#591439
Cytherians in practices says. Your ship and crew may not take action exept moving towards the far end of the spaceline. You cannot end your turn until you have taken such an action.
Even under required actions, you have to take the action of moving the ship. Cytherians does not make this happen.
JeBuS wrote: ↑Fri Jan 13, 2023 2:36 pm In my mind, the only way I can reconcile the two is to say that Cytherians has the continuous effect of firing off a required action repeatedly, between every other action. And if that is the case, it leads right back to the start: at what point does that action get added?Nope, because there is no rule about the timing of required actions that are not responses to other actions. They only stipulate that 1)you cannot end your turn until you do them and 2) you cannot use the cards for other things (except those stipulated by the rules).
Required actions are usually indicated by "must" or "must do nothing but." For example, if Anya is present where Salia has just been randomly selected, Anya must replace her. Responses to a required action work normally.Nothing is firing constantly saying you must move. There is just a constant effect that prevents other actions and a check before you end your turn that you did the thing you have to
You may not end your Execute Orders step until all your ships and personnel have completed all actions they are required and able to complete. Cards may not initiate actions that make it impossible for them to take an action they are required to take. For example, if a Federation ship and crew is at Samaritan Snare, they may not move away before attempting the mission.
A required action that affects a ship automatically affects its crew. "Full speed" and "normal speed" mean a ship must use all available RANGE each turn to accomplish a required action, even if this places the ship at a hazard such as Gaps In Normal Space.
"Must do nothing but" means that the affected ship and/or crew cannot initiate or continue any other voluntary actions (cloaking, beaming, attempting, battling, etc.) until the required action is completed, even if that takes more than one turn. (Outside personnel and equipment not yet compelled by the required action may report to or board it, but are then compelled. They may not use the affected ship's transporters.) The ship and crew may defend themselves in battle and use skills to cure/nullify cards affecting the ship, since those are not voluntarily initiated actions.
Cytherians in practices says. Your ship and crew may not take action exept moving towards the far end of the spaceline. You cannot end your turn until you have taken such an action.
Even under required actions, you have to take the action of moving the ship. Cytherians does not make this happen.
MidnightLich wrote:I don't always play 1E drunk, but when I do, I understand the rules