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Reply: Eclipse: Rise of the Ancients:: Rules:: Re: Interceptor Bay

by dlhammond

galfridus wrote:

aautio wrote:

Note that the rules say nothing about moving Interceptors into the bay (which would be silly anyway, since the way the Move action works is such that Ships move from one sector hex to another, not onto Ship Parts on blueprints or onto other Ships).


It's good to know the intent of the rule...but then the rule shouldn't mention going "into" the bay in the first place.

A ship with an Interceptor Bay can, when activated, move up to two unpinned Interceptors along with it.




That doesn't cover it. They create a situation where while in the bay they don't count as ships for the purpose of movement. Not just that they have to start unpinned. Also you don't account for having multiple bays.

I could start in an empty space with a 3 drive and 2 bays on my dread and 4 interceptors. I move into the first hex (bringing my 4 interceptors) and there are two enemies, so I am pinned thus I stop moving. The 4 interceptors are unloaded. I use a second movement action load up 2 interceptors and move to an area where there are 2 enemies and 2 friendlies, I can keep moving through because my dread isn't pinned.

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