shields".)
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