It has occurred to people that you could beam into a system, shoot up the scenery and/or passing ships and then bug out again, personally untouched by it all.
When making such evil plans, keep these points in mind.
If the hostile fleet leaves, for any reason, the hostile is counted as defeated.
A system only counts as contested or interdicted if there's an undefeated hostile task force in it throughout the turn. Otherwise, it goes right on delivering income to the current owner.
When a fleet leaves a system during combat, it has to specify immediately, without time for thinking about it, where it's going next, and that is where it will in the next strategic turn.
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- And the same thoughts, but not in gibberish
- News from the sector
- When the UNSC gets around to naming ships
- One little link
- Minor rule clarification
- Continuing news from our conflict correspondents
- Paying visits to planets; a revised etiquette guide
- One way to deal with Savasku
- The growing threat of conflict in the region
- 20% off for army surplus
- We have met the enemy and he is you
- System Defences; a superficial analysis
- The inverse Q ship
- K-gun ballistics, the detail
- Charted routes and interdiction
- Re-roll damage
- Repair
- The Average Taxpayer has just died OR K-Gun ballis...
- Leading by example
- New race
- Drive-by shootings; how the rules constrain them
- But I don't like it that way OR it seemed like a g...
- Windshield wipers
- Economic turn clarification Revised
- Left over money
- Combat Repair
- Focus
- Savasku, and the need to start every day with a he...
- Logistics ships
- Oceanic Union Defence Forces and the Islamic Feder...
- Bugging out; when bad things happen to inept people
- Travel to distant exotic suns, meet interesting pe...
- Allies
- Gentlemen, start your engines
- Grasers; simplified cost benefit analysis
- Big versus small
- Turns. The ugly, expensive option
- UNSC ships
- After Action thoughts; four way battle of 10 April 07
- The Campaign Rules Proper
- Introduction
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April
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