Navigator Powers

Discussions pertinent to the rules rewrite

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Re: Navigator Powers

Postby horzabora » Sun Aug 31, 2014 1:27 pm

Hi!

I can answer this, I notice we haven't updated this with my updated powers. Which is a mistake.

Let me fix that for you now.
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Re: Navigator Powers

Postby horzabora » Sun Aug 31, 2014 1:39 pm

sienf wrote:I'm sorry if this has already been answered elsewhere, but can I get a firm call on it?


If you'll look above, you'll see they've both been rolled up into one power. The basic version works on a ship, the upgrade spreads it across a fleet. This seemed better to us rather than two different powers.

Please also look at your modified basic power in your talent tree for some additional stuff for a single vessel, though!
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Re: Navigator Powers

Postby horzabora » Sun Aug 31, 2014 5:10 pm

Please see the Navigator thread for the ruling on changing power purchases due to the alteration of powers and the introduction of new ones.
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Re: Navigator Powers

Postby Maakeff » Mon Sep 01, 2014 10:47 am

Once again :-), I would like to request for the things that have been changed to be highlighted in some form or other, please. Thanks!
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Re: Navigator Powers

Postby horzabora » Mon Sep 01, 2014 11:15 am

I feel these are pretty much explain themselves.

Anything that said 'faster, slower or safer' now has hard numbers. One talent has been removed (faster fleet) and wrapped up as an upgrade to 'faster ship'.

New talents, a long duration curse, a more effective but warpy flamethrower attack, the ability to straight up call shield via deflectin the attack into the warp and the ability to become a living, less effective but less risky force weapon.
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Re: Navigator Powers

Postby Maakeff » Tue Sep 02, 2014 10:21 am

Wow, there are some significantly tasty powers in there... I may have to rethink what my secondary is/will be!

I do have a question: is "Curse of the Trembling Shoals" traceable as to it's source, and/or any of the other warp-based potentially CvC powers? If so, how can that tracing be done and what does it take?
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Re: Navigator Powers

Postby horzabora » Tue Sep 02, 2014 2:11 pm

Yes they would be, I am unsure of the mechanic at the moment. If you have a pressing desire to use them in that fashion, let me know and I'll prioritise that set of mechanics, but right now it's a low priority item.
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Re: Navigator Powers

Postby Maakeff » Tue Sep 02, 2014 2:28 pm

Not a problem - yes, low priority is fine as far as I am concerned, the knowledge that it can be traced informs choices. Thank you very much for the response, as always. :-)
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Re: Navigator Powers

Postby hofoengenar » Tue Sep 02, 2014 7:47 pm

Maakeff wrote:Wow, there are some significantly tasty powers in there... I may have to rethink what my secondary is/will be!

I was thinking in similar ways as I should really take a secondary at some point. There doesn't seem to be a secondary that's based off of Navigator though. Is that something missing or is it basically that being a navigator just isn't something you can dabble in, it's all or nothing?
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Re: Navigator Powers

Postby Bear » Tue Sep 02, 2014 8:09 pm

hofoengenar wrote:I was thinking in similar ways as I should really take a secondary at some point. There doesn't seem to be a secondary that's based off of Navigator though. Is that something missing or is it basically that being a navigator just isn't something you can dabble in, it's all or nothing?


From what little I know of the setting...you don't just suddenly grow an extra eye.

I mean, unless you got corrupted by Chaos, but then you're more likely to be shot on sight until dead than adopted into a Navigator house.
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