Stinger firing rates
Moderators: mjwest, Albiegamer
Stinger firing rates
The Distant Kingdoms rules on Stingers say that although a fusion beam on a Stinger can fire once per turn [without waiting to cool off], a given Stinger can fire only one fusion beam per turn.
Is this correct? Is that really what it's meant to say? I must admit I had to do a double-take on this one once it was pointed out to me...
Is this correct? Is that really what it's meant to say? I must admit I had to do a double-take on this one once it was pointed out to me...

Yes - one fusion beam per turn. That was the end result of all of the various play testing that was performed.
I haven't gotten my copy of DK yet (9 more days adn I can pick-it up at Origins), but I assume tthat you can still fire both charges in one fusion beam at the same time, but you can only fire one fusion beam per turn.
I haven't gotten my copy of DK yet (9 more days adn I can pick-it up at Origins), but I assume tthat you can still fire both charges in one fusion beam at the same time, but you can only fire one fusion beam per turn.
Commander, Battlegroup Murfreesboro
Department Head, ACTASF
Department Head, ACTASF
You can. Stingers [but not ships] can double-shot the fusions and extend the range to 10 hexes [but don't increase damage], otherwise they are limited to three hexes' range.Scoutdad wrote:I assume that you can still fire both charges in one fusion beam at the same time
Thanks for the confirmation about the rules too.

2 range 4-10 shots over 2 turnspinecone wrote:What's the point in having two beams then?
1 range 4-10 shot and 2 0-3 range shots over 3 turns
4 range 0-3 shots over 4 turns
So anywhere from 2-4 effective turns of Fusion combat..assuming they last that long, but considering the focus on killing them as soon as possible, they probably won't live long enough to utilize the additional charges.
- MikePowers
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A question just occurred to me... is the limit on re-arming a Stinger Fusion applied per weapon, or per fighter? What is the last "it" in rule 5Q2d:
If, for example, I fire a long range shot from one of a Stinger's Fusion Beams using both charges on turn X, another shot (at either range, it doesn't really matter for the purposes of this argument) from the same fighter's other Fusion on turn X+1, and that Stinger lands aboard a carrier on this same turn X+1, can it re-arm the Fusion Beam which fired on turn X and re-launch the Stinger before the end of turn X+1?
?A fighter fusion beam may not be recharged in the same turn in which it was fired, so if a Stinger fires a fusion beam and lands, it cannot be re-charged until the next turn.
If, for example, I fire a long range shot from one of a Stinger's Fusion Beams using both charges on turn X, another shot (at either range, it doesn't really matter for the purposes of this argument) from the same fighter's other Fusion on turn X+1, and that Stinger lands aboard a carrier on this same turn X+1, can it re-arm the Fusion Beam which fired on turn X and re-launch the Stinger before the end of turn X+1?
Thanks. I'm slightly disappointed because I hoped it would be a restriction which only applied to the Fusion which fired on the same turn (that's how it reads to me), but there you go.
Under my (apparently incorrect) interpretation you could reload its other Fusion (which I'm assuming was fired on turn 1) & launch on impulse 5 of turn 2, ready to fire on impulse 1 of turn 3.
Remember that you can re-arm a fighter in the Launch step of any impulse, and don't have to wait until the end of turn. In your example, the fighter can be reloaded and launched on impulse 1 of turn 3.For example, if you Fire a Fusion beam on a Stinger on Impulse 1 of turn 2 and land it on say impulse 4 of turn 2, at the end of turn 2 you can NOT reload the fighter. You have to wait until the end of turn 3 to reload the fighter.
Under my (apparently incorrect) interpretation you could reload its other Fusion (which I'm assuming was fired on turn 1) & launch on impulse 5 of turn 2, ready to fire on impulse 1 of turn 3.
