Rule Clarifications
Existing Tech Clarifications1. Giving a transport a VS core or a VS lift would strain it to the utmost, and would be asking for disaster. Both would be impossible.
2. The Basic Light Aether cannon, when fired 'cold', can fire 1 shot every six seconds for about thirty seconds without melting the barrel. Once the weapon is hot, the fire right drops to twice a minute.
Production Lines1. If you switch a production line to new production pattern that is the same vessel upgraded equipment, the Spire will still only refit the vessels at the production rate. It will, however, build new vessels before it refits existing ones.
Designs and Revisions1. You can revise anything you already have, but you can't make changes to an unfinished design until you have a prototype.
2. You can absolutely make design/patterns/tactics based off prototypes. Most, however, will only become viable after prototype completion.
3. Revisions that are (mostly) unambiguously better and costless automatically overwrite the old tech. If a revision changes the tech's functionality or cost, you can manufacture the two independently.
---> 3.1 Already Deployed ships are exempt from this. A ship must be brought back to its spire and refit before it 'catches up' to current tech, even if new tech normally overwrites the prior tech. This refit will be at repair costs (50% of original)
4. You can make as many revisions as you have dice for.
5. You can make multiple revisions to the same piece of tech in the same round.
Projects1. If you overpay dice and resources to progress a project, (i.e you pay the resources to roll two dice for progress, but the first die completes the project) you lose the extra resources spent, but you gain the die back for the revision phase.
2. If you overpay initial prototype dice (which cannot advance a project further than 50% unless it does so on the first die), you DO lose the extra die spent.
Ship Movement1. Transports ships end their movement when they deposit troops. A transport cannot move, drop troops, and then complete its move.
Setting Interactions1. The (current) upper limit of the aerosphere is a bit more than 3 miles, going above that for prolonged periods invites disaster. It's worth noting that's also an altitude at which even experienced marines will develop altitude sickness, which plays into the aether madness strongly.
2. Think of Aether more as a high energy field than a gas, one that interacts with brains when the power gets high enough.
3. The Everstorm and The Calm are both approximately 10 miles in height.
4. Think of Iron Rot like an infection. Once it sets in, it will travel throughout the entire iron structure to a ridiculous degree- including typically stainless alloys. Simply shielding an already rotting section of iron will not stop the rot. It has to be scrubbed completely, then re-sealed.
5. A shroud will stop a lightning strike, though it will be damaged by it. However, it will not stop a solid physical object from conducting energy through the barrier. As an example, a shroud effectively absorbs aetheric energy blasts, but webbing conducts aetheric energy through the shroud.
---> 5.1 Sufficiently small amounts of Aetheric energy, such as ambient energy, can pass through a shroud unhindered.
6. If you don't understand what someone telling you they're detecting onigiri means in context, you haven't read the rules thoroughly enough.
Errata1. Yes, there is going to be bizarre and invisible text at the bottom of the year begin/last year's combat updates from now on. You probably didn't notice it on the last turn, but please don't quote it directly. It's so when I do a search I can rapidly index the core posts for each thread.