Archive through November 24, 2025

Star Fleet Universe Discussion Board: Star Fleet Battles: Rules Questions: SFB Rules Q&A: Archive through November 24, 2025
By Alex Chobot (Alendrel) on Thursday, October 02, 2025 - 04:07 pm: Edit

(E15.32) says “A web reduced to zero is destroyed immediately (it cannot be reinforced)” in reference to web breaker damaged scored versus the aggregate strength points. As such, it seems it would work as follows:

Web breaker damage that reduces the aggregate strength to less than 1 per hex of web but not zero (e.g. 17 points in a 20 hex web) results in a strength 0 web and starts the (G10.43) clock for the web dissolving. The web hexes are all still present and counting as web hexes (albeit strength 0). The asteroid anchor remains a legal anchor point, even if reduced to a “sack of rocks” - (G10.1314) only addresses the sack dispersing if relived of anchor status, and never checks for the strength of the web.

Web breaker damage that reduces the aggregate strength to zero immediately destroys the web: all web hexes cease being web hexes, counters are picked up, anchors are relived, etc.

Several rules mention they don’t apply when a web has strength zero, (G10.61) and (G10.7).

By Alex Chobot (Alendrel) on Thursday, October 02, 2025 - 04:11 pm: Edit

And note that any contiguous group of web hexes, regardless of layout or anchors, is a single web which calculates its strength and takes web breaker damage as a singular whole - web breakers would collapse the entire web, not segments of it.

By John Christiansen (Roscoehatfield) on Sunday, October 12, 2025 - 10:24 am: Edit

Alex, thanks. I missed that part of the rule. Two thumbs up.

By Eddie E Crutchfield (Librarian101) on Wednesday, October 29, 2025 - 05:56 pm: Edit

duplicate

By Eddie E Crutchfield (Librarian101) on Wednesday, October 29, 2025 - 05:56 pm: Edit

a question of the Sabot Upgrade. What does this refer to"(FP11.315) If a sabot plasma torpedo is launched on Impulse #3, #7, #11, #15, #19, #23, #27, or #31, it moves only one hex, not two." The sabots actually move 2 on 4,8,12,16,20,24,28,32? The rule already says what impulses it moves 2 on and all others 1

By Gregory S Flusche (Vandar) on Wednesday, October 29, 2025 - 07:32 pm: Edit

Simply put it means that. When You launch a sabot torpedo it can only move once on the next imp. Not two even if it is scheduled to do so.

By David Hanson (Glimaash) on Friday, October 31, 2025 - 09:29 am: Edit

Question on Decoy Drogues:

If you Deploy the Decoy Drogue on imp 18, can it go wild that same impulse or does it have to wait until imp 19? G34 make it sounds like it is a two step process and thus a 1 imp delay before it can go "wild".

(G34.332) A deployed decoy drogue can be ordered to “go wild” during any shuttle launch step after it is deployed, and thereafter functions as a wild weasel except that it remains attached to the ship and moves with it.

By Gregory S Flusche (Vandar) on Friday, October 31, 2025 - 07:49 pm: Edit

My thought was and still is on the next imp after launch.

By Gregory S Flusche (Vandar) on Sunday, November 02, 2025 - 07:37 pm: Edit

IPG in DIW mode. Is it one pulse for one imp are does the pulse last for 4 imp? My thought and reading seems to be 1 pulse lasts 1 imp damaging units within 2 hexes.

Just something that came up in my last game.

By Eddie E Crutchfield (Librarian101) on Monday, November 03, 2025 - 02:11 pm: Edit

Thanks Gregory, Any idea why only 1 if launched on the impulse before. I am sure someone will ask me one day. Or is it just what they wanted, no real reason. I guess you have to read 11.315 as a subset of 11.31 as applying to that situation. Again thanks.

By Frank Lemay (Princeton) on Monday, November 03, 2025 - 07:35 pm: Edit

Question re an ECM/ATG drone launch on the same imp as the mother ship declares EM.

Ship declares EM in Movement stage.
Then launches an ECM/ATG equiped drone during the seeking weapon launch stage.
After the fire stage, the ship goes EM.
Does the ECM/ATG drone lose its treacking since a ship cannot control drones while doing EM and the drone has not yet moved on the board ?

Thanks.

Frank

By Kenneth Humpherys (Pmthecat) on Tuesday, November 04, 2025 - 11:45 am: Edit

Eddie, I think the official reasoning was along the lines of game balance (r2 auto hit with no r1 defensive fire is a no go) and consistency with established rules [Seeking weapons first move must be 1 hex straight forward (F2.123)]

By Alex Chobot (Alendrel) on Tuesday, November 04, 2025 - 12:25 pm: Edit

David, see the last sentence of (G34.332): “A decoy drogue cannot be launched wild, but can be ordered to go wild during the launch shuttle step of the Shuttle and PF Functions Stage (6B8) of the Sequence of Play the impulse after it is launched.”

Gregory, IPGs having a duration is only listed under (G36.32) Jamming Mode and thus is a function of that mode. Also note that (G36.31) specifies that switching to pulse mode while jamming mode is active cancels any remaining jamming duration, but there is nothing addressing the reverse. While (G36.33) does not definitively say that there is no duration, it does not ever provide any rules necessary for there to be a duration, such as (G36.327) addressing operation over the turn break.

Frank, (FD5.21) allows the drone to lock-on immediately upon launch (as long as the launching ship has an available control channel at the moment of launch). The issue is that an ATG lock-on requires the target to be in the drone’s FA arc. I am not sure if the game defines a seeking weapon’s facing relative to its launching unit upon launch and will need to dig deeper into that (and of course if anyone does know, please point out the defining rule), but working off the reasonable case of “pointing way from the launching unit” and thus placing the unit off the drone’s #4 facing. So then, at SOP segment 6E, when the ship goes into EM and loses control of the drone, it tries to acquire tracking and fails because its target is not in its FA arc, and goes inert (of course, if there is another unit able to assume control of the drone, it may do so).

I’ll do some more looking to see if a seeking weapon’s position is defined somewhere when I can and come back to this.

By Gregory S Flusche (Vandar) on Tuesday, November 04, 2025 - 06:19 pm: Edit

Thanks Alex that was what I saw as well. Just was asking to clarify my thinking.

By John Hall (Fedf111fan) on Thursday, November 13, 2025 - 04:58 am: Edit

From Stellar Shadows Journal #1 Page 13, about how many cargo points would a Heavy PF take? A normal PF is 5 Cargo Boxes. Since a Heavy PF is About 25% bigger, I would imagine it would be betwwwen 6 and 7 cargo boxes.

By Robert Russell Lender (Rusman) on Thursday, November 13, 2025 - 10:11 am: Edit

Hmm. Not sure I understand your question. Are you asking how many cargo boxes a heavy cargo PF would have?

By John Hall (Fedf111fan) on Thursday, November 13, 2025 - 11:06 am: Edit

If you are storing the PFH. as cargo

By Stewart Frazier (Frazikar3) on Thursday, November 13, 2025 - 07:17 pm: Edit

Offhand, a PFH would be at max 10 cargo boxes, accounting for the physical size increase.

By Robert Russell Lender (Rusman) on Thursday, November 13, 2025 - 10:17 pm: Edit

Checking my Steller Shadows, I'm not seeing an entry mentioning how many cargo spaces the heavy PFs take. But to me it seems like 7 would be about on target.

By Dennis Surdu (Aegis) on Thursday, November 13, 2025 - 10:31 pm: Edit

I think the number of cargo points, versus cargo boxes, is what tou want to consider. Annex 7K lists the cargo points for just about everything other than the kitchen sink.

By Gregory S Flusche (Vandar) on Saturday, November 22, 2025 - 06:37 pm: Edit

If a ship is under PFC was so for all of last turn. On the next turn during EA put power to ECCM. Knowing that at some time that turn FC would be coming up to full. Yet still keep the PFC bonus and restrictions? Until such time as Full FC is announced?

By Alex Chobot (Alendrel) on Sunday, November 23, 2025 - 11:13 am: Edit

Gregory, (D19.12) says a ship under PFC cannot *use* ECCM and has no prohibition against generating it. Further, (D19.34) does not list generating ECCM as a condition that voids PFC.

Consider also the reverse of your scenario: a ship that starts a turn with active fire control and power allocated generating ECCM. If during the turn it shuts down its AFC the ECCM doesn’t interfere with the 32 impulse clock to begin claiming (D19.3) benefits.

Basically: ECCM is part of active [or in a limited sense, low power, see(D6.725) which again places a limit on how many points can be used, not generated] fire control. Energy is spend to generative, but if fire control is shut off, it’s on standby since there is no emissions at all. If ECCM generation interfered with (D19.3), it would be cited in (D19.34).

By Gregory S Flusche (Vandar) on Sunday, November 23, 2025 - 05:13 pm: Edit

Cool that helps a lot.

By Eddie E Crutchfield (Librarian101) on Monday, November 24, 2025 - 10:56 am: Edit

Question on the IPG in the DIW mode.When turned on how long is the blast 1 impulse or until it has damaged something? If a drone moves into range 2 of two only the one with the largest release will damage it , does the second one disapate or will it still be active the next impulse? Thanks

By Alex Chobot (Alendrel) on Monday, November 24, 2025 - 02:01 pm: Edit

Eddie, see my November 4 post and the reply to to Gregor within it for my opinion on IPG DIW mode being instantaneous based on there being no rules covering it operating over time.

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