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2007 FAQ

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the squadron. As is true for individual ships,squadrons can only undergo one special orderper turn (to be replaced normally by Brace ForImpact as applicable).An escort squadron that successfullydisengages only counts as being 10% destroyedagainst the full value of all the escorts in thesquadron. It counts as 25% destroyed if thesquadron was crippled before disengaging, asin if at least half the escorts in the squadronwere destroyed (rounding down) before thesquadron disengaged. For example, if asquadron of five escorts disengages after twowere destroyed, the enemy only gains 10% ofits starting value, but will earn 25% of itsstarting value of three were destroyed before itdisengaged.Hits taken by an escort squadron are onlydistributed among the vessels that actually tookfire (such as in range and fire arc), regardless ofhow many hits the squadron actually took,though it affects ALL escorts within range andfire arc. This also applies to hits taken by anescort squadron negotiating an asteroid field, aswell as hits delivered by ordnance or NovaCannon, as those hits (regardless of how many)affect only the vessels directly contacted by theordnance markers or Nova Cannon blasttemplate.DisengagingA vessel not hulked that moves off of the tableedge during play for any reason counts as beingdisengaged.If any one ship in an escort squadrondisengages, the whole squadron must thenimmediately and in subsequent turns attempt todisengage following normal rules. Thisprevents an escort squadron from disengagingone or two vessels to keep leadership or victorypoint benefits, then pushing the rest of them ina suicide run at the enemy.Capital ships in a squadron may disengageseparately, relying on their base leadership todo so, not the highest leadership in thesquadron.When disengaging, ALL positive and negativemodifiers must be added together beforedetermining the leadership check, even thoughcheck rolls of 11 or 12 still automatically fail.For instance, a ship or escort squadron withLd9 attempts to disengage after moving within5cm of three blast markers and an asteroid field(+4Ld) with no enemy ships or ordnancemarkers within 15cm (no negative modifier).Even though the effective leadership todisengage is now Ld13 because these must allbe added together BEFORE the roll, the playermust still roll no higher than 10.A ship that disengages successfully counts as10% its point value for the enemy, or 25% if itis crippled before it disengages. This is NOT inaddition to the 25% victory point value if itremains on the table at the end of the game butis crippled.In addition to victory points earned normally, aplayer only earns additional victory points (+1renown) equal to 50% of the value of ANYhulk left on the table (including any refits or anembarked commander) if the ship remains as ahulk on the table and the winning player holdsthe field as described on p.66 of the rule book.Celestial PhenomenaSolar flares now only occur once per game.Rolling multiple instances as celestialphenomena during set-up only means there is ahigher likelihood one will occur, meaning youstill roll a number of D6 at the start of the turnequal to the number of instances the celestialphenomena occurred in set-up. However, onlyone will actually manifest itself during thegame, after which no more rolls are madebefore the movement phase.Ships cannot shoot into or out of an asteroidfield.Free turns provided by gravity wells can beused even when the ship cannot normally turn,such as when under All Ahead Full or Lock Onspecial orders. They can also be combined withCome To New Heading special orders.Transports and Planetary DefensesOrbital defenses or ships that count as defensesmay be placed in squadrons, with 1HP defensesgrouped in up to six units and larger defensesgrouped in up to four. A Ramilies Star Fortcannot “squadron” with other orbital defenses.7

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