I remember these from the rules thread... but they don't answer some of my questions.<br/><br/>One I suppose will be answered once we get the info on the Fist... IE,<strong>how fast it's currently moving.</strong>If it's moving at cruising speed, it won't be able to stop immediately.<br/><br/>Another is obvious.<strong>Can the Fist fire behind itself?</strong>. This will also be answered by the info on the Fist.<br/><br/>And,<strong>Can we choose to fire before or after our movement action?</strong><br/><br/>It does sound at least as if the Fist can't hold it's own fire until we're close... it has to fire on it's own turn, so we have a chance to escape without further damage... if I choose to disobey orders.<br/><br/>Still wish I could fire, or have the crew fire as we passed, like an old naval broadside.<br/><br/>Guess we'll have to steal an Eldar ship.  ;)<br/><br/>Sorry I'm holding the game up.  I really am allergic to dying in my first pilot action.  As we had not slowed down before entering the warp gate, I'm tempted to just scoot way past the Fist... fire before the maneuver<br/>action, then move out of his range.  A bad roll on Cortez's orders probably means our death.  (I assume he's uncoupling the ships after we are behind the Fist and both ships fire?). In that case, at least the Alexander might survive...)<br/><br/><strong>Would being 1, or 0 VU instead of 2 be of use in doing more damage?  If we destroy the Fist, would being so close cause us damage?</strong>