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I've searched, and somehow still can't find all the answers to life, the universe, and tracking weapons.
Our group just had our first Starship Combat session last night, and boy was it a lot of learning. Lots of questions of course, but one of the bigger head-scratchers that I feel should be easier to answer relates to Tracking Weapons.

1) I've seen it mentioned that after the initial firing of the missile, you do NOT apply range increment penalties to Tracking the target. I've also seen mention that you DO. I don't see anything in the rules (aside from "make your gunnery checks, kids"), but maybe someone else has? If it does apply, is the range based on distance between missile and ship, or ship and ship?

2) Most tracking weapons in the CRB have the Limited fire 5 special property. When you fail your initial gunnery check, is that ammunition consumed? I can't tell if you make the check before or after the launch. To me it makes sense not to pull the trigger until you know you're locked onto the target, and it's just silly to think you launched that missile and it explodes (or fizzles) outside your launch bay because you can't make the check.

3) What happens when someone who's not the target of a missile passes through (or stops in) a hex containing that missile? Can missiles share hexes with other missiles and non-target starships? I know it's locked on to a target, but we were launching a lot of nukes at each other last night. At one point there were more missiles than ships in a 1v4 combat. The field was cluttered with missiles and it was hard to decide if we could fly through them or not.

4) Directly related to the last question, sorry. If you fly into a hex containing a missile targeting you for any reason, does it hit you? The rules SEEM to state that it can only move then hit you in the gunnery phase. But if you fly straight into it in the helm phase...?

5) If a gunner switches roles, who makes the gunnery checks on the missile he fired from a previous round? Does anyone? What if there is no more gunner?

6) Last one (for now). When an enemy ship is destroyed, are its missiles that are still in play removed from the table?

We reasoned it out a lot, and ultimately house ruled, but want to know what the truth is.

Please no house rules, advice, or homebrew. Just want some clarification if it's available.


1 person marked this as FAQ candidate.

After browsing the equipment section, I see that there are certain items that don't adhere to the standard 20, 40, 80, 100 battery capacity sizes.
For instance, the Blue star plasma caster has a capacity of 200.
Likewise the HFD Sonic pistol has a capacity of 60.

There are a couple home brew solutions for this, but the rules seem to indicate you can't buy a spare battery that matches these specifications and can only swap the battery that comes with the gun for smaller capacity battery.

Additionally,there are some items that are sold with batteries that are more expensive than the weapon itself. I.e. Pulsecaster rifle.

Is there going to be any FAQ for this kind of thing?


Just attempted the first scenario of Adventure 5 in Mummy's Mask. The rules for In Defense of Wati indicate that while displayed on a certain location "treat that location as if it had the same text as Five-Pointed Sun." Additionally, the When Permanently Closed text for Five-Pointed Sun indicates "This location is never permanently closed."
This led to some confusion on how to treat closed locations that the Five-Pointed Sun is currently on, and consequently if a villain could technically escape into a closed location.

1)If the Five-Pointed Sun is displayed on a closed location, is that location treated for all intents and purposes as being Open for the duration of that turn?
2)Can the villain escape into this now open location?
3)If you defeat the villain at the Five-Pointed Sun, does it escape into its own location (as the location cannot be permanently closed for the duration of this turn)?


We were just rebuilding our decks after our first scenario and came across an odd thing.

The Twin Serpent Quarterstaff states "For your combat check, reveal this card to use your Melee skill + 1d6+1..." Does this mean that if you don't have the Melee skill, you are only capable of using its secondary ability? Shouldn't it be "...your Strength or Melee skill + 1d6+1..."?

The Staff of Focus likewise states "...use your Strength skill + 1d6+1." Does that mean you don't get your Melee bonus? Shouldn't it be "...use your Strength or Melee skill + 1d6+1."?

Both weapons can be acquired using Strength or Melee, just like most weapons with the Melee trait (these both do).