Re: Diplomatic channel (aka OOC)
The Imperial head chronicler posts a bulletin:
There has been some confusion as to how nuclear arsenals are activated, and the vulnerability of jumpships.
Note that due to the cumbersome nature of order giving in our little universe, it is necessary to think in advance. A nuclear arsenal can attack one jumpship, or roll 5 dice in "phase 0" of planetside combat.
Observe the turn sequence:
4- MOVEMENT- a) loading units onto Jumpships and b) Jumpship movement orders.
5- NUCLEAR EXCHANGE- state each arsenal to be SAFE, ARMED (target:jumpship) or ARMED (target:unit)
6- BATTLE-
you see that jumpships arrive into system, then both the moving fleet's and the defending nuclear arsenals have the opportunity to fire. Then the moving fleet lands/unloads troops, then both arsenals again have the opportunity to fire.
Setting your defensive arsenals to attack all incoming jumpships could be bad for diplomacy. Leaving them set to attack only ground troops ensures that no "accidents" happen. However, in dire situations diplomacy is just another risk.
So, there are 3 options for arsenals:
1. SAFE - The arsenal won't be discharged no matter what
2. ARMED - SPACE - fires on other Houses' jumpships in the system
3. ARMED - GROUND - fires on other Houses' ground units
So loading an invading jumpship with 3 arsenals and setting the arsenals' orders to ARMED - SPACE pretty much insures the destruction of 3 enemy jumpships in the system. However, few can afford this tactic, eh, Countess?
What if a jumpship orbits an enemy planet with a different intention? Jumpships that don't drop troops can be reached only by the defender's nuclear arsenals. If the attacking jumpship offloads units, it is assumed to have landed in a hot zone, and is destroyed if the defender is victorious.
There is no provision for combat between jumpships in any other way other than firing nuclear arsenals. (would you like to see this changed?)
This message was last edited by the GM at 09:43, Mon 31 Mar 2008.