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plasma other phase

 
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edwinfeds
Ensign


Joined: 05 Jan 2013
Posts: 23

PostPosted: Fri Jan 12, 2018 8:22 pm    Post subject: plasma other phase Reply with quote

Question when a ship takes a hit on it's plasma rules states that the plasma is able to fire in the other phase. If the ship is fully destroyed in direct fire phase does the ship still get to fire the plasma in the other phase of the turn or is it totally destroyed and cannot fire?
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Dal Downing
Commander


Joined: 06 May 2008
Posts: 649
Location: Western Wisconsin

PostPosted: Fri Jan 12, 2018 9:38 pm    Post subject: Reply with quote

Not be sarcastic but, once you destroy a ship there is no crew left to fire the torpedoes.
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mjwest
Commodore


Joined: 08 Oct 2006
Posts: 4074
Location: Dallas, Texas

PostPosted: Sat Jan 13, 2018 1:06 am    Post subject: Reply with quote

Plasma is able to fire even after being disabled, as it is the charging mechanism that is disabled, not the firing tube. However, if the entire ship is destroyed, then there is no tube left, either. As such, no. If a ship is destroyed, it may not fire any previously unfired plasma.
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Sgt_G
Commander


Joined: 07 Oct 2006
Posts: 529
Location: Offutt AFB, Nebraska

PostPosted: Sat Jan 13, 2018 5:43 am    Post subject: Reply with quote

In the old SFB rules, the plasma strength was added to the ship's explosion. Used that rule to sacrifice a pair of War Eagles and kill a BATS.
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Garth L. Getgen

Master Sgt, US Air Force, Retired -- 1981-2007 -- 1W091A
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Mike
Fleet Captain


Joined: 07 May 2007
Posts: 1675
Location: South Carolina

PostPosted: Mon Jan 15, 2018 8:19 pm    Post subject: Reply with quote

Which may be one reason explosions don't cause damage in FedComm.
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djdood
Commodore


Joined: 01 Feb 2007
Posts: 3413
Location: Seattle, WA

PostPosted: Mon Jan 15, 2018 9:44 pm    Post subject: Reply with quote

It's also why the explosion rules were changed in Captain's Edition SFB. They were too open to "abusive" use.

Truth be told, I use a house-rule that resurrects portions of them in FedCom, to facilitate miniatures play. Risk of explosion damage keeps folks from wanting to stack in the same hex too often, which is normal for mapboard/counter play (to concentrate fire and align arcs) but adds hassle with miniatures.
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