Two Plasma Questions
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- missmatronic
- Lieutenant JG
- Posts: 70
- Joined: Fri Aug 15, 2008 5:21 pm
- Location: San Jose, CA
Two Plasma Questions
Question #1
I played Gorns today and decided not to add any energy to an S-torp on the 3rd turn of arming. Do I need to pay a holding cost at all, I assume that I do not. I also assume that the saved energy will not dissipate until I've reached F or greater status if I decide to pay the holding cost at the appropriate time.
Question #2
What firing arcs do carronades use? The Bolting arc or the Launching arc? I think its the bolting arc but I'm not sure.
Thanks gang.
I played Gorns today and decided not to add any energy to an S-torp on the 3rd turn of arming. Do I need to pay a holding cost at all, I assume that I do not. I also assume that the saved energy will not dissipate until I've reached F or greater status if I decide to pay the holding cost at the appropriate time.
Question #2
What firing arcs do carronades use? The Bolting arc or the Launching arc? I think its the bolting arc but I'm not sure.
Thanks gang.
Regarding question #1 - if you don't pay the energy for the third turn of arming (of any torpedo that the launcher is allowed to arm), then you lose the torpedo. You can't 'skip' paying for a turn, nor can you pay the second turn energy cost (which is something that you can do in SFB). So at the start of the third turn, the torpedo needs to at least be an 'F' torpedo or you lose all of the energy that you spent on the first two turns.
- missmatronic
- Lieutenant JG
- Posts: 70
- Joined: Fri Aug 15, 2008 5:21 pm
- Location: San Jose, CA
Junior is right about question #1. Can't give you a specific rule number because I don't have the book with me.
#2, pretty sure it's the bolt arc because a carronade is a special kind of plasma bolt.
#2, pretty sure it's the bolt arc because a carronade is a special kind of plasma bolt.
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Here's the rule references:
(4J2a) says "If energy is applied on the first turn and not the second, the energy allocated on the first turn is lost and arming can begin again on the next turn. If energy is allocated on the first and second turn, but not the third, the energy allocated is lost and arming can begin again on the next turn."
As for Plasma carronades, (4J4b) says under the section headed "Step 1": "The target must be within fixe hexes range of the firing ship (Carronades ignore the +4 hex cloak bonus) and must be within the Bolt Firing Arc of the launcher."
(4J2a) says "If energy is applied on the first turn and not the second, the energy allocated on the first turn is lost and arming can begin again on the next turn. If energy is allocated on the first and second turn, but not the third, the energy allocated is lost and arming can begin again on the next turn."
As for Plasma carronades, (4J4b) says under the section headed "Step 1": "The target must be within fixe hexes range of the firing ship (Carronades ignore the +4 hex cloak bonus) and must be within the Bolt Firing Arc of the launcher."
- missmatronic
- Lieutenant JG
- Posts: 70
- Joined: Fri Aug 15, 2008 5:21 pm
- Location: San Jose, CA
I have a question about Caronades. I thought I remember reading something about this before (but I can't find the topic), but I heard that Caronades are pretty devestating against Fighters. Is this rule in Romulan/Klingon Boarders rulebook, or is it in Distant Kingdoms?
If they are devestating to Fighters, can someone explain why?
If they are devestating to Fighters, can someone explain why?
Althought I could be wrong, I don't think there is a particular rule about Plasma Carronades engaging or being devastating against fighters/shuttlecraft. As far as I know, these are engaged in the same way in which starships are engaged (this is mostly the case in FC with other weapons also).
I think the idea that Carroandes are deadly against fighters probably comes from the guaranteed damage out to range 5 (i.e. before the Stinger's effective range), where in combination with a single Ph-1 a carronade stands a good chance of crippling the target and thus disabling its fusion beams, even with only a single point of energy in the Carronade, and you can guarantee it with 3 points in the Carronade. That, or maybe it was particularly good in SFB (did it ignore the attack shift against fighters in SFB or something?).
I think the idea that Carroandes are deadly against fighters probably comes from the guaranteed damage out to range 5 (i.e. before the Stinger's effective range), where in combination with a single Ph-1 a carronade stands a good chance of crippling the target and thus disabling its fusion beams, even with only a single point of energy in the Carronade, and you can guarantee it with 3 points in the Carronade. That, or maybe it was particularly good in SFB (did it ignore the attack shift against fighters in SFB or something?).
